Tactical FPS · Strategy · Cosmo Cheats

Valorant

A 100-second round, a 45-second spike, and an economy that remembers everything you did wrong.

Riot released Valorant in June 2020 and the core has barely moved since: 5v5, 12 rounds a side, first to 13, one bomb called the spike, and a roster of agents whose abilities are bought with the same credits as your rifle. That last part is what separates it from every other tactical shooter. In Counter-Strike a grenade is a grenade; in Valorant a smoke is an agent’s job, a flash is a teammate’s cooldown, and the round you lose is usually the round where three people spent 2,900 credits on a Vandal and nobody could smoke off the open angle. This guide is vanilla, mechanics-only: the timers that govern a round, the actual credit numbers, every gun worth carrying, the Vandal and Phantom damage tables that end the argument, the four roles and what each one owes the other four players, the maps and the specific habit each one punishes, attack and defence structure, the post-plant arithmetic almost nobody does, how Rank Rating really moves, and the settings worth changing before your next queue.

Diagram: one section of this page and the entries it listsA bracket diagram. A bar across the top carries the section heading "What Each Map Punishes". A line drops from it and branches to five boxes stacked down the page: "Ascent", "Bind", "Haven", "Split" and "Icebox".07What Each Map PunishesAscentBindHavenSplitIcebox
Figure 1. Section 07 of this page is "What Each Map Punishes". These are the first five of the 12 entries it lists.

01 · The Shape of a Round

Every Valorant decision is a clock decision. Learn the four timers and most of your bad rounds stop happening.

  • Twelve rounds a side, first to 13 Regulation is 24 rounds: twelve attacking, twelve defending, with a side swap in the middle. The first team to 13 wins the match. A tie at 12-12 is not a draw in competitive, it is resolved two rounds at a time, one on each side, and a team has to take both of them to end it.
  • Round timer: 100 seconds One minute forty from the moment the spawn barriers drop. If the spike is never planted and that clock reaches zero, defenders take the round. Attackers still gathering information at 0:30 have already lost; they simply do not know it yet.
  • Spike timer: 45 seconds Once the spike is down it detonates 45 seconds later and the round clock stops mattering entirely. This is why a plant in a losing 2v4 is still correct: it converts a fight you are losing into a hold you might win, and it hands your team a clock the defenders now have to beat.
  • Plant 4 seconds, defuse 7 Planting takes four seconds and can only be stopped by killing the planter. Defusing takes seven, and the seven are not one block: at 3.5 seconds the defuse banks a checkpoint.
  • The half-defuse is a real tool Tap the spike for 3.5 seconds, step off into cover, let the attacker commit, then finish with the remaining 3.5. Two short windows are far easier to find than one long one, and most players below Diamond never bank the half at all.
  • Abilities reset, ultimate points do not The abilities you pay credits for are gone at the end of the round and must be bought again. Ultimate points carry across the whole half, which makes them the only resource in the game you can genuinely bank.
  • The barrier phase is for one sentence You get roughly half a minute behind the barrier with the menu open. Use it to agree on one spend level and one opening, not to argue about the last round. Five players making five independent decisions in that window is the single most common cause of a lost half.
  • Overtime deletes the economy A competitive match tied at 12-12 goes to overtime, and overtime hands every player 5,000 credits at the start of every round with ultimate points topped up close to ready. Saving stops existing, eco rounds stop existing, and nothing you did to their wallet matters any more. Teams that only know how to win by starving the other side tend to fall apart in exactly these rounds.

02 · Credits and the Loss Bonus

Valorant’s numbers are not Counter-Strike’s numbers. Learn these eight and you will stop making the third-round mistake that costs you the fifth.

