---
title: '21 Unusual Tips and Tricks'
source: 'https://youtube.com/watch?v=EJsOnWe_Cx4'
video_id: 'EJsOnWe_Cx4'
date: 2026-08-03
duration_sec: 930
---

# 21 Unusual Tips and Tricks

> Source: [21 Unusual Tips and Tricks](https://youtube.com/watch?v=EJsOnWe_Cx4)

## Summary

This video presents 21 unconventional tips and tricks for Valorant, aimed at helping players improve their gameplay by thinking outside the box. The tips cover a range of agents and situations, from using Phoenix's wall to cancel drones, to abusing off-angles and making unexpected plays. The content is practical and focused on gaining a competitive edge through creative utility usage and positioning.

### Key Points

- **Phoenix Wall to Cancel Drones** [00:26] — Throw Phoenix's Blaze at an initiator's drone (e.g., Sova) to cancel it, denying info. This works because any ability that puts your view within a drone can be canceled if the drone takes damage.
- **Mini Map Aiming Through Smokes** [01:27] — Use the minimap to aim at enemy blips when they are behind smokes, especially with no-tracer weapons like Ghost, Phantom, or Spectre. This allows you to spray accurately without giving away your position.
- **Dodging Detain with Invincibility** [02:07] — Use abilities like Way's Recall, Reyna's Dismiss, or Yoru's Ultimate to become invincible and avoid Killjoy's Lockdown or Cypher's Neural Theft. This can catch enemies off guard when they think the site is clear.
- **Smoking the Bomb Site on Defense** [03:00] — Instead of smoking the choke, use your smoke directly on the bomb site to provide cover and complicate the site hit for attackers, forcing them to use more resources and creating openings for your team.
- **Pushing Through Your Own Molly** [03:40] — Your own mollies deal only 33% damage to you and your team. You can push through your own molly to make an unexpected play, but be aware of the risk and reward.
- **Capitalizing on Chaos** [04:31] — In chaotic ranked situations, everyone is distracted. Use this to make unexpected swings and round-changing plays, especially when you have a weaker buy.
- **Ratting Inside Smokes Effectively** [05:11] — Sit on the edge of a smoke between likely entry points to avoid being spotted. This can make the enemy team paranoid, but be cautious when the enemy has a weaker buy.
- **Chamber's One-Two Combo** [05:51] — Use Chamber's Headhunter and a Marshal to quickly delete a full-shield opponent. Shoot with the Marshal at body level, then instantly switch to Headhunter and shoot again for a fast pick.
- **Omen's Deceptive TP** [06:28] — Instead of using TP to escape, use it to deceive. Jump out, flick TP back to your original spot, and look away to make opponents think you teleported elsewhere.
- **Optimal Scan Placement** [07:29] — Place Sova or Fade scans high and behind enemies to maximize their value. This forces them to displace their crosshair to break it, leaving them open to being scanned or shot.
- **Outlaw's Continued Use** [08:07] — The Outlaw can one-shot light shield players. Even when enemies have full buy, you can still use it effectively by combining with utility like KAY/O's turret to finish off enemies.
- **Gekko's Thrash Management** [08:32] — Don't overcommit with Thrash. Steer it back to a safe area or towards your team so you can pick it up again for another use, rather than losing it in enemy territory.
- **Busted Off-Angles** [09:13] — Use unfair off-angles like the yellow tape on Sunset A site or behind the pillar on Pearl B site to isolate fights and get easy picks.
- **Grim Wall Boosting** [10:07] — Use the jump-back-crouch technique to place Gekko's wall elevated, giving you an extended piece that provides a new high angle that opponents won't expect.
- **Sova Dart to Force Decisions** [10:58] — Dart the ground near an opponent to force them to choose between breaking it or giving up their angle. If they break it, pre-fire; if not, swing with an advantage.
- **Hiding Your Shotgun** [11:26] — Keep your shotgun hidden until the right moment. Use your pistol or knife to jiggle peak and break info utility, so enemies are overconfident and run into your shotgun.
- **Jett's Right-Click Knives** [12:07] — Use Jett's alternate fire to kill a high-value player close range, like a smokes player or hard carry. This can snowball the round off the weapon drop, even if you lose all knives.
- **Pre-firing Common Swings** [12:57] — Pre-fire a burst next to a corner where you expect the next enemy to swing from. This can kill them before they react and intimidate the team from swinging.
- **Raze Satchel Punish** [13:23] — Set up a satchel to launch an enemy into the air when they swing, forcing full movement error and making their shots random and vulnerable.
- **Shoulder Jiggle to Pre-aim** [14:01] — Jiggle your shoulder out to bait the enemy's crosshair closer to the corner, then swing out to surprise them. This secures an advantage at the start of the fight.
- **When to Break Movement Accuracy Rule** [14:39] — It's okay to run and gun in close-range situations, like inside a smoke, where movement inaccuracy doesn't matter. Strafing in one direction can still hit enemies at close range.

