Hi, my name is Night Slash and today we're doing Pearl guide for Killjoy. Before going into Killjoy specifically, I want to quickly go over who am I. I am Immortal 1-2 level player. I am definitely not Radiant, not pro player, I am not trying to pretend I am.
My idea is not to show you the tier 1, tier 2 way to play Pearl, and more of a how do you want to approach it in ranked pre-Immortal. After immortal game will slightly change, I still think it's decent enough to play in immortal level and I am not saying that that's the best way you can play this game. So first we want to start with what is Pearl. I believe Pearl is somewhat similar to both Icebox and Ascent, slightly different from both but similar enough that you can like...
both on Icebox and Ascent mid area is important and on this map it's really important as well. It's really easy for attackers to take mid, like it's basic, they have the best spawn for it, and it's really hard to hold this area, like these areas, so defenders either have to push out to protect their sites or have to hold pretty deep with like util. I believe killjoy on defense does the best job of protecting mid.
if we just wait for it. And I believe that Killjay also is the better sentinel for all sites. Like she's better here, she's probably worse on B, but she's very good on A and mid, probably better than Cypher. The only site where Cypher is better is basically B. And on attack, Killjay has a better utility for taking sites.
I think her mollies are good to take A, to take B. While we're at it, I will explain why I think Killjay is the better sentinel than Cypher. I have the graph here.
I believe Killjay is better than Cypher, Wyze and Chamber are somewhat interchangeable, I'm not sure which is better. Chamber has probably a bit more results on the map, but Wyze is fairly new and she is definitely a threat, not a Chamber 2022 level threat or Neon right now, but she can be really strong. I believe Deadlock and Sage are viable, but not great.
I would probably not pick them at all. I would opt for, if I want to play in Killjoy, that would be Cypher or Weissless Chambers. Now let's say why Killjoy is better than Cypher, because that's the main thing, why you want to...
like these characters fight for their maps. Killjoy is better on maps that have good places for her ult in the first place, like she has really good ult on B, you only have to worry about this and... I don't think this angle actually exists.
Well, I don't think you can stand there. I think she she is better on A as well, because her ult is probably the best ult in the game to take A. All you need is for your smoker to just do this, and for your duelist to go art.
And like, you go with your duelist, or you ask like your initiator to go with your duelist, and you take art. And ideally you plant here. All of this allows Killjoy to be really strong, and because of how postplant works, Herolds give... The easiest way to play postplant is with Herold. I wouldn't say B is as great, because this is spammable, so like, if you play B, they can just go CT and spam, but on A, it's the easiest way to either get this plant with Art or just plant here and play from Main.
I think... her defense ults are also fairly decent. She can ult here in art and basically allow you to pay to stick at least half and probably just stick full. I don't think her ult on B is as great. This ult doesn't cover sight, if they play in sight it's really hard.
And this ult doesn't cover this, well it doesn't cover both ways, but this doesn't really cover any of this at all. Well this forces them to play this side, but her ult is still decent for retake because they can't really play anywhere on site, so they have to go here. And I'll show Molly that lands here slightly later, and it makes a decent retake.
I don't think you want to play for retake B as often as you want to play for retake A, I think this ult is miles better than the ult in B, and I think her setups on scythes are really great and better than Cypher's. And for that I will have to show you in-game, so we will jump into the game. Okay, so let's start with A-Scythe.
I believe that's the best scythe if you want to be an anchor. So she has the best start in the game here. It does not, like... They can't go anywhere fast without triggering it, which means you have enough control of this part if you play on A. I usually see pro players do just this, and this is...
actually really good, I will slap it and down the audio because I'm talking, because even if they go really quickly, so usually you start your quick take not from like here, but from slightly deeper, so when people start to run up, they have to look down. which is really great and usually it pairs up with mollies like this, like this, maybe here they often go this side. So that's your basic setup for A, so you just use molly and usually molly will be like slightly behind the alarm, sometimes I even see people put alarm slightly to the right, because it still covers here but it's less predictable and it doesn't really matter where you put it.
because as soon as you shoot an alarm you activate more and they can't really go in anymore unless they go here, but here you probably will take them from the back side. With this setup you usually play either here or here. These are two best places to play.
Other way to place this side and you always have the turret, I never place this turret on the side because it's pretty much useless, is to put an alarm on the side. alarm like this and try anyone who wants to go in here. This way sometimes they will run away from it instead of going into here, then you put alarm actually behind it like this.
They will come close, the alarm will trigger here, they will see a molly, mollies will pop up. Maybe you don't want to use both mollies here and you want to have at least one molly that stays alive. I think this, now we can substitute that, yeah, we can set it here.