  • Round one opens at 800 credits Both halves start every player on 800. That is a Ghost at 500 plus light shields at 400 if you drop the shields, or a Classic plus light shields plus an ability. It is not enough for a Sheriff and armour together, so the pistol round is a genuine choice rather than a default.
  • The ceiling is 9,000 Credits above 9,000 evaporate. If you are sitting at the cap you are wasting money every round: drop a rifle to the player who saved nothing, or buy the shields you keep skipping. Capped players on a team that is force-buying is a coordination failure, not good discipline.
  • Win 3,000, kill 200 Every player on the winning team takes 3,000 credits, and every kill anywhere pays 200 to the player who got it. Two kills on a round you lose is 400 credits, which is why trading on a lost round still has value beyond morale.
  • Loss bonus climbs 1,900, 2,400, 2,900 Your first loss pays 1,900. A second consecutive loss pays 2,400, and a third or later pays 2,900. A single win resets the ladder to the bottom, which is the trap: winning an unplanned force buy can leave you poorer two rounds later than losing it deliberately would have.
  • The plant pays 300 to everyone A successful spike plant gives 300 credits to every attacker, win or lose. On a 2v5 where the round is gone, planting and dying is worth more than a brave push, because your whole team is 300 richer next round.
  • A survived rifle is next round’s loadout Weapons carry over if you live. Walking away from a lost round with a Vandal is a 2,900-credit decision. Your team does not need you to trade into a 1v3 at 0:15; it needs a rifle on the board next round. Say "saving" out loud so the others do too.
  • Eco does not mean empty On a genuine save round, still take the cheap abilities. A Sova with nothing is a body; a Sova with a Recon Bolt is the reason the next round’s execute goes to the correct site. Utility is usually the cheapest thing on your menu and the last thing players remember.
  • Anti-eco is a distance problem A saving enemy is harmless at 30 metres and lethal at five. Against an eco, hold long angles, take light shields and a Spectre rather than a full loadout, and never walk into a closed space where a Bucky or Judge is the correct answer to your 2,900-credit rifle.
  • One voice calls the spend level Somebody says "full", "force" or "save" in the first five seconds of the barrier phase and everyone matches it. Four full loadouts and one save is the worst outcome available: you have a player who cannot fight and a team that spent as if he could.

03 · The Arsenal, Costed

Twelve guns that actually appear in ranked, what they cost, and the specific job each one is the best answer to.

WeaponCreditsWhat it is genuinely for
Classic0Given to you every round. The right-click burst is lethal inside five metres and wins more pistol-round duels than people expect. Never worth swapping out on a save round.
Ghost500105 to the head. Quiet, accurate, and the pistol-round pick if you trust your aim more than your positioning. Leaves 300 credits for an ability, which is the point.
Sheriff800159 to the head at close range, which kills through heavy shields. The recoil is punishing and the second shot is slow, so treat it as a one-tap tool for a held angle, not a duelling pistol.
Marshal950101 to the body, so one hit removes an unshielded enemy. The eco answer to a long angle: you can hold the same sightline an Operator holds for a fifth of the credits.
Stinger1,100Right-click fires a four-round burst. Terrifying at ten metres, useless at thirty. A pistol-round upgrade for players who intend to close distance immediately.
Spectre1,600The default force-round gun and the most forgiving weapon in the game while moving. If your team is 2,000 credits short of rifles, five Spectres beats three rifles and two pistols.
Judge1,850Full-auto shotgun. It does not win rounds, it denies one entrance completely. Best on a defender holding a short corridor an attacker must physically walk through.
Guardian2,25065 to the body, 195 to the head, semi-automatic. A rifle-budget option that rewards discipline and punishes panic. Genuinely strong on long-sightline maps where your first shot is the whole duel.
Outlaw2,400Two shots then a reload, 140 to the body and 238 to the head. The body shot does not finish a heavy-shielded enemy, so it is an aggressive picking tool rather than a safe one.
Vandal2,90039 body, 160 head, no damage falloff at any distance. The gun that one-taps from anywhere on the map, which is the whole argument for it.
Phantom2,90030 rounds, a faster rate of fire, a suppressor, and damage that drops with range. The better weapon in close quarters and through smoke, the worse one across Breeze.
Operator4,700150 to the body kills a player with full heavy shields outright. It also costs more than one and a half rifles, so a missed shot is a round your team paid for twice.

04 · Vandal or Phantom

Both cost 2,900. The argument is settled by two numbers and one map choice, not by preference.

