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VALORANT ’s Ranking of All Maps


Community-made VALORANT maps may not come soon, according to design director Joe Ziegler. But Riot is still dedicated to increasing the variety of maps. VALORANT’s closed beta was released with three maps while Ascent and Icebox were added later. And while each has a different feature and theme, some are definitely more successful than others. 

Although there are only five at the moment, Ziegler said that “couple more” would help Riot feel “comfortable” with the diversity of the game’s map in last month’s Dev Diaries.

Here are the rankings of the map for Valorant.


VALORANT players either love Split or hate Split, and yet most fans hate Split.

Riot tweaked the map and changed the barrier locations in Patch 0.50, offering the attacking teams more chances to fight. But Split is still very much in favor of defending teams. 

In First Strike: North America, for example, the defenders won 55% of the rounds on the map, according to VLR.gg. No other map has such a large discrepancy.

It’s just hard to push to either point. Defenders can set up traps, smokes, and one-way stalls, play safe until the attackers decide to move. And Split’s tight corners and short sightlines are the best Raze, who can use her grenades and rockets to effortlessly kill unsuspecting enemies with little counterplay.

Unlucky teams that start at the attacker’s side will sometimes fall into a deep hole in the first half. This gives momentum to those who defend first, only needing to tie together a few rounds to win the match.

While Riot is planning to make some balance changes to the map, they are unlikely to appear until the next act.



Ascent made its debut when VALORANT officially launched in June, offering a beta-closed variety. But its long sightlines and long rotations leave little room for error and require a lot of communication. 

Ascent is fun for the Operator lovers. You can post your aim in the middle of the map and test against any rotators, stragglers, or peekers. 

And since synchronizing the right smokes with a coordinated push is often difficult in the solo queue, snipers can enjoy the benefits of the team’s miscues.  And even the nerve sentinels can hold down a site with well-placed traps. 

However, if a team is capable of taking over the site and plant, it may be difficult to retake the point. This is especially problematic for the B site, as there are so many angles that players need to look out for. All hostile enemy locations can let your head spin.


Icebox is the newest map for the Tac Shooter. But they’re receiving a few mixed reviews.

The snowy tundra has tight angles, shock points, long rotations, and verticality, making it a nightmare for rusty or inexperienced players.

If the attacking teams don’t push quickly, they may be flanked by either site. If the attacking team breaks through and claims the site, they can simply break off the rotation and finish the job.

These aren’t necessarily cons or pros, but they may be preferences. Jett, Raze, and Omen’s mains may enjoy the verticality that helps them get to the frantic vantage points.

And players who enjoy skirmishing and deathmatch might like further action to test their shot. But some tact and strategy is lost on this map, which seems to favor accurate gunplay instead.

A lot of Icebox issues should be solved by Patch 1.14, reducing the height of several viewpoints to create simpler crosshair placement. 

And attackers hitting “A” are not going to have to worry about enemies hiding behind a double stack of Radianite crates that have been removed now.



The one map that does not clearly favor defenders over attackers is Haven. Players have three options for planting a spike, A, B, or C, and can easily rotate without enemies hearing them through their spawn.

And while defenders are forced to thinly spread their numbers across the map, they can rotate from one location to the other quickly. There are also various ways to get to any location, leaving room for exciting moves and strategies. And this makes it tactically important for both teams to get control of B.

For example, if attackers can control B, they can pick off A and C stragglers because they probably won’t be together.

If defenders can maintain B control, then when they’re rotating, they can easily rotate to either site or potentially catch enemies. Garage is also a central position as it can contribute to C, B and the spawn of the defender.

Haven involves a little bit of everything, too. Tight choke points (short A and garage), long sight lines (long C and A), and potential skirmishes (B).

On this map, a lot of agents can have fun. With his ultimate, Sova can nail long distance enemies, Jett and Raze can hop onto crates and boxes for great viewpoints, and sentinels can set up their defenses to throw an enemy push off.

While a clear gimmick like ziplines or teleporters might not exist, the name of Haven’s is balance and to perfection.


Bind is definitely a fan favorite because it is well balanced and can assist with last-minute rotations and major outplays with its gimmick, the teleporters.

There is no true middle lane in the desert-like map, like Split, Icebox, or Ascent. Alternatively, players have to attack or defend two points on each line, for a total of four.

For attackers, who are forced to infiltrate a location by pushing through extremely tight lanes (like the Hookah of B site or the Showers of A site), this initially seems problematic. 

Teams can fake a push into a single site, get a pick or two, and then rotate through a teleporter immediately. This can throw defenders off, who may be forced to gamble on a rotation.

On the other hand, defenders have clear points they need to secure. They just gotta do it well to execute. The map also contains some other interesting features and fair crosshair placement, aside from teleporters.

The cramped Hookah may lead from a grenade to great gunfights. Players can often get a one-vs-one duel if they want to test their aim.

Although Bind may favor defenders slightly (52 percent in First Strike), it’s not egregious enough to warrant changes in balance. It’s fun and fair to both sides.