KAYO’s kit is fairly straightforward, allowing him to excel at both guarding chokepoints and forcing difficult angles. With his power to suppress opposing agents, he can force foes to rely exclusively on their weapons rather than their skills for a short period of time.
Furthermore, because his comrades are unaffected by his suppression, KAY/O may maintain flawless synergy with the rest of his team. In essence, KAY/O is the ideal agent for players who want to push through difficult chokepoints that are normally strewn with enemy abilities. In addition, KAY/ultimate O’s ability transforms him into a one-machine army capable of dramatically altering the flow of any game you can find.
KAY/O’s Frag/Ment allows him to toss an explosive that bounces off barriers but explodes as soon as it lands, generating a tiny area of influence that delivers damage. Phoenix’s Hot Hands ability is fairly similar to Frag/Ment, although there are a few important changes. Frag/damage Ment’s is delivered in pulses within the afflicted area, unlike the fireball’s flat area damage. It will deal less damage per pulse along the circle’s edges, but more damage in the center.
Any opponent standing in the circle’s direct center will die in three pulses. Because foes are unlikely to wander into the center of the ability, it works best when combined with other slowing or disorienting abilities. Frag/Ment can still be a good strategy to dissuade pushes in tight chokepoints when employed alone. This means it’s best employed for area denial, such as halting enemy rushes and flushing adversaries out of tight corners. Frag/Ment also lacks any healing abilities, unlike Phoenix’s Hot Hands. As a result, players must be cautious not to obstruct their own paths.
In Valorant, KAY/O can be learned faster if you play alongside a higher ranked player. You can find a duo boosting partner through the Valorant Boosting services on Eldorado [dot] gg.
How to use KAY/O’s Flash/Drives
KAY/O’s Flash/Drives are throwable flashbangs that can be banked off walls and even the floor, but explode in roughly 2 seconds after leaving the player’s hand. Any player who has the Flash/Drive in view, including KAY/O and his teammates, will be briefly blinded when it bursts. The flashbang will glow a brilliant yellow just before exploding, so players will be able to know when it is going to go off.
Players should be aware, however, that turning their backs on the flash will not totally protect them from the blinding effects. Turned players will still see the flash for approximately a second, but it won’t be quite as bad as if they were staring at it straight.Because the ability relies on line of sight, the only method for players to stay safe is to place some sort of cover between themselves and the explosion location.
While a rapid turn might reduce the effects, the flashes are still best utilized when banked around a corner. Enemies who have been flashed will only remain blind for around 4 seconds, therefore players should push or relocate during this period. When players use the Flash/Drive ability, they can choose between two throwing modes: overhand and underhand. Players can do a forceful overhand throw by pushing the default FIRE button, which allows them to toss the ability rather far. This throw works best when banking off neighboring walls or high-up windows.
To execute this move, having a decent fragger by your side is important. You can easily find a duo partner from Eldorado.gg to help you out with this.
Players can fast drop the Flash/Drive directly in front of them by throwing it underhand with the ALT-FIRE or ADS button. It also causes the Flash/Drive to detonate as soon as it is released from the player’s grip. This is useful for fast retreating or flashing a lower area. As a result, albeit situational, the underhand throw has use.
How to use KAY/O’s Zero/Point
The Zero/Point ability in KAY/kit O’s is undoubtedly the most meta-changing. KAY/O can use this skill to throw a suppression knife, which can be thrown at the ground or walls and will stick to the first surface it strikes. It will generate a semi-large area of effect that prohibits any afflicted enemy agent from using their abilities for a short period of time. It will also inform KAY/O of which adversary agents are affected by the suppression effect. The ability’s greatest power is that the suppression effect penetrates surfaces, allowing it to tag and suppress enemy agents through walls, floors, and even at a distance.
When players fear an attacker is lurking around a corner and planning to use their skills, this is a wonderful tool to have. It can also be used in conjunction with other KAY/O throwables to completely negate an opposing advance. Players should be aware, however, that the knife can be destroyed before it can emit its pulse, and it will not stop any abilities that have already been engaged. As a result, it’s perfect at preventing adversaries from gaining a foothold near chokepoints. Because the enemy is forced to rely on their crowd control abilities, this ability effectively levels the playing field for an attacking or defending team.Sage, for example, is no longer able to build a wall, and Phoenix is no longer able to set up his own Curveball. Furthermore, the suppression effect only lasts for 8 seconds, so players must make the most of this limited period.
How to use KAY/O’s Null/CMD
KAY/O’s Null/CMD also gives him the ability to be downed rather than dead, which is a meta-changing ability. Furthermore, it transforms KAY/O into a walking suppression blade with a bigger radius and more pulses. The cherry on top of this ability is that it also grants KAY/O a Combat Stim, which enhances his rate of firing, reloading, recovering from recoil, and switching weapons. Lethal damage will only place KAY/O in a downed and destabilized state for 15 seconds when he is overloaded from triggering Null/CMD. KAY/O can see everything in front of him in this state, allowing him to continue calling out for the team.KAY/O, on the other hand, will be killed like any other agent unless he is revived before the 15 seconds are up.
When KAY/O is knocked out, he is given 850 HP and can be revived with up to 100 HP depending on what percentage HP he was revived with. KAY/O also becomes an excellent initiator and can guide his squad past chokepoints by transforming himself into a moving suppressing blade. He fires pulses every three seconds that disable enemies for four seconds, preventing them from using their skills for an extended period of time. KAY/O and his teammates, fortunately, can still use their powers, which gives them a significant edge.This ability is best used to initiate for the team because it allows KAY/O to be revived after absorbing damage, as previously stated. It can also be employed on defense to retake sites from foes who are attempting to block off access points with their abilities.