  • Vandal: 160 to the head, every range A full loadout is 100 health plus 50 shields, so 150 effective. The Vandal’s 160 clears that at any distance on the map, with no falloff. One bullet, one kill, from anywhere. That is the entire case for the gun.
  • Phantom: 156 close, 124 far Inside 15 metres the Phantom headshot is 156 and clears 150. Past 30 metres it is 124, which leaves a heavy-shielded enemy alive and shooting back. That single number is why you do not take a Phantom to hold Breeze mid.
  • Rate of fire and magazine The Phantom fires faster and carries 30 rounds against the Vandal’s 25. In a spray-through into a smoke, or a close fight where you are correcting mid-burst, those extra bullets and that extra tempo decide it.
  • The suppressor is information The Phantom has no visible tracer and a quieter report, so spraying a smoke does not paint a line back to your exact position. When you are the player holding an angle nobody has checked yet, that matters more than four damage.
  • Recoil is the real tax Both rifles climb almost vertically for the first four bullets and then drift. The practical rule is tap at range, burst three to five in the middle, spray only inside ten metres. Full-spraying a 30-metre duel is how you lose a fight your first bullet had already won.
  • Let the map choose Breeze, Icebox and Ascent mid are long, open and full of 30-metre duels: take the Vandal. Split, Bind and Lotus are corridors and close angles: take the Phantom. If the map is ambiguous, take the one you have fired ten thousand bullets with.
  • Neither rifle forgives movement First-shot accuracy collapses while you are running and never recovers mid-slide. Come to a complete stop before you fire. This is the one habit that makes both weapons feel accurate, and the one most players below Platinum skip.

05 · Reading the Roster

Twenty-nine agents, four roles, and Riot adds one roughly every other act. Pick the role your team is missing first, then pick an agent inside it. Two Duelists and nobody who can smoke is a loss you can already see at the agent select screen.

Duelist Takes the first fight
  • Jett, Raze, Reyna, Phoenix
  • Neon, Yoru, Iso, Waylay
  • Self-contained entry and escape tools
Owes
The first contact on every execute. If you picked a Duelist and you are entering third, you picked the wrong agent.
Wants
A flash or a concussion landing on the angle roughly half a second before you cross it.

Raze and Jett solve the same problem differently: Raze blows the angle open and forces bodies out of cover, Jett takes an angle nobody can hold and dares you to trade. Reyna is the one that punishes a team with no plan, because her kit only pays out after the kill.

Initiator Gathers the information
  • Sova, Breach, Skye, KAY/O
  • Fade, Gekko, Tejo
  • Reveals, flashes and area concussions
Owes
An answer to "is anyone there" before five players commit to a site with 40 seconds left.
Wants
A Duelist who moves the instant the utility lands, not three seconds after.

This is the most undervalued role in ranked and the most valuable. Sova’s Recon Bolt turns a coin-flip site take into a checked one; Breach flashes through solid walls so the defender never sees where it came from; KAY/O’s knife switches an entire enemy team’s abilities off for the length of an execute, which is worth more than any single kill.

Controller Decides what can be seen
  • Brimstone, Omen, Viper
  • Astra, Harbor, Clove, Miks
  • Smokes, walls and denial zones
Owes
Two or three smoke positions per site, known before the round starts and placed in under two seconds.
Wants
To be told the site at the barrier, not at 0:35 when the team is already moving.

The role that most decides rounds and least appears on the scoreboard. Brimstone places smokes from a top-down map, which is precise but range-limited. Omen re-casts and teleports. Viper trades instant coverage for a fuel bar and a wall that cuts a site in half for the whole round. Learn three positions per site and you outperform a Controller who improvises every time.

Sentinel Holds a site with one body
  • Sage, Cypher, Killjoy
  • Chamber, Deadlock, Vyse, Veto
  • Traps, alarms, walls and lockdowns
Owes
Enough delay on one site that four teammates can play elsewhere without losing the map.
Wants
Permission to lose the site slowly rather than an order to win the 1v3.

A Sentinel anchoring B alone is what lets the other four contest mid. Cypher trades kills for a camera that tells the team which site to rotate to. Killjoy locks a site down with hardware and forces attackers to spend utility clearing it. The best measure of a Sentinel is not their kill count, it is how often the team rotated in time.