So, play around with this, see how often they go church, if they go open, try to set up here. So, I will move to mid now, mid is really easy and extremely simple, you put turret in one of three spots, I will show them all three. First one is here, this turret is like the best turret you can put, but if you're A, slightly weaker, you can put this turret. If they go full A you will always know, but if they don't go full A or they will go like contact A, they will have to break the turret and you will know. Other way to put turrets is here and you will play in connector with it.
If the turret weakens you stick, heal and run away. You never want to die, especially if you play mid, because you don't really use them all. play in mid, so this means you have mollies for retake and these mollies can be already canceled and here you always put this alarm if you start to break it you can play it a bit deeper and place it here and just say to your 3 player to not pick it, or they can fight it, but if they play B, just don't be exposed to Link. And this place allows you to have mollies, and I have 2 pairs of double mollies, for A and for B retake.
First for A, a lot of time when they plant here, you want to cut off main, and this angle is really annoying to deal with. right cubby and I have mollies for like both of them. First you come into this corner, you aim here and move your crosshair to first segment here the first you touch and just in the middle of it, it always hits, it's really hard to miss.
And just a normal throw. It lands here and it covers fully the cubby, but I like to pair it with a second molly so it would... and second molly goes... I usually aim it from the same spot so I would like go to the spot I had and I will just move to the first right side of this segment. Like lower right side of the segment.
And it's also right throw. Both of them would look like... This. And you probably can put it slightly deeper, I don't like it. because I like to bait them.
So how it looks is... They can hold art, but they can't really go deeper than that. This guy, after he sees Molly, he will try to shoot and run away. That's fine.
You actually bait them to use this angle and you just, when you pick a main, you just do this. You kill them, like, you kill them 80% of the time. They are always in disadvantage holding and you also... You pick why they don't have time to react.
You don't want to crouch probably, you can just do this. Double tap and go left. And this is really good for Hori taking aim.
But don't get too hung up on lineups, because when I do, I... feel like I'm playing worse. If you have a good opportunity to use lineups, use them. If you feel like they play on sight, just forget about them and use your mollies for sight. If you want to leave mollies, always try to leave mollies that will not break easily, so like this molly for this plant, this molly for this plant.
Always leave these mollies if they play on sight or try to plant really fast. And for B, we'll have two mollies for both pillar and ramp. And that's the molly I will show for it as well. First molly you go here, you aim your left turret charge corner to the left of this pillar on the building. I usually double check if I'm aiming the right side by seeing if I can get it.
seeing if my middle line kind of crosses it, but it's not important, it's just quicker for me to see it. It's just light throw, like normal throw. It hits perfectly, it forces them to peek at least in some way or fall back. Second molly is for ramp. It's slightly more...
it's not as complicated as it might not hit sometimes if you aim it wrong. So, you want to aim it... to the corner here with a right corner of your oil charge and jump throw.
It's instant jump throw, not at the same time, but it hits here. This one will be easier to break and probably broken more often. The reason I want it to hit here is mostly because this forces them to go away and they can't play off the top of this as well. Because even if you move molly here, this is not molly, this is still like a 64t angle and I don't like to leave this angle for them, so this will be broken. So mostly what you want to do is you go here, you might ult, you go back, you quickly aim the molly, it will be 3, 2, 1, you probably want to do it quicker, I try to wait.
wait, you probably want to throw it on like 9 seconds, maybe even 10. They will have to peek, they will be in an open at some point, just try it out, see if it works. You won't use this ult to open. And don't get hung up on lineups, if you see that your team is flooding with your ult, you just go with them. Lineups are always situational, peeking with your team is mandatory, you can't just leave them. Quickly go back to our B site now.
B site is... you don't want to play on B site, you don't have enough utility for it, but you always can try. There's two ways, you can put alarm here, as I've shown, and play with turret on site.
I've seen people use this turret, this one is decent, you can play around it, you can play below it, sorry for freeze, you can play below it, you can play close, I don't recommend it, but you can. Uh... You can play a bit deeper turret if they play really slow and maybe even cross here.
With this turret they can go deeper than this. And you usually don't want to go like this because people fight here, so they will usually be spotted like here. So this turret is really good.
If you want to you use your turret to watch here which is fine. You probably just call an alarm and like... Two routes, one is here. Another one is go here.
See if someone obviously uses one route and not another. Or if they do, you just throw these mollies. And now the guy wants to go here, he has to either go this or open.