### Conclusion

The video provides a comprehensive set of unconventional tactics that can help players improve their game sense and win more consistently. By incorporating these tips, players can surprise opponents and gain a competitive edge.

## Transcript

entire pre-round trying to come up with a play, then once you put it into action, everything just falls apart? I've coached thousands of players before that have decent aim, but the choices that they make in game actually end up
shooting themselves in the foot. Hey guys, it's Compi here, and today we'll be covering 21 tips that will actually help [music] you start thinking outside the box so you can start winning games more consistently. Starting off with tip
number one for Phoenix as a duelist is really strong, but Zeken takes this agent to another level. A lot of players struggle to find different ways to get value out of Phoenix's blaze, mainly just throwing it up and flashing through
it. So, let me show you a new way to get value out of your wall. Any agent with an ability that puts their view within their drone can have it canled instantly if they take damage. This means if you know where the initiator is when they
drone like SOA, you can throw your blaze straight at them through the wall to cancel it, which denies their ability to gain info. And getting and denying info is a crucial part in Valerant. But you don't actually need to be able to see
your enemies directly to get a kill. And I'll show you how. But before we get into that, if you're passionate about ranking up and you want to take your gameplay to the next level, our team at the Immortal Romat program would be
happy to have you join us. We guarantee you'll climb 500 RR in [music] 10 weeks or your money back. So, use the link down below to book a free strategy session with one of our coaches to see if you'd be a good fit. Now, back to our
second tip. Most players have a basic understanding of what the mini map is where teammates are positioned around the map and what they're doing, but there's a niche use that pro players abuse that makes it look like they're
straight up wall hacking. If you're on the other side of a smoke and you have a teammate that gets swung or peaked, you can use a mini map to aim in the direction of where the opponent's blip is. That way, you can spray at them
there. This is especially useful if you have weapons with no tracers, such as a ghost, phantom, or spectre, as you won't easily get sprayed back. And speaking of getting really easy kills, if you've ever been a victim of killjoys lockdown,
ultimates, our third tip has you covered. As you know, both of these ultimates can detain a player when you're in a vulnerable state. But did you know this means that you can also use that info to dodge the effects by
making yourself invincible? This will allow you to make some sneaky plays and catch the enemies off guard. A couple of abilities that work for this trick are [music] Way's recall, Reena's dismissed, and Yoru's ultimate. For example, if
you're defending the B site and the attacking team has a lock down and uses it underneath on site, if you use your recall right before the KJ ultimate pops, you can avoid being detained. The enemy team will rush in then thinking
that the sight's clear since it showed zero players being detained, which then allows you to completely catch them by surprise as they take the site. Now, although being sneaky is valuable, sometimes the smartest play is to just
your opponent. And one of the ways of doing that is to deny enemy vision. So, for tip number four, let's look at how to smoke. We know that finding where to smoke for your team on defense can be
tricky, especially when the other team is split pushing. But, did you know that valuable than using it just on the choke because you took a little bit more time to rotate or you only just had one smoke
left, using your smoke directly on the bomb site can provide cover for you and complicate the sight hit for the attacking team, which forces out more resources to take control of the site and creating openings for plays to be
made by your team. And speaking of creating openings, to be honest, we all like to run it down at times. So for tip number five, you're going to need to hear me out. Everyone knows that walking through a molly will gravely injure you
or outright kill you in seconds, which can make people assume that nobody will this train of thought by actually pushing through your own molly or your teammates's mollies to make a play that the other team won't expect. Your own
mollies deal 33% of the damage to you and your team. So, if you're willing to tank the damage knowing that you'll get value for it, you can make a strong unexpected play and swing right through the molly. Just make sure you're aware
of the risk and reward factor as you can put yourself in a very dangerous position. Now, sometimes even though you might be making good plays, getting kills, or carrying your team, there are times when you may start to get
number six, which is to find opportunities in chaotic situations. I'm sure you've experienced the pure chaos that often comes with playing ranked, should be doing because of all the factors at play. But when there's chaos,
there's opportunity as everyone else will be distracted by their own engagements and other tasks like reloading their guns, using utility, or planning the spike. And this gives us a chance to capitalize by making an
unexpected swing out of an angle, which can lead to round changing plays in dire these types of risks, especially when you're on a weaker buy than the other team, because you can be the reason a loss round on paper turns into a one
