Guide to Playing Oryx on ChaletGuides
Prior to its rework, Chalet was uncomfortable to play on – for defenders and attackers alike. There were relatively few positions to hold angles from, without feeling like you were overly exposed or risking getting caught out by someone on flank watch. Kitchen/Trophy and Garage/Wine tended to be the favored sites. Since the rework, it appears that the strongest site is now Master Bedroom and Office. In my personal opinion, Bar and Gaming make for a better second but many teams prefer Garage since it's more familiar. I also believe that Kitchen/Trophy (now Kitchen/Dining) takes the cake for worst site of the map – though this may prove false in time. Roaming, while strong before, is significantly stronger now, leaving effective roam-clear and flank-watch even more essential than before.
Oryx's kit situates him as one of the better roamers in the game, though he is a bit of a selfish pick – similar to Caveira and Vigil. Rather than bringing utility to the table, he enjoys the ability to dash through walls, and hop up hatches. Oh Yeah! Don't feel too selfish for picking this monster of a mobile madman though. At least you can open up hatches and create rotates for your team! But if you wish to truly actualize the selfish playstyle he is so iconic for, use his dash to enable some unique run outs which would leave you detected and in a bad position when attempted with any other operator. He's ideal for solo queue and generally being a nuisance to deal with since he has such unpredictable mobility at his disposal. With his high skill ceiling you'll find him fun to play and continue to discover new uses for him along the way! Oryx's Remah Dash has TWO very unique components... Number 1: The DASH.
While this can be used to bust through destructible walls to create rotate holes, just be careful not to use it in this way too many times, since you will receive 5 damage per use in this way. It is also an amazing tool for quickly destroying furniture which attackers typically use as cover during defuser plants, such as the bar and tables on the top floor for Kafe. After setup, Oryx has the dash for rushing in and out of risky situations, leaving him a tricky target to lock onto in the process. This makes it a great tool for moving between cover while pushing through a large open room. The dash is ideal for both a speedy retreat to lose the attackers, and a clever flank while creatively navigating through the map. Lastly, in some situations you may find yourself with the opportunity to use the dash to bash into attackers (including shields!), knocking them down leaving them vulnerable for the kill. The ability operates on a charge mechanic similar to Lesion's gu mines, with a maximum of three charges available, each accumulating over the course of 12 seconds. Number 2: The LEAP.
Oryx is the only defender with the ability to move upward through hatches, offering him unique opportunities to threaten creative flanks which are difficult for attackers to cover. You don't always have to commit to the flank though and may wish to simply peek up for intel, without climbing through the hatch entirely. This is done by tapping the gadget button instead of holding it. When using his ability in this way, you can stall out attackers by dropping once they hear you, keeping their attention on you instead of them pushing the site. One great strategy is to hold hatches from above, watching key areas below, and dropping to flank, then possibly returning to hop back up to your previous position. Since Oryx brings the Bailiff, he can dash around in prep phase opening up virtually every hatch on the map to use later as needed. WEAPON LOADOUT
Oryx basically has two alternative loadout options, since he definitely wants to have a shotgun available for opening up hatches, though one is a bit more memey and the the second is significantly better.
While Oryx has the option of bringing the incredibly fun-to-use SPAS-12, this is certainly suboptimal in virtually every case. Though you may have a pocket strat where this niche pick is “viable.” You can also pack this heat for the LOLs though! If this does fancy you, slap the laser sight on for a tighter hipfire and use your dash to keep in close quarters. When you are equipping this blast cannon, partner it up with the USP40 so you at least have the potential to take mid-range engagements when forced to do so. The stats on this pistol are actually quite nice and its recoil is pretty comfortable. Definitely give this loadout a try in a more casual setting!