06 · Utility Discipline

Most rounds are lost by abilities that were thrown, not abilities that were missing.

  • The signature ability is not a bonus Every agent has one ability that costs no credits and recharges. Because it costs nothing it gets thrown at the barrier out of habit. A Recon Bolt into the same corner for six straight rounds is not information, it is a pattern the enemy has already solved.
  • Ultimate points come from five places A kill, your own death, a spike plant, a spike defuse, and each ultimate orb on the map are worth one point apiece. That means you accumulate ultimate charge even in rounds you lose badly, which is the argument for planting on a doomed round.
  • An orb is a fight, not a pickup There are two ultimate orbs per map, they take several seconds to channel, and they are audible. Taking one with nobody watching the flank is how a team hands over a free opening kill for a point they could have earned by trading.
  • Timing beats placement A perfectly placed smoke thrown five seconds before the push is a rotation call for the defenders. Throw it and move in the same breath. Late and correct loses to early and approximate more often than players believe.
  • Flash for the entry, not for yourself The player who threw the flash should be second through the door. Flashing and then peeking it yourself gives the defender the exact half second they need to turn away and turn back. Call "flashing", throw it, and let the Duelist go.
  • Keep one piece for the retake Defenders who dump every ability before the plant have nothing left for the 45 seconds that actually decide the round. Hold one smoke, one Molly or one flash specifically for the retake. It is the cheapest round-winning decision available to you.
  • Suppression beats damage Abilities that switch other abilities off are worth more than abilities that do 60 damage. KAY/O’s knife on an execute, or Vyse jamming primary weapons on a retake, turns a coordinated defence into five individuals for exactly as long as you need.
  • Utility moves people, it rarely kills them Most damaging abilities do not finish a healthy player. Stop treating a Molly as a kill and start treating it as a lever: it pushes someone out of cover, into a predictable path, in front of a crosshair you have already placed. Throw it where you can punish it.

07 · What Each Map Punishes

Thirteen maps exist and only seven sit in the competitive pool at a time, with Riot rotating them between acts, so a map you have not queued in months is always one act away from being compulsory. Twelve of the thirteen are below, each with the specific mistake it is built to punish; Corrode rotates through on the same cycle.

MapSitesWhat it punishes
AscentTwoLosing mid. The open middle feeds both sites and the mechanical doors let defenders shut a rotation. Give up mid and you are attacking two sites through one entrance each.
BindTwoIgnoring the teleporters. There is no mid, so the map is two separate lanes joined by two one-way teleporters that announce loudly when used. Every player who forgets that gets flanked from behind.
HavenThreeThin defence. The only three-site map in the game: five defenders cover three sites, so every rotation is long and every fake is cheap. Attackers who are patient here win halves.
SplitTwoWide-swinging. Tight corridors, ropes and vertical heaven angles mean you are always exposed to a player above you. Utility clears Split; aim does not.
IceboxTwoFlat thinking. Ziplines, tall boxes and plant positions you can hold from above. If you clear a site at head height you have cleared roughly half of it.
BreezeTwoBringing the wrong gun. Huge open spaces and 40-metre sightlines. The Operator and the Vandal are the map; a Phantom past 30 metres is not one-tapping anyone with shields.
FractureTwoFacing one way. Attackers spawn on both sides and can cross underneath, so defenders are pinched from two directions at once. Defenders who hold a single angle get hit from behind it.
PearlTwoBad fundamentals. No teleporters, no ropes, no gimmick: just three lanes, a large mid, and whoever executes better. The map that most exposes a team with no structure.
LotusThreePredictability. Three sites, rotating doors that change what is open, a destructible door and a silent drop. Playing Lotus the same way twice is playing it wrong.
AbyssTwoCareless movement. There are no outer walls in places, so a mistimed dash, a knockback or a push at the wrong edge is a death that nobody had to shoot.
SunsetTwoSlow rotations. It is a compact fundamentals map with a mid that both sites lean on, and the distances are short enough that a defender who leaves a site late arrives after the plant rather than before it.
SummitTwoStatic holds. Its drop-wall mechanic changes which routes are open partway through a round, so information here has a shelf life. Sitting in the same corner all half is how you get walked around.