about turning the tide of a round, our seventh tip has another unexpected play that you can use. Have you ever tried ratting inside of a smoke, but it never because you've likely positioned yourself in a place that's very easy to
spot. There's an effective way of playing inside your smokes that'll leave the other team paranoid the entire game. If you sit right on the edge of a smoke in between where people are likely to enter it, there's a very high chance
that they'll actually not see you. And this allows you to make a disciplined play on any unsuspecting opponents. Keep in mind that doing this when the enemy team has a weaker buy than you is risky because you can end up giving them an
upgrade if they do end up clearing you out. So use this tip with caution. Speaking of upgrades, let's get a little fancy with tip number nine. Chamber is the best at making plays on a weak five. You can delete a full shield opponent
with a quick one-two combo involving his head hunter and a marshall. Because of how quick the pull out time is for his pistol, you can start by holding at body level with the marshall and as your target swings into you, shoot them, then
instantly switch to your head hunter and shoot them in the body again. If you're quick enough, your opponent won't have any time to react, leading you to a very quick and easy pick on [music] your eco rounds. And if you like getting easy
picks, our ninth tip is for anyone who loves playing Omen. If you've ever been in a situation where you're stuck in a corner while you're being held down, you might instinctively TP out to escape that situation. However, that can be a
very obvious play for the opponents. So, instead of using your TP to escape, you can also use it as a tool to deceive your opponent, tricking them into making the wrong play. you can make your opponents think that you might have tpd
out of sight while in reality you just stayed exactly in the same spot. So to do this, start by having your TP ready. Jump out from your angle and just as you're in the air, flick your TP back to where you were. Then quickly look in any
other direction. Your opponent won't see that you've looked back to your starting location and voila, you've successfully given off the impression that you've teleported somewhere else. Even if you do this just once or twice in the half,
you'll be living rentree [music] in the enemy's head as they'll always have to guess whether or not you actually teleported off or not. And speaking of gathering and manipulating info, initiators will love our 10th tip as
it's extremely important in some rounds for your Svadar or Fade Eye to catch out those cheeky players. However, if your scans keep on getting broken, you may be throwing them incorrectly. The ideal location for your scan is to land up
high and behind where enemy players would be. This will maximize how much order to break it. That way, they can't shoot it without severely displacing their crosshair, which leaves them either open to being scanned or shot,
which then your team can capitalize on. And next up, I can't think of anything more punishing than our favorite anti-eco cannon, the Outlaw. For tip number 11, this sniper is capable of wiping out light shield players with
just one body shot. And you might think to toss the outlaw once the other team starts having enough money through a fullby, but that's simply a waste. You can still decimate opponents by utilizing something like a KG turret or
finish them off. This way, you can continue abusing the outlaw. And since we're talking about getting continual use out of what we have, tip number 12 is for gecko players who look to squeeze as many uses out of your all in a round
as possible. It's common for less experienced gecko players to fully commit to using their thrash to fully clear out of sight while also trying to extend further into enem space to find a detain. And that overcommitment can
actually force you to have to pick thrash back up in a space that's controlled by the other team rather than your own, which then results in you [music] the round. So, if you're in a situation where you do clear out a bomb
site without finding a person to detain, you should aim to steer Thrash into an such as back towards where you and your team are or somewhere with cover that you'll be pathing towards onto site so you can pick it back up for another use
plant. And since we're talking about abusing everything at our disposal, tip 13 is about utilizing some busted off angles. There are some very unfair spots on the maps that provide very easy ways of picking off players as they're
scaling onto the site. For example, while defending on sunset a site, if the attackers like to push fast into elbow, you can isolate a fight even if multiple people try to swing you by standing on the yellow tape where elbow connects to
the site. You can isolate a fight on the player who goes wide while also having protection from being traded out by one of their teammates in elbow. And another example of an angle like this is on Pearl Bite. By playing behind the left
side of this pillar, when attackers slowly walk up trying to clear heaven, they'll in turn expose themselves to you as a stop, which grants you a very easy free kill. And on the topic of free kills, tip number 14 is definitely the
way to do [music] it. Most people know about this trick and label it as just a gimmick or think of it as a waste. However, we don't believe it's just a gimmick when you know where the best walls are and when to use them. And I'm
