The Blix team are quite the people who know how vital each Agent in Valorant is. Read “The Most Popular Valorant Agents According to Picking Rates” or “How to Choose Your Perfect Agent Role in Valorant in 2024″.
But Valorant’s maps are more than just backgrounds; they’re intricate battlegrounds that demand specialized team compositions. Each map has its own rhythm, sightlines, and choke points that favor different agent types. Rather than building comps around the trendiest agents, it’s wiser to craft your lineup based on the map’s unique demands. Let’s dive into the best team compositions for each map in Valorant’s current rotation and break down why certain agent roles shine.
Contents
- 1 Highlights
- 2 Best Team Comps for Each Valorant Map
- 3 Ascent
- 4 Comp
- 5 Agent Breakdown
- 6 Why It Works
- 7 Sunset
- 8 Comp
- 9 Agent Breakdown
- 10 Why It Works
- 11 Haven
- 12 Comp
- 13 Agent Breakdown
- 14 Why It Works
- 15 Bind
- 16 Comp
- 17 Agent Breakdown
- 18 Why It Works
- 19 Abyss
- 20 Comp
- 21 Agent Breakdown
- 22 Why It Works
- 23 Pearl
- 24 Comp
- 25 Agent Breakdown
- 26 Why It Works
- 27 Split
- 28 Comp
- 29 Agent Breakdown
- 30 Why It Works
- 31 What are the Key Ideas for Controlling Each Map?
- 32 Ascent: Mid Control
- 33 Sunset: Lane and Choke Point Domination
- 34 Haven: Flexible Rotations Across Three Sites
- 35 Bind: Teleporter Control
- 36 Abyss: Vertical Control
- 37 Pearl: Mid and Long-Range Control
- 38 Split: Verticality and Choke Point Control
Highlights
- List of the best compositions for every map in rotation
- Explanation of each of the Agent’s benefits here
- Additional description of the map’s strategy
Best Team Comps for Each Valorant Map
- Ascent: Jett, Sova, Omen, Killjoy, Skye
- Sunset: Reyna, Breach, Brimstone, Cypher, KAY/O
- Haven: Jett, Fade, Omen, Killjoy, Sova
- Bind: Phoenix, Skye, Brimstone, Killjoy, Raze
- Abyss: Jett, Breach, Astra, Killjoy, Raze
- Pearl: Jett, Sova, Harbor, Killjoy, Reyna
- Split: Jett, Breach, Omen, Cypher, Raze
Ascent
Comp
Jett (Duelist), Sova (Initiator), Omen (Controller), Killjoy (Sentinel), Skye (Initiator)
Agent Breakdown
- Jett: The queen of mobility, Jett shines on Ascent with its open sightlines and vertical angles. She can take quick peeks and dash out of danger, making her essential for mid control and aggressive pushes on both A and B sites.
- Sova: Ascent’s long sightlines are perfect for Sova’s recon darts and shock bolts. He provides crucial information and clears out corners, allowing teammates to push safely.
- Omen: Omen’s smokes and teleport provide versatility, perfect for blocking off key sightlines like mid or site entries. His teleport ability also offers sneaky repositioning for retakes or aggressive site holds.
- Killjoy: With Ascent’s wide open sites, Killjoy’s utility covers large areas, and her lockdown ultimate is perfect for retakes or anchoring a site solo while the rest of the team gains map control elsewhere.
- Skye: Skye’s flashes are invaluable for Ascent’s tight spaces like B main and A main. Her healing ability also supports aggressive pushes and mid fights, making her a flexible choice for both offensive and defensive rounds.
Why It Works
This comp focuses on controlling Ascent’s mid, which is the key to splitting and attacking sites effectively. Jett and Sova provide the necessary aggression and intel to control the area while Killjoy and Omen anchor sites efficiently. Skye complements the team by adding utility for pushing and retaking, making this a balanced and adaptable comp for Ascent’s layout.
Sunset
Comp
Raze (Duelist), KAY/O (Initiator), Brimstone (Controller), Cypher (Sentinel), Breach (Initiator)
Agent Breakdown
- Raze: With plenty of corridors and choke points, Raze’s explosive kit excels at clearing tight spaces and displacing enemies. Her mobility with satchels also allows her to reposition quickly.
- KAY/O: His suppression ability neutralizes defensive utility before site hits, and his flashes are perfect for clearing Sunset’s tricky lanes. KAY/O’s kit also brings solid fragging potential, giving flexibility for either site hits or defense.
