Video summary
10 Things R6 Pros Do That YOU Dont *JYNXZI REACTS*
Main summary
Key takeaways
Storyline / Premise
This video is not about a narrative storyline. It’s a breakdown of “10 things R6 pros do” (compared to typical players) in Rainbow Six Siege, focusing on:
- Positioning
- Timing
- Operator/weapon decisions
- Map-based aggression
Gameplay Highlights & Key Tips (“10 things”)
-
Turn on team-colored claymore laser/outline
- Set your team color to red and the opponent to blue/orange so the claymore laser/line is:
- Easier for your team to see
- Harder for enemies to reliably read/track
- This helps you place and monitor claymores based on how the laser blends with surfaces.
- Set your team color to red and the opponent to blue/orange so the claymore laser/line is:
-
Don’t waste Ying/Lion flashes/scans—use them to take space
- Ying: Only throw Candela if you’re ready to push/take space during the blind timer.
- Ying has 4 Candela, meaning 4 push windows
- Lion: Drone first, then Lion scan so defenders must hold position.
- This forces defenders into less favorable posture, giving you safer shots and better map control.
- Ying: Only throw Candela if you’re ready to push/take space during the blind timer.
-
Roam/hold objectives with time-wasting intent (not just kills)
- Roaming is primarily to:
- Waste time
- Burn drones
- Prevent attackers from using utility effectively
- The idea is to deny attackers time/space by “holding the floor” they shouldn’t gain control of.
- Roaming is primarily to:
-
Know when to be aggressive vs. passive (man-count rule + exceptions)
- General rule of thumb:
- Down in man count: be more aggressive to isolate 1v1s and even numbers
- Up in man count: be more passive since attackers must come to you and face limited time
- Defense (man-count logic):
- Up on defense: play passive to waste attacker time
- Down on defense: play aggressive to isolate 1v1s, then revert to passive after re-evening (e.g., 2v5 → 3v3)
- Attack:
- Early round (roughly first 30s–1 min): pros often rush aggressively to open lines and secure entry picks
- Later: slow down using utility + drones + repositioning to improve plant/late-round positioning
- If down late: aggression increases to stop defenders from controlling the round (avoid getting swarmed into stacked fights)
- General rule of thumb:
-
Hold “unorthodox” angles (off-angles) to surprise defenders
- Instead of common door holds, use less expected setups, including positioning involving repels/angles.
- Off-angles can generate “free” kills because defenders don’t anticipate you there.
-
Hold “longer angles” instead of close-range gunfights
- Pros often fight around 10–12 meters, while many players fight 6–8 meters.
- Longer angles help because they:
- Are harder to spot
- Make you appear smaller on screen
- Can reduce how hittable you are at distance (especially with low graphics settings)
-
Use drones correctly—especially “support droning” and cut-off drones
- Don’t just drone yourself. Pros emphasize:
- Support droning: get droned in by teammates so you can act on reliable intel rather than risky peeks
- Cut-off drones in prep: place drones so that after prep ends, you can assume areas/rooms are clear
- These drones can also act like temporary “flank cams” during the round
- Don’t just drone yourself. Pros emphasize:
-
Stick to a small operator pool (high win-rate consistency)
- Instead of constantly switching, pros often repeatedly play a few operators that:
- Fit their style
- Perform well for them/team
- Examples mentioned: Warden, Lion, Amaru, Finka, Solis, etc. (noted as “popular meta” picks)
- The idea: pick operators you’re consistently strong with, then build flexible comps as needed.
- Instead of constantly switching, pros often repeatedly play a few operators that:
-
Use DMRs effectively by holding tight, long angles
- DMRs are described as undervalued but useful in pro play.
- Proper use:
- Hold tight angles
- Don’t swing wide
- Let DMR damage + longer engagement distance do the work
- Even though DMRs have slower rate of fire, pros compensate by holding carefully and forcing enemies into their lines.
-
Adapt playstyle to the weapon (and map aggression accordingly)
- Weapon-based play:
- Low magazine weapons (example behavior: 16-bullet M750-like) often require:
- Aggression → quick reset
- Safer positioning due to frequent reloads
- Higher ammo/other archetypes (example: Ying) allow more continuous aggression and pressure
- Low magazine weapons (example behavior: 16-bullet M750-like) often require:
- Map-based play:
- Small maps (e.g., Border): defenders must be more aggressive since attackers gain control faster; losing key rooms can be catastrophic
- Large maps (e.g., Nighthaven Labs): defenders can be more passive since attackers must clear more territory and spend more time reaching objectives
- This enables roaming, drone denial, and rotations between rooms
- Weapon-based play:
Strategies / “How To” Checklist (Condensed)
Before / At Round Start
- Use prep droning smartly, especially cut-off drones to confirm which rooms are empty
- On attack: consider quick early aggression, then slow down for utility/plant setup
During Fights
- Fight at longer angles when possible
- Use unorthodox/off angles to surprise defender setups
- Apply the man-count aggression rule (with timing/objective exceptions)
Operator / Weapon Discipline
- Prefer an operator pool that matches your strengths
- With DMRs, play around tight, long-angle holds
- Adjust aggression and positioning based on the weapon’s ammo/reload and engagement style
Map Awareness
- On small maps: increase aggression to seize/hold control
- On large maps: play around time-wasting, rotations, and passive denial
Gamers / Sources Featured
- JYNXZI (referenced as reacting to the pros’ ideas)
- FoxA (mentioned as coining the claymore color/laser idea)
- “W video” / W (the YouTuber whose video is being summarized; shown as “W video bro” / “my name’s W video”)