08 · Attacking Structure

A site take needs about 25 seconds. Work backwards from there and the round plans itself.

  • A default is map control, not indecision Spread across three areas, take the space nobody is contesting, and collect information for the first 30 to 40 seconds. A default is not five players standing in spawn waiting for someone to call a site. It is deliberate, cheap, and it gives the caller something to decide with.
  • Commit by 0:40 Executing a site and planting takes roughly 25 seconds when it goes well. Start after 0:35 and you are planting into a retake with no post-plant time left. Set the number out loud: "committing at 40" is a better call than "go go go" at 0:20.
  • The trade window is about a second To trade a teammate you must already be able to see the duel when it starts. Three seconds behind your entry is not support, it is a second 1v1 against a player who now has the angle and knows you are coming.
  • Do not push a wall you cannot trade through Walking alone into a smoke or around a corner your team cannot see gives the defender a duel on their terms, at their range, with their crosshair placed. If nobody can punish your death, the push is not aggression, it is a donation.
  • Order of operations on an execute Information first, then denial, then the flash, then entry, then the plant. Recon before smokes means the Controller knows which angle actually matters. Smokes before the flash means the flash is not wasted on a defender who was never looking.
  • Name the planter before the barrier drops Decide who carries the spike in and where it goes while you still have the menu open. "Who has spike" shouted on site at 0:12 is four seconds you did not have and a plant in the open you did not want.
  • One fake per half, and earn it A fake only works if you have spent several rounds being genuinely predictable. Faking in round two costs you the tool for round nine. Make them believe the pattern first, then break it at 10-10.
  • Stop stacking a site you never pressured Five attackers arriving at a site with zero map control means five players in a single choke that every defender has already rotated to. If you have not touched mid all half, the site take from mid is not a surprise, it is a queue.

09 · Defending Structure

Your job on defence is not kills. It is time, information, and being alive when the spike goes down.

  • Crossfires, not heroes Two players covering one entrance from two positions beat one player covering it from the best position, because an attacker can only pre-aim one of you. Standing next to your teammate is not a crossfire; it is one angle with two bodies in it.
  • Off-angles are a one-time resource Holding a spot nobody pre-aims wins the first duel of the half almost for nothing. It also gets you killed every time after they have seen it. Use one per half, at a moment that matters, then go back to the angle you can actually fall back from.
  • The anchor sells time A solo anchor who delays five attackers for 15 seconds and dies has done the job perfectly. An anchor who wins a 1v1 and then dies instantly to the trade has done it badly. Measure yourself in seconds bought, not in kills taken.
  • Rotate on information, not one footstep A single sound is bait most of the time. Rotate on two pieces of evidence: a sound plus a reveal, or a sound plus damage. Four defenders sprinting off a site because one player heard something is how a fake becomes a free plant.
  • Fall back and live A defender who dies at 1:20 has given the attackers eighty seconds to walk anywhere they want. Take your free damage, take your information, and give ground. Retreating is a defensive weapon, not a personal failure.
  • Retake together, from two sides Three players arriving one at a time is three 1v3s. Count down, throw the utility, and enter within the same two seconds from two directions so no single attacker can hold both. If you cannot do that, do not retake yet.
  • Save seven seconds for the defuse Clearing the site is not the goal, defusing is. If the spike shows 8 seconds and an attacker is still alive somewhere you have not checked, you do not have a retake, you have a trade. Work the clock backwards from the defuse, always.
  • Stack only after the third repeat Stacking a site is a bet that costs you the other site if you are wrong. Make it when the enemy has shown you the same opening three times, not when you lost two rounds and feel like something must change.

10 · Post-Plant Arithmetic

Most Valorant rounds are decided in the 45 seconds after the plant, by players doing arithmetic nobody taught them.

