Guide to Playing Oryx on Theme ParkGuides
Theme Park, the Chinese map of operation Blood Orchid, is an abandoned spooky amusement park which has since been repurposed for rather devious activity. It features two very spread out floors and three staircases as well as two roof hatches. The map is essentially rectangular in shape, being split in half East to West. The choice between four viable bomb sites, and the time it takes for attackers to completely roam clear tends to leave the defending team in favor. If you enjoy a good roam game on this map, Oryx is the perfect defender to add to your arsenal.
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. Using it to burst through barricades will not damage you 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 performs well too, 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 – Initiation Room [2F] and Office [2F] Initiation and Office are split apart by Waiting Room, which is itself quite exposed and risky to play in. This makes it easy for attackers to cut off rotations between sites when attacking from the West, forcing defenders to rotate instead through the hallway between Cash and Control Room. Beware the roof hatches above Yellow Corridor and Control Room providing attackers quick access to site. The site can also be held by extending into Cash and Control or instead stretching into Bunk and Cafe for more elaborate setups. I like extending into Cash so long as whoever is anchoring on this bomb in Office is fully committed to it. It gives another angle to contest Cash Balcony doorway from so a crossfire may be established.
You can also go for this run out on attackers rappelling on Cash Balcony. Once you're done, bolt back into Tellers and hop up the hatch.
This is a pretty standard setup for Office whether you want to extend into Cash or not. Feel free to help your team and make the rotate if they need it!
This alarm gives you a good heads up on attackers seeking to establish control of Control Room, which is super important. A sneaky flank through here can be devastating.
If you want to extend into Bunk instead you can invest a lot of effort in delaying the take from the West side and either retreat to site or drop into Barrels and smash your way into Throne. Doing so leaves you as a constant flank threat with many avenues available to you.
BOMB SITE 2 – Bunk [2F] and Day Care [2F] A rather popular site, Bunk and Day Care are surrounded by three hallways and Break Room. Attackers will likely push from Cafe, and possibly up Yellow or Arcade Stairs. Be wary as well of the hatch in the hallway by the vending machine that attackers may drop. The other push comes from Cash and Control in through Initiation to breach Bunk wall. There is also always the threat of attackers rappelling into Break Room to flank site. Holding Office while defending Bunk gives you the ability to protect Day Care wall by shooting out breaching gadgets while also contesting attackers making their way into Initiation.
Barricade off these three doorways to help secure your flank and isolate the portion of the map you're defending into more controllable compartments.
You can open up lines of sight or even full on rotates through these two walls if you wish to contest Cafe or otherwise leave yourself with rotate options.
This alarm, combined with your set of barricades from earlier gives you a heads up to attackers flanking you from Cash. If you hear nothing, chances are you're safe to drop this hatch if need be and rotate accordingly.
One good rotate is to wrap around through Gong into Maintenance so you can bash straight through Armory, which is likely unoccupied. This will land you in Barrels where you can either hop up Bunk hatch or make your way up Arcade Stairs. Just be ready to pay the 10 HP toll for this road - still, it's better than dying to an attacker on Yellow Stairs
BOMB SITE 3 – Armory [1F] and Throne Room [1F] This is widely considered to be the most defender-favored site. The reason for this is because there are many different ways to deny breaching of the three reinforced walls, and the ceiling above Throne Room is indestructible. Given that the tops of the panels can be shot open, impact tricking is viable, or teammates can throw C4s over the reinforcements, and of course traditional breach denial operators work well. Be sure someone is keeping an eye on Split from either side to easily trade kills on attackers pushing through. Avoid your instincts of popping open every hatch in sight. Instead toss an alarm above this doorway and head upstairs to reinforce this sucker.
The first part of this setup is to barricade Cafe as well as these two doorways. This compartmentalizes your defense so you have less areas to worry about while still leaving you with plenty of rotate options.
Lob an alarm here to give you an alert to approaching attackers flanking you from Arcade Balcony.
Pop open this hole to keep an eye on Barrels window. You'll only see their feet once they hop in, but it has the benefit of being hidden by the vents. Just be patient and they'll move forward exposing their head.
Open this rotate to give you a nice line of sight onto Control Room. You a can contest this line of sight from behind the cover of this table. If you need to, so long as Barrels is uncontested, blow the hatch and dash into it for an escape.
Using your rotate hole you can make your way over to the top of Dragon stairs and cover this angle to watch for attackers rummaging around in Maintenance below.
You should also pop this hole during Prep to offer a nice angle onto attackers pushing in Maintenance below as they attempt to breach Throne Room.
BOMB SITE 4 – Lab [1F] and Storage [1F] This site can be defended in a few ways. One option is to send a few roamers above to to cover site entrances using holes in the flooring. Another is to extend the defense into Armory and Throne Room by reinforcing East and West Throne Wall, effectively granting control over the site flank and creating a safe area for roamers above to retreat using Split hatch. To complete this strategy someone should open a line of sight onto Yellow Stairs from Armory using a shotgun. Attackers tend to push upstairs to establish vertical control, but if they get a pick by Bathroom or Storage they may simply rotate to site to plant. Extending into Throne gives you an amazing angle onto Bathroom and Storage which forces attackers to deal with you before pushing into site from Bathroom window.
When extending into Throne, set up Armory in this way giving you access to Barrels.
I think this site becomes a bit more manageable with multiple returns to site. And with Armory & Throne under your control this passageway is unsafe for attackers to utilize.
Slap an alarm above Barrels window since you've opened it up and pop the hatch in case you need to access it and flank attackers pressuring site vertically.
You'll need all three dashes in your pocket, but vaulting out Arcade window and using two to make it over here might land you a kill on an unsuspecting attacker outside Storage window. The third dash is your retreat ticket back into the building.
If you don't care to extend into Armory you could at least control Yellow Stairs and Bathroom door through this hole in the wall. Otherwise hop up into Cash and flank attackers pressuring site vertically from Cafe. Just don't linger too long if attackers become aware of your position since you're a bit cornered.