He can't go here because he has a molly block set. If they go this route a lot, you just throw two mollies in a row. If you see that you can't hold the site even though you have the route of molly blocks, you can't hold it. small is just save one more bit in here to deny the open plant. That's basically the B site, you don't really...
there's nothing smart here. So going to attack now, it's slightly more counterintuitive for me at least. Usually you think you want to use your alarm for B and turret for A because alarm doesn't really cover it.
Here I like to always use my turret for flank. I think hero does this, the unary player. and go here. I'm not sure, you don't really need to save alarm, but you can use it here. You can maybe, yeah, I think this is the best alarm, I would use it like 90% of the time.
Or sometimes, if you play always for spam, you can even use it here. And if they go in, you can always know that, like there would be a smoke here. For mollies in B, and B is more popular site for one reason or another, like the molly I always use is you go here, the...
You will always see the slow graphics, so it should be fine. You go here, you see this tube here, the pipe, you go and this, I have no idea how you call this, but like these triangles or whatever, you count 1, 2, 3, you take out your molly and you put your diamond of your right click throw button at the third one. and jumps from.
This molly won't give you kills, but it will deny one angle that is really annoying if players are great and it's here. They will either have to go wide open or run away here. It might give zero damage, but it has like significance. Other molly is more of a you can use it.
I don't really like it, so I aim it like here, so... Continuing with the pipe, you can see, like, the first brick that intersects with pipe on this section, you put your middle EM dash right corner into it, and just throw it. It might seem like it hits too much to the right, but actually it does not. It covers all this area, they have to play either here and it's flammable, or they have to jump up, and if they jump up you just kill them. And they can't play here, so they have to jump up.
And when you throw this molly, and if you do, you always go and just hold it. Or like, you go, molly hits you, you hold it for 3 seconds and then you run away. And on pistol round, mostly, because... Or... It's a decent molly for every hit and I might use it even instead of this molly, but you just go in, you just throw it like this.
There isn't a lineup really, sorry for three mollies, the one that pulls. I usually just aim on the level of the rope, when I go slightly lower, so I start here, I go lower, and I just aim at the top of the rope. It isn't a consistent lineup, don't expect it to be, just throw it.
Usually, like 90% of the time it hits this corner and that's what you actually want. This corner is annoying to play against, so this molly just covers it. Onto A site, and I will come to lurk in mid as well, onto A site.
A site, as I said, you use storage here for mollies. Depending on how your team hits it, you might not have time to throw your mollies correct wise. The two mollies are...
is just move it to the left a bit, maybe on like level of this. Here a bit to the left throw, you will figure it out eventually, and other one is just aim here. There is nothing much for it. They fall back side and back out. You can mix it with flowers molly, but I don't think you actually want to.
If they use... if they like to run, flowers just come out and pass them here, timing is Perfect Perfect I believe, but if my team goes really fast or contact one of the two, I would probably just do this. Small arc, small backside. This molly is not real, but this molly is.
Probably don't molly flowers, you can. This is a decent anti-flood molly, so if you expect them to flood after you tap, this molly is fine. It's really hard to use molly for dugout, because when you have to throw it, you open for like 2 angles. At least one of them is not molly though. And even if you hit molly, sometimes they will be able to stand here, they can stand here, it's not consistent enough.
I don't like pot plant mollies. they're too slow and because they're breakable and not like wiper mollies, I don't think they're good enough and you're not prim, so won't be showing that, instead I will show you how you usually lurk mid, there are two main ideas I believe, one is put turret here or alarm there, I think turret is better because you have more space. Stay here for a while, wait for them to push.
If they don't push, or if you go B, you can fight this side. Just stay here, wait for them to cross. After that, just go behind them, peek and kill them. If they go art a lot you might want to just like hold it like this There is a world where you use both your utils for your lurk like you can arm here and like turret here here, you just pick up your turret here and this turret allows you to go here and it sees enemy first so you have time to react if they push out.
And other way to lurk is if you want to start the window you probably want to use turret either like this or you want to leave it here and just throw or pick it. You're fine with picking this, this is always a good role. well a good duel but when you have both angles it's slightly more hard. I would still like... I probably...
I usually use this turret more and I'll just go in this corner. If your team goes B it's a good corner to be in because if enemies try to flank from A to like your spawn you kill them, if they go Link you still hear them. And if your team goes, you just play it too hard, just wait for them like here, go deeper, when they start retreating, go behind them. Lurking is more complicated, it's really hard to teach. It's more of a...
you learn... the more you do it, the more you learn how to catch this timing, so... There isn't absolute lurking guide, because every game is so different because of different characters that you can't really predict what will happen. Thank you for watching.
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