Games
Valorant: Best Team Compositions Based On Maps
Key Takeaways
Table of Contents
- Valorant’s meta evolves with the introduction of Duelist Iso and adjustments to other Agents, prompting teams to reconsider compositions.
- Specific maps like Abyss, Ascent, and Breeze require intentional strategies and tailored team compositions for success.
- The reworked Breeze, Icebox, Lotus, and Sunset maps offer unique challenges and opportunities for different Agents and playstyles.
Duelist Iso’s arrival in Valorant is part of the game’s push to further diversify its current meta. Iso’s kit is comprised of a moving wall, Vulnerable procs, per-kill shielding, and forced duels in tandem with harsher aggressor punishments from Sentinel Cypher’s utilities. When combined with Sentinel Deadlock’s nigh-impenetrable wall and almost-instant-kill web trap, some teams may need to rethink their overall compositions. Specifically, teams that rely on flying Jetts, sniping Chambers, and smoking Brimstone may need an upgrade.
With the newest Agents in mind, popular Valorant team compositions may need to adjust, especially when it comes to specific maps. While the traditional combo of a detection Initiator, smoking Controller, and forward Duelist usually works, certain Valorant maps require more intentional strategies.
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Updated on October 29, 2024 by Rhenn Taguiam: With Vyse switching up Valorant meta with her deployable flash, wall-separating trip, and anti-Primary Ultimate, fans of the FPS title might be eager to test her out in the game’s different maps – especially the no-edges hellscape of the Abyss and against fellow newcomer Clove and her more aggressive Controller gameplay. And with new updates revealing adjustments to Phoenix, Sage and Cypher, a nerf to Gekko, and a significant boost to Chamber’s playability, fans might be intrigued as to how all these elements play out in the Competitive Meta. Interestingly enough, it seems the meta composition for the new Abyss map is comprised of reliable classic Agents, particularly the title’s go-to smoker, vertical-dominating Duelist, bot-deploying hard defender, and long-distance Initiators.
11 Abyss: Omen, Sova, Jett, Cypher, KAYO
Win Rate: 58.89%
Team Composition |
Role |
Strategies |
---|---|---|
Omen |
Controller |
Smokes, Lurk |
Sova |
Initiator |
Detection |
Jett |
Duelist |
Smokes, Entry, Lurk |
Cypher |
Sentinel |
Area Denial, Site Control |
KAY/O |
Initiator |
Detection, Flashes |
Comp Stats |
|
---|---|
Pick Rate |
13.24% (90/680 Matches) |
Win Rate |
58.89% (53/90 Picks) |
Unlike other Valorant maps, Abyss takes the game’s physics to the next level with its lack of invisible edges. This means anyone who missteps past its narrow bridges (B-Site Danger, A-Site Bridge) or miscalculates jumps on mid (Catwalk, Library, Top-Mid) will meet instant death before even getting a chance to frag. These elements, on top of its ridiculously spacious mid-area contrasting its small Sites, make Abyss the right playground for movement-heavy, long-distance, and site-controlling Agents.
A dual-Initiator setup with KAY/O and Sova can accommodate technical long-distance angles for detection (Sova’s Recon Bolt) and wide-area intel with an AOE detect-silence (KAY/O’s knife). The tight-knit Sites also make Cypher a viable Sentinel, courtesy of his Tripwires. Meanwhile, teleports from Controller Omen and floaties from Duelist Jett can bypass the map’s trickier edgeless locales. Spamming smokes from the two Agents can also spell trouble for defenders and retakers, as those who aren’t careful can be lured into death falls or guaranteed one-shots.
10 Ascent: Omen, Sova, Jett, Killjoy, KAY/O
Win Rate: 48.19%
Team Composition |
Role |
Strategies |
---|---|---|
Omen |
Controller |
Smokes, Lurk |
Sova |
Initiator |
Detection |
Jett |
Duelist |
Smokes, Entry, Lurk |
Killjoy |
Sentinel |
Area Denial, Site Control |
KAY/O |
Initiator |
Detection, Flashes |
Comp Stats |
||
---|---|---|
Pick Rate |
41.00% (469/1144 Matches) |
|
Win Rate |
48.19% (226/469 Picks) |
Despite its standard two-Site setup, the floating island of Ascent is notable for features such as alternate Site entrances via mechanical doors. It also has a more active mid-map area, courtesy of defensively-walled B-Side Mid-Link opposite a vertically-advantaged A-Side Catwalk. Hard turns and the abundance of corners make this ideal for skills that detect foes, such as ricocheting Sova recon bolts and coverage-reliant KAY/O knives.
Ascent’s open areas also provide better map control, courtesy of Omen’s smokes and teleports for rat-spot defense, or Jett using aerial dashes for the unsuspecting entries and flanks. Ease of rotation between Sites can encourage split-bot setups with Killjoy, allowing her to guard both Sites or focus on defense with her Lockdown Ultimate whenever necessary.
9 Bind: Brimstone, Raze, Viper, Fade, Gekko
Win Rate: 46.28%
Team Composition |
Role |
Strategies |
---|---|---|
Brimstone |
Controller |
Smokes, Mollies |
Raze |
Duelist |
Entry |
Viper |
Controller |
Area Denial, Site Control, Walls |
Gekko |
Initiator |
Detection, Flashes, Site Control, Planting |
Fade |
Initiator |
Detection, Flashes |
Comp Stats |
||
---|---|---|
Pick Rate |
12.22% (121/990 Matches) |
|
Win Rate |
46.28% (56/121 Picks) |
The desert landscape of Bind is made even more memorable with its teleporters. The teleporters are only operable from the inside, which gives Gekko surprising utility coverage. Holding A-Cubby gives Dizzy the opportunity to detect enemies early, while convenient Moshpit placements can provide solid defense regardless if enemies come from A-Short or A-Baths. This enables smokes via Brimstone and walls from Viper to better assert control over the compact map.