- Brimstone: Brimstone’s quick smokes are crucial for covering multiple choke points, especially when attacking or retaking the narrow sites on Sunset. His Molotov also stalls, pushes, or clears enemies out of common hiding spots.
- Cypher: Cypher’s gadgets are vital for holding down the map’s small lanes and chokepoints, providing critical intel, and slowing down enemy advances.
- Breach: With Sunset’s tight spaces, Breach’s stuns and flashes clear corridors and set up the team for quick executes or site takes. His abilities excel in narrow lanes, allowing aggressive pushes or coordinated retakes.
What do you think will be the META Bind comp? – Reddit
Why It Works
This comp excels at gaining lane control and executing fast site hits. Raze and Breach work together to dominate tight spaces, while KAY/O and Brimstone’s utility smooth the path for successful entries. Cypher, meanwhile, anchors sites with information-gathering tools, ensuring defenders always know where the threat is coming from.
Haven
Comp
Yoru (Duelist), Fade (Initiator), Astra (Controller), Killjoy (Sentinel), Sova (Initiator)
Agent Breakdown
- Yoru: Haven’s three-site layout is perfect for Yoru’s teleport plays and feints. His decoy creates confusion, and his ultimate can infiltrate deep, opening up site access or creating distraction plays.
- Fade: Fade’s abilities, including her prowlers and seize, are great for site control and clearing areas like Garage or C Long. Her ultimate provides a massive advantage for site takes, revealing enemies and disorienting them.
- Astra: Astra’s global smokes and utility fit Haven’s dynamic playstyle, covering all three sites. Her gravity wells and nova pulses disrupt enemy pushes, ideal for both defense and post-plant control.
- Killjoy: With three sites to defend, Killjoy’s turret and alarm bot provide much-needed information and control. Her lockdown ultimate can clear entire sites for retakes or secure plants.
- Sova: Sova’s recon darts are essential for such a large map, providing crucial information on rotations and clearing long sightlines before committing to site hits.
What’s your guys go to team comp for Haven? : r/VALORANT – Reddit
Why It Works
Haven’s complexity requires a comp that can handle multiple sites and rotations quickly. Yoru and Fade offer versatility in initiating fights or misdirecting opponents, while Astra and Killjoy provide flexible site control and recon. Sova ties the comp together with valuable intel gathering, making this lineup a nightmare for opponents who can’t predict where the next push will come from.
Bind
Comp
Phoenix (Duelist), KAY/O (Initiator), Viper (Controller), Sage (Sentinel), Raze (Duelist)
Agent Breakdown
- Phoenix: Phoenix’s flashes and healing make him ideal for Bind’s tight spaces and small site sizes. His ability to flash through teleporters or around corners creates space and opportunities for site entries.
- KAY/O: On Bind, KAY/O’s suppression shuts down defenders before a push, while his flash and molotovs clear the small site areas effectively, giving his team a strong chance for successful site takes.
- Viper: Viper’s wall is perfect for dividing Bind’s small sites during executes, and her smoke orb creates flexible cover around the teleporters or site entrances. Her Molotov provides extra delay tactics during defense.
- Sage: Sage’s wall can block key areas like B Long or create vertical angles for attackers. Her healing and slow orbs are crucial in Bind’s close-range duels, where every second and every bit of HP counts.
- Raze: Bind’s tight spaces amplify Raze’s explosive utility, allowing her to disrupt enemies through teleporters and flush defenders out of hiding spots with her grenades and boombot.
What is a good team comp on all maps : r/VALORANT – Reddit
Why It Works
Bind’s teleporters create unpredictable site switches, and this comp leverages that chaos. Phoenix and KAY/O work together for fast and aggressive pushes, while Viper’s and Sage’s utility control space and site entries. Raze ties it all together by clearing space for site control and retakes, capitalizing on Bind’s confined site areas.
Abyss
Comp
Jett (Duelist), Fade (Initiator), Astra (Controller), Sage (Sentinel), Breach (Initiator)
Agent Breakdown
- Jett: Jett’s verticality and mobility make her a great fit for Abyss’s multi-level environment. She can quickly reposition and take fights on different elevations, creating chaos for enemies.
- Fade: Fade’s utility, especially her prowlers, is excellent for navigating Abyss’s vertical elements. Her ultimate is powerful for site takes or retakes in Abyss’s confined spaces.
- Astra: Astra’s ability to place stars anywhere on the map shines in Abyss, where controlling verticality and key drop zones is crucial. Her gravity well and stuns are great for holding enemies at different levels.