The more competitive option though is definitely his SMG, the T-5. It handles well when equipped with the flash hider for laying those short bursts down range and ensuring the headshot. But the compensator on it can be nice as well, given its high rate-of-fire at 900. If you prefer a 1x sight, you have the 3 classic options available, but the 1.5x is more flexible and can come in handy for spawn peeks. Partner it up with the Bailiff 410 to open up hatches during setup. Leave the laser sight at home, since the hipfire spread is already so tight. Any tighter just eats up more ammo when opening hatches. It is possible to open hatches in one shot, though shotguns are unreliable and you cannot always guarantee this. Sometimes, you just get unlucky, and have to use the entire cylinder to get the thing open! ***Generally, my advice for being efficient with the Bailiff is to align your crosshair circle with the perimeter of the hatch and move while shooting to expand the spread.*** SECONDARY GADGETS As for secondary gadgets, the choice is largely preference – I prefer the alarm for the intel it supplies, but there are some who argue the wire is universally better. The Barbed Wire is a classic secondary gadget which is pesky for attackers to deal with. It is best placed in choke points which attackers need to push through in order to access site. This slows them down substantially, and even offers a sound cue, placing them at a disadvantage. Preferably, place it in locations where anchors can establish a crossfire, or at least so they can use the sound cue to inform them when it is best to peek. This way it is very uncomfortable for attackers to take their eyes off their sights and melee the wire. In some rare situations, you could actually place the barbed wire near hatches to provide visual cover while you discreetly watch, waiting to flank. Not a reliable tactic, but certainly makes for good content! The Proximity Alarm is helpful for alerting you or your team to flanks. Use the alarms to give anchors a heads up when attackers try sneaking through a key area to access site. Or you may prefer to use them for setting up extended roams, keeping you clued into whether or not the rotates you created earlier are still safe to use. When using them in this way, it can be helpful for keeping one in the pocket. For example, if you're holding a hatch from above and wish to drop, but want to hop back up the hatch after, toss the alarm nearby to inform you when it is no longer safe to return. DEFENDER BOMBSITES
BOMB SITE 1 – Master Bedroom [2F] and Office [2F] The main approach to this site comes through Fireplace Hall. Teams pushing here will mostly clear Library and establish flank watch so they can breach Office and plant in the pocket by Wine Rack. In addition, they may send someone onto East Balcony to pressure Office further and West Balcony to pressure Piano. Holding Piano and Bathroom with a rotate or two in Closet creates more opportunities to control site perimeter. If attackers don't take control of East Balcony, use the window to your advantage as an angle or rotate against attackers in Fireplace. Garden is not a common option for main pushes, but it is a prime candidate for flanking attackers, so keep an eye on it. Lastly, attackers can rappel Master window, but there are so many run-out opportunities that it is a bit of a death wish. I believe this to be the better of two rotate options available when reconstructing this site. This one allows defenders anchoring Office Half Wall to cover Garden door. But many teams seem to prefer their rotate be created on ping. That alternative provides a little bit of added cover when rotating between sites.
This is another rotate option in the Closet which gives alternative angles to contest Office Balcony, effectively rendering it very difficult for attackers to properly utilize. Having it on the right gives more control over Piano window instead.
Slap one of these two proximity alarms up (below the window or in the bushes on the left) and site is good to go. Now move along to your roam!
These holes in Dining provide good control over Balcony door, while protecting anchors from attackers wishing to play vertically. In general you are well positioned to rotate to wherever needed.
For example, you can drop through Dining hatch and step out to lay down rounds at attackers rappelling on Big Window. Retreat back up your hatch, or use the Basement as a highway, dashing to your next location.
When flanking attackers going for a breach on Office wall, you can sneak up Fireplace Stairs, or make your way into Bar and hop up the hatch to flank attackers from Library.
BOMB SITE 2 – Bar [2F] and Gaming Room [2F] Bar and Gaming was previously the least popular site in many ELOs – so most teams feel uncomfortable defending it. Now, however, it offers a pretty reliable defense. Since Gaming is difficult to penetrate, attackers are mostly forced to focus their assault on Library and Bar. This makes a push from Garden and Office the best bet for attacking teams. This approach is vulnerable to flank paths from Garden and features many destructible floors for roamers playing with C4s in Dining and Kitchen below. Site entrances can be defended by two anchors and one lurking Library Stairs to control perimeter. This player can also support whoever holds above in Library. The last can play C4s below the attackers' approach and possibly flank. In case you've seen my other guides, after careful consideration I've decided this setup is actually preferred (I now skip a reinforcement where the picture hangs on the wall). Make sure Stock single is reinforced as is the single wall in Bar on ping. Gaming hatch is best played opened to hold from above in Library.
