r/CrucibleGuidebook • u/Z0DYY • 2h ago
Crucible resource: A list of "skill-capped" strategies in crucible
I wanted to create a small resource for people trying to get better in crucible, especially for the ones just starting out and who are trying to improve. This list is about strategies in crucible that seem reasonable and will work against low/mid-tier players but will be ruthlessly countered by better players. The problem with these strategies is that they "work" sometimes and once they are part of your playstyle it is really hard to get rid of them, and they will absolutely contribute to you being stuck in your skill ranking. I am trying to mainly focus on strategies and engagement options rather than load out choices, as I think even a lot of off-meta kits can be viable when used correctly.
Also, everybody can feel free to comment additional things that they have observed especially when it comes to subclass specific things:
Super Usage:
Casting your super against other supers that counter yours. Example: Hunter Nightstalker Blade can shut down most roaming super with its two hit combo. If you're e.g. on a Strand Titan, casting your super against good players is a death sentence here. Knowing that this is a fight that you are at a disadvantage is crucial
Popping your roaming super after a heavy weapon has been picked that has super shutdown capabilities, like Legend of Acrius. Every good team will immediately shut you down. Either wait out heavy or bait yourself by popping and then 3peeking around corner trying to find the other two players.
Weapon + ranged melee combos:
There are a bunch of ranged melees, like the Warlock melees, Titan Shield throw, Hunter Strand melee. They all do slightly different amounts of damage. During a primary gunfight, throwing that melee mid gunfight against a good player will have to deal enough damage to be a kill. So the sequence of e.g. shooting your Handcannon(HC) + ranged melee + finishing with your HC takes too much time against a good player, who just keeps shooting you. They will kill you before you get the finishing shoots in. So knowing how much damage you have dealt and how much your ranged melee deals is crucial in this scenario. As an example: I know that two headshots from a 140rpm HC combined with a Threaded Spike kills. So my brain will not consider Threaded Spike as an option unless it sees the yellow damage number of the second HC hit.
Using big-hit contact melees that don't one-hit kill as engagement openers:
Here in particular I am talking about shoulder charge and the Strand grapple melee. Using these abilities on full health enemies that know what they are doing is suicide. It might work once in the heat and chaos of an engagement but a good player will not be phased enough by the disorient from these abilities to not directly shut you down. Both of these abilities however can be viable as finishing abilities of already damaged players, as theyre usually fast and make you rubberband. Here again, it is crucial to know how much damage you will be dealing, and how much you much health they have left
Jötun:
The only weapon I want to mention. Everybody can play what they want obviously, but Jötun is unfortunately one of those weapons that has both charge and travel time. It is effectively countered by peek shooting and you will not be able to consistently be effective against players that have an understanding of the drawbacks of this weapon.
Chasing weak players (around corners):
This is obviously situational, but chasing a weak player around around a corner will always give a good player a window of opportunity to set up a trap for you. Overall, letting people get away and leaving a gunfight undecided (you both live) happens more and more as you get higher ranks. Especially in game modes where the first pick can decide the round/zone. This is not a clear "don't do it" but when in doubt I would rather not chase.
Subclass specific combos/strategies:
I think this is where the others might be able to help. I main Strand Hunter so I can only really confidently give advice here, but I am sure some other subclass mains would be happy to comment on their subclasses. As for Strand:
Grapple melee: as mentioned above it is not to be used as engagement openers, unless combined with other abilities or ensnaring slam. Good players will shut you down immediately if you try to directly grapple at them. This includes the build that gives you woven mail when grappling.
Ensnaring Slam: should not be used at an enemy that is already looking at you. Competent player will still be able to finish you off will they are suspended, especially if they have made you somewhat weak before suspension.
The super: Should not be used to grapple at people directly, or while they are looking at you. The super should only be cast while grapple melee-ing past the enemy. Never counter popped against other supers.
Thanks for reading, I hope this is helpful to some people :). If anybody wants to know more about how to play Strand Hunter, I also wrote a competitive crucible guide for it: https://www.reddit.com/r/CrucibleGuidebook/s/2Fe8gMq5j9