- Sage: Sage’s wall adds flexibility in Abyss by blocking off ramps or drop points, controlling vertical space efficiently. Her healing keeps teammates healthy in extended skirmishes.
- Breach: Breach’s stuns and flashes are perfect for Abyss’s tight choke points and drop zones. His utility is essential for opening up space and catching enemies off-guard in close-range encounters.Who would you say is the best team at Abyss? – Reddit
Who would you say is the best team at Abyss? – Reddit
Why It Works
This comp is designed to control Abyss’s verticality and narrow areas. Jett and Breach provide aggressive tools for clearing levels, while Fade’s recon and Astra’s stars dominate the map’s layered layout. Sage’s wall and healing offer flexibility and sustainability, making this comp strong both offensively and defensively.
Pearl
Comp
Jett (Duelist), Skye (Initiator), Astra (Controller), Cypher (Sentinel), Harbor (Controller)
Agent Breakdown
- Jett: Pearl’s long sightlines make Jett’s mobility and quick peeks invaluable. She can contest mid or long-range duels efficiently, offering entry frag potential.
- Skye: Skye’s flash and healing kit work perfectly for Pearl’s mid-control battles. Her utility provides support for either entry or retake situations, giving the team flexibility.
- Astra: Astra’s global smokes fit well with Pearl’s elongated lanes. She can quickly react to rotations, or site holds, providing cover where needed.
- Cypher: Cypher’s camera and traps are crucial for securing Pearl’s open mid and tracking rotations. His kit makes holding sites and watching flanks much easier.
- Harbor: Harbor’s water-based utility is excellent for creating pathways or blocking sightlines, especially for mid fights. His wall can also cut off critical angles during site takes.
Pearl ProPlay Team Comps : r/ValorantCompetitive – Reddit
Why It Works
This comp is built to take advantage of Pearl’s long sightlines and wide-open mid. Jett and Skye work together to contest space aggressively, while Astra and Harbor control rotations and provide cover for pushes. Cypher’s utility ensures that defenders can rotate safely while keeping tabs on enemy movements.
Split
Comp
Raze (Duelist), Breach (Initiator), Omen (Controller), Cypher (Sentinel), Sage (Sentinel)
Agent Breakdown
- Raze: Split’s vertical elements are Raze’s playground. Her satchels and explosives clear tight spaces, while her mobility allows for fast engages or site rushes.
- Breach: Breach’s stuns and flashes excel in Split’s narrow lanes, creating opportunities for aggressive pushes and coordinated site takes.
- Omen: Omen’s smokes and teleport abilities give flexibility for Split’s mid control and site execution. His smokes also work well for cutting off enemy sightlines during retakes.
- Cypher: Cypher’s traps and camera are vital for monitoring mid and holding the smaller sites on Split. His setups provide the intel needed to counter pushes.
- Sage: Sage’s wall can block off key chokepoints like B Heaven or Mid Vent. Her healing and slows provide support in Split’s frequent close-quarters battles.
Thank you Fanatic for the new standard Split Comp – Reddit
Why It Works
Split’s tight corridors and vertical features make this comp a menace for opponents. Raze and Breach clear the way with explosive plays, while Omen controls mid. Sage and Cypher secure sites, making this comp versatile for attack and defense.
What are the Key Ideas for Controlling Each Map?
Ascent: Mid Control
Mid is the central hub of Ascent. Controlling it unlocks split pushes and rotation options, giving attackers flexibility and defenders a harder time retaking or predicting movements.
Sunset: Lane and Choke Point Domination
Sunset’s narrow lanes and choke points are crucial. Winning control of these paths limits enemy movement, setting up favorable duels and making site hits or holds more effective.
Haven: Flexible Rotations Across Three Sites
Haven’s three sites demand quick rotations and control of key areas like Garage. Flexibility and efficient use of routes are essential for both attack and defense.
Bind: Teleporter Control
The teleporters are Bind’s key feature. Managing teleporter exits and holding the narrow paths to each site allows for quick site switches and better retake setups.
Abyss: Vertical Control
Verticality defines Abyss. Gaining control of elevated positions and key drop points is vital for setting up advantageous fights and managing multi-level engagements.
Pearl: Mid and Long-Range Control
Mid control is crucial in Pearl due to its open sightlines. Holding mid gives attackers easy access to both sites and defenders the ability to predict rotations.
Split: Verticality and Choke Point Control
Split’s tight corridors and verticality require control of mid and elevated areas like Heaven.