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Valorant

10 Apr 23

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Should Your Duelist Be Top Fragging in Valorant?

Duelists have kits that allow them to get kills. But is getting kills their only role in-game? Can they play their role successfully if they can’t frag? Let’s break down agent roles to see if Duelists should be living on the top of the team’s scoreboard in every game.

Valorant’s agents are categorized by agent types. Duelists, Initiators, Sentinels, and Controllers. These agent types define what role players have in their team. Team roles are:

  • 1st Entry
  • 2nd Entry
  • Lurker
  • Utility Agent
  • Operator (sometimes)
  • In-Game Leader (IGL)

Anybody can IGL, but most of the time it will be the Utility Agent. Agent types help players understand what role on the team they will be playing. For Duelists, their role will either be 1st Entry or 2nd Entry.

1st Entry Duelists should not be expected to top the scoreboard in any game. Whereas 2nd Entry Duelists should, more often than not, be toward the top. Let’s take a closer look at what these roles are and why your Duelists might be doing a great job even if they’re not getting kills.

First Entry

A team’s 1st Entry (typically a Duelist) is expected to throw their body on the line, round after round. They work with the least amount of information and create space for the rest of the team to follow onto site. While creating space for the rest of the team, they need to clear common angles, pass along information that their info-gathering Initiators might have missed and make calls based on what they observe. Whether they see a stacked site or a deadly Sentinel setup, these situations typically spell death for the 1st Entry.

Because of this, the player playing this role will die a lot. They will be caught in unfavorable duels, they will be killed by players in off-angles, and they will most likely get caught lacking by a Sentinel set-up early in the match. Their role becomes easier with the help of their teammates. Controllers blocking angles with smokes, Initiators flashing and getting information for them to take smarter fights, and Lurkers passing along information on the enemy team’s positioning all help the 1st Entry make smarter entering decisions when trying to create space for the team. A site push by the 1st Entry is aided by the 2nd Entry.

Second Entry

2nd Entry’s role is to support the 1st Entry in any way possible. The 2nd Entry should be clearing off-angles while the 1st Entry clears the common angles. If the 1st Entry dies, then the 2nd Entry’s job is to trade the kill and continue creating space for the team. The 2nd Entry will get easier duels than the 1st Entry if the 1st Entry completed their role correctly. The 2nd Entry’s role seems easier and less complex than the 1st, but it is important that the 2nd Entry wins their fights as they could be what shifts the round into the team’s favor. Their duels should be easier and more winnable than the 1st Entry’s duels, which is why you may see the 2nd Entry closer to the top of the scoreboard.

Team Compositions Featuring Duelists

Double Duelist Compositions

In Double Duelist compositions, the 1st Entry and 2nd Entry will be Duelists most of the time. At the time of writing, double Duelist compositions are not in the meta, but they can still be effective in the right teams. The 1st Entry should be a mobility agent such as a Jett, Raze, or Neon. They create space more effectively than contact Duelists. Contact agents, characterized by flashing abilities, should be the 2nd Entry. These Duelists (Reyna, Phoenix, and Yoru) have a flashing ability that the 1st Entry can capitalize on. Reyna can get easier kills, which plays to her abilities, Phoenix has a wall and molly, and Yoru has tricks up his sleeve to distract Defenders while the 1st Entry enters site. These abilities do not create space quickly and efficiently like Jett, Raze, or Neon, which is why they should be 2nd Entry instead of 1st.

Single Duelist Compositions

Single Duelist compositions are more popular in the meta during the time of writing, since Initiators are very strong. In these compositions, the Duelist should be 1st Entry whether they are a mobility or contact agent. This is because Initiators make a far superior 2nd Entry due to their kit. Initiators have either flashes or information gathering abilities that help the 1st Entry make smarter decisions in choosing their fights. Flashes give them an advantage tilting the duel to their favor. It is hard for Initiators to capitalize off their own utility, which is why the Duelist is needed to enter first. Mobility isn’t necessarily needed when entering first, which is why it does not matter which Duelist agent is entering first in a single Duelist composition.

Why is Your Duelist Top Fragging?

There are several reasons why a Duelist is top fragging, and they can either be good or bad, which is why looking at scoreboard stats means nothing.

The Good

  • They are the 2nd Entry, trading the 1st Entry’s death and using the information available to them and creating a safe site for the rest of the team.
  • They are the 1st Entry but are being supported greatly by the rest of the team’s abilities and the Lurker’s positioning and information gathering.
  • They are playing their role correctly and it is just a skill difference compared to the other team’s players.

The Bad

  • They are playing their role incorrectly and are getting low impact frags. Low impact fragging includes constantly baiting more important agents to farm kills, not entering for their team so they can be last alive and farm kills, or kills farmed post-spike plant that do not dictate the outcome of the round.
  • They are playing for TikTok highlights. They are going for selfish plays that do not help the rest of the team. This cannot be done as a 1st Entry due to the possibility of dying being high, even if their agent fits that role in the team.

Conclusion

Understanding your role is key to how well your team functions. Being a Duelist agent does not mean you will top every scoreboard all of the time, but if your role dictates you to frag, like being a 2nd Entry, then Duelists could be expected to be top of the scoreboard.

Sometimes, 2nd Entry will be an Initiator, and the enemy’s defense can be solid and a couple sacrifices are needed for a safer spike plant. In those cases, your Sage can pop off and top the scoreboard. Anybody can really be top of the scoreboard, which is why you should not assume your Duelist should be at the top every time. If your Duelist has a horrible K/D/A, do not judge them on that, but judge them based on if they are doing what their role dictates them to do.

Duelists should have confidence whether they’re getting frags or not and be at the service of the rest of the team ensuring their safety when entering a spike site. Communicate with the rest of the team, be okay with dying a lot, and understand whether your agent would make a better 1st or 2nd entry in the team’s composition (please, whatever you do, do not default to a lurking role). Remember, this is a team game, so work as a team and do your job. Happy Fragging!

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