  • Seven clear seconds, or two of 3.5 A defuse needs seven uninterrupted seconds, but the game banks a checkpoint at 3.5. So the real requirement is either one seven-second window or two separate 3.5-second windows before detonation. Know which one you are playing for before you step onto the spike.
  • Bank the half, then step off Start the defuse, reach 3.5, and break off into cover. The attacker now has to show themselves to stop a defuse that only needs 3.5 more seconds, which usually means they have to peek you on your terms instead of theirs.
  • Spread after the plant Two attackers sitting on the spike lose to one Molly and one grenade. Post-plant, take positions that cover the spike from different distances and different heights so no single ability catches more than one of you.
  • Two angles on the spike, one of them off-site One player watching the spike can be flashed off it. A second player holding from outside the site, covering the same defuse, means every defuse attempt has to solve two problems at once. This is the single highest-value post-plant habit.
  • A defuse sound is not a defuse Tapping the spike for half a second produces the same opening sound as committing to it. Do not throw your last Molly or swing a smoke on the first click. Wait for a sustained defuse, or for the sound to reach the point where the enemy has actually banked something.
  • Choose default or off-plant before contact The default plant position on each site has the widest post-plant cover. An off-plant deliberately denies one specific defuse angle and forces a longer approach. Both are correct sometimes; deciding at the moment of the plant is correct never.
  • Burn the last ten seconds If the spike is under ten seconds and the site is not clear, a defender cannot afford a fight. Molly the spike, take the duel that stops the defuse rather than the duel that wins the site, and let the clock do the work you no longer have time to do.
  • The spike timer is the only clock Once the spike is planted the round timer is irrelevant and the spike timer is everything. Players who keep glancing at the wrong number make late defuse attempts and early retakes. Move your eyes to the spike the second it goes down.

11 · The Ranked Ladder

How the ladder is actually built, and which of your habits the rating system can and cannot see.

  • Competitive unlocks at account level 20 You cannot queue ranked until the account reaches level 20, which is deliberate: it puts twenty-odd matches of map exposure behind you before your rating starts recording anything. Use those matches on the maps you do not know rather than the agent you like.
  • Nine ranks, three tiers, one Radiant Iron, Bronze, Silver, Gold, Platinum, Diamond, Ascendant and Immortal each carry three tiers. Radiant sits alone at the top and is capped per region at roughly the highest few hundred players, which makes it a leaderboard position rather than a rank you simply reach.
  • Rank Rating runs 0 to 100 You hold a Rank Rating inside your current tier. Cross 100 and you promote; fall below zero and you demote, with a small buffer so a single bad match does not drop you. The number is per tier, not global, until you reach Immortal.
  • Wins move the number Rating is driven primarily by whether you won. Individual performance nudges it at the lower and middle ranks, and its influence fades as you climb, so at the top the ladder is very close to pure win and loss. A 30-kill loss is still a loss.
  • Every act soft-resets you At the start of a new act you play a placement match and land below where you finished, by design. This is not the system doubting you; it is a deliberate compression that re-sorts everyone. The first week of an act is the noisiest data in the game.
  • Acts run about two months, patches about two weeks Riot ships gameplay patches roughly fortnightly and closes an act every couple of months. Agent balance, weapon costs and the map rotation all move on that cadence, so any guide, including this one, should be checked against the current patch notes before you trust a number to two decimal places.
  • Immortal and above queue solo or duo At the top of the ladder party size is restricted, and full five-stacks take a rating penalty where they are permitted at all. Plan for it: the climb from Ascendant upward is largely a solo-queue skill, and it rewards players who communicate with strangers.
  • Sixty games is a sample, six is a mood Rating variance over ten matches is enormous and tells you almost nothing. Judge a change to your play over sixty games or an entire act. Players who re-evaluate their agent pool every three matches never build the map knowledge that actually moves them.

12 · The Options Menu, Line by Line

Nine changes you can make before your next queue, roughly in order of how much they are worth.

