Guide to Playing Oryx on ClubhouseGuides
Clubhouse is probably most iconic for the heavy emphasis on hard-breaching. It is a large map with three floors and three internal staircases. Attackers have plenty of external walls to breach which they may enter the building through. One is by Bedroom Stairs, called Jacuzzi wall. Another is in CCTV. There are also two external walls in Garage. A single panel in Construction leads out to Construction spawn, where you can find another external wall opening Dirt Tunnel in the basement. A couple external walls can be found in Strip too, but they are more commonly used by defenders to peek or run out. All of these major walls are in close proximity to the bomb sites, so they are typically reinforced to give defenders more room to play with.
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 – Gym (2F) and Bedroom (2F) Gym and Bedroom are next to Construction, and each of these three rooms contains a window facing the South Balcony. Attackers mainly push from this direction and breach Jacuzzi wall to the West, at the top of Bedroom Stairs. They may also come up the stairs themselves to flank the perimeter. It is also quite common for attackers to breach the roof hatch in Logistics Office, and drop down. Or they may clear from CCTV and Garage, to push Construction. This setup gives you a solid area to play around where you can influence site from below. It's also a great way to protect any teammates trying to deny plant with C4s. If needed, you can always swoop back into site via the Gym hatch.
If you're looking for an early pick, this angle in Strip Club is pretty cheeky and likely to go unnoticed. This is a high traffic area for attackers heading to breach Jacuzzi wall.
You can also shoot out the same wall at this point where you can fire at attackers rappelling on this railing if you don't catch them with the spawnpeek.
On the other side of Bar you can cover Construction window through this hatch. And again, if you need to return to site, this is another potential option.
If things get too heated or you just need a safe rotate, dash into Bar hatch to drop to Basement. It's quite unlikely you'll encounter attackers down there so dash your way to your new destination.
One possible option, which also makes for a good spawnpeek is Dirt Tunnel where you can cover Logistics hatch.
Another option is to hop up Stock Hatch and use these holes to cover Construction from the other side.
BOMB SITE 2 - CCTV Room (2F) and Cash Room (2F) Attackers tend to primarily focus on opening CCTV wall to obtain direct access into site. They also pressure CCTV Window and may try to take the Garage to push up to the Catwalk. Controlling Catwalk throughout the round can make a serious impact, making it easier to rotate using the staircases to bypass the the main wall once it’s breached. Flanks often come through Construction, and attackers may clear below to approach site from either of the staircases. This Strip Club run out, especially when informed by a Valkyrie camera, can be great for picking off attackers stumbling around on the roof above CCTV. Dash your way behind the gate for some cover to play from and dash back towards Strip to retreat.
Roaming around on the Bedroom side of the map can be a bit hazardous if an attacker drops through Logistics Hatch. Hiding an alarm below the desk will give you a bit of a heads up on whether or not this area becomes contested. Your second could go on either of the staircases.
One way you can cover Logistics is from Kitchen below through these holes directly beneath the hatch.
From Kitchen you can run out of Freezer on attackers breaching Construction or drop through the hatch and come up Stock Hatch from Blue Hall or otherwise waltz up the stairs.
Another reliable position with a lot of potential for influence is Gym where you can peek out onto South Balcony from Gym itself or otherwise hop out Billiards Table below.
BOMB SITE 3 - Bar (1F) and Stock Room (1F) Bar and Stock don't really see too much play, arguably because they make up the worst site in the ranked map pool, but practicing a pocket strat to surprise your opponents could be fun. Attackers will almost certainly go for a smoke plant in Stock Room, but may otherwise push Bar, clearing through the Strip Club and Bathroom or flanking from Bedroom Stairs. In the event you defend Bar consider sticking around in Strip Club to protect the rear of site. It's quite far from where much of the action usually occurs but as Oryx that's not so much an issue for you. Other than the two entrances to Strip be wary of this Hall door on ping.
You may fancy yourself an early run out from Strip in case attackers have spawned on this side of the map.
Sticking around in Strip can still be pretty influential as you enjoy this long angle all the way into Stock itself.
If you need to dip out, just drop Bar hatch and use the Basement for quick access to multiple flank routes.
One possibility is heading into Kitchen through Arsenal Hatch, or heading into Blue to use the stairs there. Either will put you within distance of attackers focusing on Stock.
You can even run out of Kitchen from Freezer to behind this fence and contest attackers outside Stock itself looking to cover a plant. The chain link may give you some lucky protection from bullets flying your way.
BOMB SITE 4 - Church (B) and Arsenal Room (B) Most of the ceiling in Arsenal is soft, whereas Church’s is entirely indestructible. Attackers will frequently clear a portion of first floor and work on opening hatches. There is also the treacherous route of Dirt Tunnel which is commonly pushed. Other than that, Attackers are left with Blue hall and Main Stairs. Busting through Construction Room's single panel before the round begins gives you a lovely perch to peer into Construction Spawn scouting out for the enemy Hard Breacher. Check on crosshair, on ping, or look for attackers climbing up onto Barn.
From there you have plenty of options making you incredibly elusive. Immediately rotating out could waste a lot of time if the attacking team chooses to prioritize hunting you down. If you choose to make an exit, Bar or Billiards would be good positions to hold while waiting for attackers to hone in on their main approaches to site.
If you choose to stick around in Logistics you can cover the hatch as well as the Freezer door through each of these sets of holes.
You can also use the Main Stairs window to cover Dirt Tunnel.
These holes in Cash give you lines of sight onto Stock below so you can cover that hatch as well.
If you wish to be a team player, lob an alarm up at this lip to alert defenders to attackers making their way down Main Stairs.