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Phoenix Guide

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Phoenix’s star power shines through in his fighting style, igniting the battlefield with flash and flare. Whether he’s got backup or not, he’s rushing in to fight on his own terms. Anyone who enjoys rushing should play this agent.

Phoenix Overview Infographic

We put together a Phoenix overview infographic that has the best loadouts, strengths, weaknesses, abilities and info as we currently have during this beta release of Valorant.  Make sure to share with your friends and check back here to get the latest updates.  This guide is a work in progress and we will keep it as up to date as possible.

Table of Contents

Strengths

  • Strong area denial through his abilities.
  • Self-sustain thanks to Hot Hand’s healing secondary.
  • High damage potential through his burning.
  • His Ultimate ability provides a rebirth can turn most fights in his team’s favor.

Weaknesses

  • He can still be punished even when he casts his Ultimate ability:  Players can navigate to his marked location.
  • Hot Hands doesn’t have a hugely fast travel speed and can be avoided.
  • All maps have multiple routes, so avoiding his area denial is not that challenging.

Phoenix's Abilities

Curveball (Signature)

Curveball casts a curving flare that bursts into brilliant light after a brief delay, temporarily blinding all looking at it. Acting like a flashbang, this ability can be used to blind the enemy and assault them without them knowing. Giving you the advantage of being able to kill/shoot them before they are able to return fire and hitting/killing you.

Run It Back (Ultimate)

Mark your current location. If you die during this ability’s duration, or when this ability’s duration expires, you’ll be reborn at the marked location with full health. This creates the ability to rush an area with heavy enemies giving you a chance to go in and take a couple out when the expectation of dying and knowing you get a second chance. You can also use this in general if you think you may die relatively quick or used as a flanking ability. You could place this down reposition and attack and when you die and respawn hit them from the other side when they think you are dead and you are no longer a threat.

Hot Hands

Throw a fireball that explodes after a delay or upon impact with the ground. The fire zone damages enemies, and heals you. This ability is important when playing as a rushor. This give you the ability to heal while possibly killing the enemy at the same time. There will be times you are in combat and need to heal from being damaged. Well if you use this not only do you damage the enemy but you collect health from using this ability while damaging them. Giving you the edge of having more health in a fight.

Blaze

Blaze casts a flame wall that blocks vision and damages anyone who passes through it. The wall can be bent when casting, creating a path that blocks enemies from flanking while allowing you to move to a new location. This can be used to prevent enemies from firing on you while falling back or used to advance to flank the enemy.

Loadout

Being evasive and quick moving means you need to have light weapons and still have the ability to send rounds down range at your enemy. Doing so will help you in the long run. When choosing a loadout with a play style like this, you must choose carefully. Based on her abilities and playstyle the recommend loadout is as follows:

  • Primary: Vandal Assault Rifle, Spectre SMG, Judge Shotgun or Bucky Shotgun
  • Secondary: Frenzy Pistol or Sheriff Revolver

Using these any of this in a combo can be effective from a skirmish/rushing playstyle. The Vandal assault rifle is an AK based rifle that has a high damage output with a moderate rate of fire. This is great if it’s a late game and you have saved enough for it. The Spectre SMG is almost perfect for this playstyle due to its ability to put rounds down range with a high rate of fire doing moderate damage. The Judge or Bucky shotgun is great as well for close quarters if that’s your plan and to bottleneck your enemy. With a high damage output these are great for the job. Difference is, the Judge is a semi-automatic shotgun with a moderate rate of fire whereas Bucky is a pump action shotgun with a low rate of fire. Now for the secondary, the chosen pistols are those because they offer a backup of either rate of fire or damage output depending on your preference. Any combo of those will provide you with what you need.

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