  • eDPI between 200 and 400 Multiply your mouse DPI by your in-game sensitivity. Most professional players land between 200 and 400, and 800 DPI at 0.35 sensitivity puts you at 280. Pick a number in that band, then do not touch it again for a month. Changing sensitivity weekly is the reason your aim never settles.
  • Raw Input Buffer on, 1,000 Hz polling Raw Input Buffer takes mouse data straight from the device and skips a layer of operating-system processing. Set your mouse to 1,000 Hz in its own software. Past that threshold, polling rate matters more than DPI does.
  • Fix the minimap, then push yourself off centre Set rotation to Rotate, fixed orientation based on your side, and turn off keeping the player centred so you can see your whole half of the map at once. Size around 1.1, zoom around 0.9, and set region names to always show until the callouts are automatic.
  • HRTF on, stereo headphones Valorant has a head-related transfer function option that sharpens vertical and front-to-back positioning on stereo headphones. Turn it on and turn any virtual surround processing in your sound card or headset software off, because the two fight each other and the game loses.
  • Change the enemy highlight colour The accessibility options let you swap enemy highlighting away from the default red to purple or yellow. On Bind’s orange stone and Breeze’s sand, a red outline on a red wall is genuinely hard to read. This is not a gimmick setting; it is a visibility upgrade.
  • Small static crosshair with an outline Static, not dynamic, so it stops moving when you do. Keep it small enough that it does not cover the head you are aiming at, with a thin outline so it stays visible against bright surfaces. Copy a professional player’s profile first, then adjust one value at a time.
  • Shadows, bloom, distortion and vignette off None of them give you information about where an enemy is, and all of them add visual noise and cost frames. Turn them off, keep texture and material quality low to reduce clutter, and spend the headroom on a stable frame rate instead.
  • Put walk on a key you can hold for a minute Walking is silent and running is not, and the default hold-to-walk key is uncomfortable enough that most players simply stop using it. Rebind it somewhere your hand can rest, or switch it to a toggle. Silence wins more duels than any setting on this list.
  • Re-check settings after every patch Updates occasionally reset video options or add a new toggle that defaults on. Two minutes in the menu after a patch is cheaper than one match spent wondering why your sensitivity feels different. Do it before you queue, not during.

13 · Habits, By Return

Twelve things that compound. Ordered by how much rank they return per hour spent, not by how interesting they are.

  • Ten minutes in the Range first Bot strafes and a few rounds of the hardest difficulty before you queue. Cold aim in the first three rounds of a match costs you the pistol round and the two bonus rounds that follow it, which is the entire early economy.
  • Walk more than feels sensible Holding walk removes your footsteps entirely. Most players run everywhere and then wonder how they were pre-aimed. Walk the last ten metres into every angle you intend to hold or clear.
  • Stop completely before you fire Accuracy while moving is poor and does not improve with practice. Stop, then shoot. If you take one habit from this page, take this one, because it silently fixes every weapon in section three.
  • Watch your own death, not a professional match The replay of the duel you just lost shows the mistake you actually make. A professional highlight shows execution you will not reproduce this month. Watch three of your own deaths after every match and look for the repeated one.
  • One agent per role, not one agent Learn one Controller, one Initiator, one Sentinel and one Duelist properly. That covers every gap the agent select screen can hand you. Being a one-trick works until the person ahead of you takes that agent, which at higher ranks is every other match.
  • Learn three smoke positions per site Not thirty. Three per site on the map you play most, thrown from a spot you can reach quickly, placed in under two seconds. This is the highest return per minute of practice available in the game and almost nobody does it.
  • Count the enemy’s abilities If their Sova has used both Recon Bolts, the next site take is uncontested information. If their Sage wall is down, the flank is open. Tracking two or three key abilities per round is worth more than tracking everything badly.
  • Ask for the trade before you take the duel "Trade me" before you peek is a real call that changes where a teammate stands. Assuming somebody is behind you is how entry players end up dying alone twelve rounds in a row.
  • Call three things, not a sentence Where they are, how many, and what shape they are in. "Two A main, one at 40" is a call. Narrating your own death for eight seconds while a teammate is in a 1v2 is noise that costs the round.
  • Stay silent during a clutch A player in a 1v3 is listening for footsteps. Every word you say covers a sound they needed. Give the information once, briefly, then say nothing until the round resolves.
  • Mute early, not after the fourth message A teammate who has started blaming people has stopped giving useful calls. Mute the text or the voice, keep playing with the other three, and do not spend rounds composing a reply. The mute button is a performance setting.
  • Stop after two losses in a row Tilt is measurable in your own statistics: the third match after two losses is, for most players, the worst one they play all day. Take twenty minutes away. The ladder will still be there and your rating will thank you.