These are the most vital reinforcements upstairs, including Bar hatch, which leaves you with 2 spares to reinforce Fireplace wall below.
The final two reinforcements go here in Fireplace. This allows you to play around this hatch while influencing the catwalk above on ping. If needed, simply drop the hatch and use your dash and leap to achieve a flank through Dining.
You can access Master hatch for the Big Flank by leaping up through Dining hatch. Alternatively, you could also position in Master or Kitchen initially to delay the push.
When holding Kitchen or Dining as a primary roam, consider these alarms to alert you to lone attackers flanking with the intent of pushing Bar through Dining.
BOMB SITE 3 – Kitchen [1F] and Dining Room [1F] This was previously the community favorite in most ELOs. Now though, it is quite difficult to hold onto Trophy since the staircase provides attackers with an easy pinch. This creates a common pressure point to be wary of. There are also a surplus of Soft Walls surrounding Site demanding reinforcements, and not a ton of cover in the site itself. The Kitchen Hallway is going to be a powerful position to hold onto, but can potentially be exposed to many angles and requires finesse to work properly. The main breach seems to come through Fireplace with a Dining Wall breach. And attackers will split pressure either above, or on West main, or Trophy. But the meta is still early and developing. While barricades can potentially be a hindrance, there are plenty of other options for roamers seeking to return to site. These alarms (one in the cabinet, one on my crosshair) can also serve as an early alarm to attackers taking control of West Main. I personally would ask for a Castle to barricade off each of these doorways on the left.
Given the above setup (especially with a Castle) I believe this to be an excellent use of reinforcements for making this site Playable at Best. While you can't bring a shield with Oryx, I figured it's worth mentioning that placing a shield on ping keeps defenders protected while rotating through here.
**If you prefer a different setup to this site, record a video of your reinforcements and rotates, including any shields or barricades, in the comments below!** This wall tends to be the focal point for breachers so they can plant behind Dining table. If they ignore this wall, the hatch offers a nice return to site for you.
Alternatively you can return through Trophy hatch. It depends on where attackers are positioned during your journey back home. These lines of sight are easily created with the Bailiff and the reinforced panel provides cover for defenders to use while contesting attackers aiming to hop in Trophy window.
This panel and rotate provide excellent cover for anchors playing in Kitchen or near Half Wall. Even if the hatch is opened, they can still play Half Wall using the reinforcement for protection.
Playing in Bar or Library leaves you well-positioned to delay attackers attempting to pull off the main breach.
Alternatively, you could play upstairs in Master Bedroom & Bathroom working to protect the hatch.
BOMB SITE 4 – Snowmobile Garage [1F] and Wine Cellar [1F] This site can be easily attacked if they bring multiple hard breachers and just blow all the walls open. If this is allowed, there are very few places left to sit in site safely. The site is best held from Connector (between sites) and 90 Hall (Blue Hallway) with another anchor in either Garage or Wine. Roamers should work on delaying control over Fireplace or delaying the breaches. Let me just say, the most important thing you can do to set up this site is smash these barrels to create these extra wonky angles for anchors to tuck into. JK... But it is a quick and easy way to do so!
Aim at the corner to make this rotate here, giving anchors protection from Blue while rotating to swing on Garage Door. This also allows defenders to hold Blue stairs through a pixel angle from the Toolchest.
Slapping an alarm here gives an early heads up to attackers trying to crouch walk their way down Blue or otherwise sit on the pixel angle waiting for a pick.
You can also stick around to help defend Blue yourself and wait to set up the crossfire. Doing this from Bar gives you a nice hatch to hop through placing you in Library.
Once in Library you can go for this unorthodox run out. It will leave you detected moments before you peek,but it is less expected.
<p> Opening the floor hatch in Trophy, alongside popping the one in Kitchen allows you to create pressure especially if you go for an early peek on this side of the map. It forces attackers to deal with a lot of vertical space to effectively lock you out from flanking them and can waste a ton of time. Reposition, and keep an ear out for call-outs of attackers pushing Trench or otherwise breaching Dining hatch for you to respond.