talking about grim walls, as some wall spots require a segment to be elevated. But that's where your feet come in. You want to line yourself up with where you want to boost yourself and jump backwards. And as your feet line up with
the bottom of the wall outline, you want to crouch and place the wall. And then you'll actually go up with it while also having an extended piece. That extra extended piece can be the difference between having a new angle high up that
opponents will be clueless where you're reigning bullets [music] from above. Now, Silva is also an agent who's able to use supportive utility in a very unconventional but effective way. Our 15th tip is that you can use your recon
dart to force a decision from the other player. By darting the ground near or next to your opponent, you force them into a situation where they need to choose to break it or give up their angle hold. If they let themselves get
pre-fire them. And if they choose not to shoot it, you can swing knowing that will always give you the upper hand in the duel, just as long as they aren't pulling your gun out. Now, maybe instead of using our utility, we just want
opponents to run into your face because you have a shotgun. So tip number 16 is for anyone who buys them often. Whenever the other team is aware of your shotgun, you'll have a hard time getting anyone running into you, as they won't want to
blast them in the face the second they swing into you. So you can avoid the scenario by keeping it hidden until the time is right by using your secondary or knife to jump spot or jiggle peak. And you also want to make sure that you
break any info utility that comes your way with your pistol or even having a teammate help you break it. That way when it comes time for opponents to the shotgun ready for them as they'll be overconfident that you're just an easy
kill. And we all love easy kills, especially our jet mains. So tip number 17 is just for you. A lot of you enjoy the thrill of getting one tap head shot with your knives. And while it is very satisfying to get multiple kills in a
round, it leads a lot of jet players ignoring their alternate fire. While losing all of your knives for just one attack with a right click can sound like a waste, if you can manage to kill a high value player close range, such as
their smokes player like Viper who's in her pit or their hard carry, you can potentially snowball the round off of the weapon that they drop on that single pick alone rather than playing with the odds that you can hit all of your knives
close up without whiffing. And whiffing is also extremely common when you're pressured by multiple enemies swinging into you at once. becomes especially easy to panic when you know one of the opponents are close by that's ready to
get the trade on you. But because this tactic is commonplace and used by most of the player base, this also makes it an exploitable behavior that you can use to your advantage. By pre-firing a burst right next to the corner you think the
next player is most likely to swing from, you can end up killing them before manage to pull it off, the other team will be intimidated to swing into you victim of your pre-fires. And since we're talking about people swinging, tip
number 19 is about how we can punish players while we're playing on rays. Her satchels give her the ability to scale a lot of space quickly, which also enables her to position herself in place that you can't usually reach. However, her
satchels aren't only limited to sending you flying as enemies are also prone to this interaction to punish a peak from an opponent by setting up a satchel on to swing from. Once they actually start
they'll be airborne. This will force full movement error, making their shots essentially random and makes them completely vulnerable. Now, if you're in only to get punished, it becomes especially frustrating for you. You
you have the advantage only to get one tap. But that's where tip number 20 comes in handy. There's a trick you can pull before you initiate the fight to jiggling your shoulder out on the angle you know you're being held on, you can
crosshair closer to the corner, which then you can swing out to surprise them, which secures an advantage at the start of the fight since they won't be ready and will have to adjust their crosshair again. This is also helpful for baiting
out shots, especially from an operator that you don't want to swing dry into. The skill does take some practice, as if you overexpose yourself, you might accidentally get yourself killed. So, be mindful of when you apply this tip. And
finally, at last, tip number 21. It's important to know that you need to come to a stop in some way or another in order to be accurate when shooting. However, what's just as important is knowing when it's okay to break this
rule, as some players make the mistake of standing way too completely still or trying to avoid movement inaccuracy in situations where it's actually the best option to be moving. For example, if you're sitting in a smoke and an enemy
suddenly just runs hidden and you're both within a few meters of each other, the inaccuracy of running and gunning won't hinder your ability to hit them as it's only punishing when you're fighting opponents at a distance. So, you can get
away in a lot of situations by just strafing in one direction and just bullets will hit them no matter which weapon you're using. There's plenty of keeps getting bigger. So, always be on the lookout for new things to learn.
the lookout for new things to learn. Thanks for watching.
