Phoenix's fire wall skill in "Fearless Contract (Valorant)" can achieve different effects by changing its usage. Below, please take a look at the special usage tutorial of Phoenix's fire wall in "Fearless Contract (Valorant)" brought by player "Love". I hope Can help everyone.
Phoenix's flash bomb has become a relatively powerful skill in Valorant, coupled with the all-time average talent skill Fireball [which can burn the enemy by itself, and the damage is objectively short] and the special skill-ultimate move (the name is forgettable) A little bit) resurrected once.
Phoenix's skill set is actually quite strong. Facing his competitor's KO, it can be said that the two agents have their own merits in terms of flash bombs, fire, and ultimate skills.
[Fireballs correspond to fragments, one can self-regenerate and is more versatile, the other has a longer throwing distance and is easier to cause high damage] [Compared with Phoenix, the two flash bombs have faster skill backswing, longer flash time at close range, and are more convenient Quick method of use, KO has more flexible usage scenarios, and the far flash has a longer flash time] [The ultimate move is that Phoenix charges faster and does not require the help of teammates. The single effect of KO's ultimate move is stronger, but it cannot The top of the head is too far forward, after all, it cannot be resurrected on its own].
But the fire wall is the key point that prevents Phoenix from competing with KO. Facing one of the strongest skills in the current val - long-distance throws, 8 seconds of silence, information acquisition, and detection daggers that produce effects on the wall, The wall of fire seemed a bit out of its depth.
So, is there no room for development of this skill? The answer is no.
So I wanted to share with you what I discovered about using firewalls.
The first is the principle of use. The fire wall is actually very similar to a thrown object, and is consistent with the smoke release logic of jett. The trajectory of the fire wall will be released first. Instead of forming a smoke at the final landing point, it will fall vertically to create a fire wall. Anything that can be crossed by the trajectory itself can be crossed by the fire wall, so some uncapped terrain can be used to create some special fire walls.
First come to the middle road of the Deep Sea Relics.
Face the corner to the left of the double doors ahead.
Stand here, aim your crosshair at the eaves above, jump + hold down the left mouse button (the purpose of jumping is to make the initial position of the fire wall higher, so that it can be sealed farther away, and hold down the left button to change the path through the fire wall. nearly right-angled form across the bunker).
This will form a wall of fire that allows the attacker to reach the connecting channel safely from the middle.
One point that is missed here is to keep pressing the left button and keep pressing down to keep the trajectory of the fire wall parallel to the ground to make the fire wall go farther. Otherwise, the road cannot be completely covered.
First come to the old three point picture.
Step on the box in front of you and aim at the corner of the box on the left, just below the beam on the left (you don't have to be too precise).
Jump+left-click and hold down the mouse and move it slightly to the right so that the trajectory passes through the box at point A.
This will form a wall of fire that can clear the right corner (there may be a mistake in the picture) and block the gun line on the CT side of the A crutch. This will make it easier to clear the second floor and increase the winning rate of returning to defense.
Come to this place in the Lost City of the Two Towers.
Go here to the front stairs.
Aim at this place (probably, mainly facing the corner of the tower at point A), jump as usual + press the left button often.
You can get such a wall (there is a gap on the left side, my mistake), which can help CT safely transition into point A when returning to defense.