Likewise, the map’s tighter corners make Raze a nightmare to face. Her aerial maneuverability via Satchels and her grenades can easily score frags on enemies clustered together. Working in a similar capacity is Fade, whose distance-based detects and homing blinds can transform her into an aggressive lurker or retaker.
8 Breeze: Cypher, Viper, Sova, Jett, KAY/O
Win Rate: 49.61%
Team Composition |
Role |
Strategies |
---|---|---|
Cypher |
Sentinel |
Detection, Smokes, Site Control |
Viper |
Controller |
Area Denial, Site Control, Walls |
Sova |
Initiator |
Detection |
Jett |
Duelist |
Smokes, Entry, Lurk |
KAY/O |
Initiator |
Detection, Flashes |
Comp Stats |
||
---|---|---|
Pick Rate |
39.57 (383/968 Matches) |
|
Win Rate |
49.61% (190/383 Picks) |
The reworked Breeze now features more long-distance sections and critical corners. Thus, it can become a mobile playground for aerial Jett. However, more prominent blockers (Mid-Pillars, A-Pyramids) encourage precise detections from Sova recon bolts, and area-wide KAY/O knives to counter rat spots.
The network of corridors on both Breeze’s sides facilitates quick rotations, encouraging more deliberate monitoring with buffed Cypher and his cams and trips. Alternatively, using Viper walls and smokes can seal choke points for map control.
7 *Haven: Breach, Omen, Jett, Sova, Killjoy
Win Rate: 53.60%
Team Composition |
Role |
Strategies |
---|---|---|
Breach |
Initiator |
Flashes, Lurk |
Omen |
Controller |
Smokes, Lurk |
Neon |
Duelist |
Entry |
Sova |
Initiator |
Detection |
Cypher |
Sentinel |
Area Denial, Site Control |
Comp Stats |
||
---|---|---|
Pick Rate |
24.31% (403/1658 Matches) |
|
Win Rate |
53.60% (216/403 Picks) |
The three-Site setup of Haven can facilitate traditional close-ranged fights and long-ranged plays. This reduces encounters to tests of a player’s gunplay skill. Such a requirement can be upturned by Omen, who can deny vision in crucial spots, and Neon, whose aggressive speed can punish early aggressors or force defenders out.
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Since most Haven Sites have tight spaces for entry, Breach excels in close plays with his short-ranged flashes and concussions. Should enemies decide to approach from afar, Tripwires from Cypher and a well-placed recon bolt from Sova should declare their positions for a swift counter via rotation.
6 *Icebox: Viper, Sova, Jett, Killjoy, Gekko
Win Rate: 53.49%
Team Composition |
Role |
Strategies |
Gekko |
Initiator |
Detection, Flashes, Site Control, Planting |
Viper |
Controller |
Area Denial, Site Control, Walls |
Sova |
Initiator |
Detection |
Jett |
Duelist |
Smokes, Entry, Lurk |
Killjoy |
Sentinel |
Area Denial, Site Control |
Comp Stats |
||
---|---|---|
Pick Rate |
13.78% (86/624 Matches) |
|
Win Rate |
53.49% (46/86 Picks) |
The reworked Icebox emphasized more B-Site plays, effectively forcing Attackers to get more intentional when pushing into the Site: get aggressive when taking Green and while defending Yellow. Verticality remains a fundamental map component, encouraging Jett (Duelist) to use her Updrafts and infamous smokes to secure entries. This more aggressive approach encourages Sova (Initiator) to take the lead with more angled Recon Bolts and Shock Darts to clear areas.
Icebox’s more angles to play with mean Killjoy (Sentinel) is suitable to defend Sites or even flanks with her Turret, Alarm Bot, and Swarm Grenades. Meanwhile, Viper (Controller) smokes, and her wall can decisively push Sites or cut Attackers out. Gekko (Initiator) remains a practical pick for utilities, with Dizzy providing nifty blinds and detections while Moshpit is a formidable molly for site control. Being able to plant and defuse the Spike at a distance with Wingman can become an immense advantage to teams who utilize this buddy properly.
5 Lotus: Raze, Omen, Viper, Killjoy, Fade
Win Rate: 55.15%
Team Composition |
Role |
Strategies |
---|---|---|
Raze |
Duelist |
Entry |
Omen |
Controller |
Smokes, Lurk |
Viper |
Controller |
Area Denial, Site Control, Walls |
Killjoy |
Sentinel |
Area Denial, Site Control |
Fade |
Initiator |
Detection |
Comp Stats |
||
---|---|---|
Pick Rate |
12.23% (136/1112 Matches) |
|
Win Rate |
55.15% (75/136 Picks) |
The slow domination of the dual Controller meta in the team-based FPS is becoming more prominent with the Lotus rework. If C-Site got fewer rat spots, B-Site got a smaller plant zone, and A-Site got more defendable Attacker areas, then it’s up to players to reassert control over the battlefield with tricky plays. The more straightforward Lotus is a welcome sight for Raze (Duelist) who can Satchel and bomb her way into Sites or go aggressive on the defense when pursuing Attackers. The relative open spaces of A-Site and C-Site pathways make it easy for Fade (Initiator) to dominate detections with her throwable eye more efficiently compared to Skye’s flashes.
Given Lotus’s relatively large map size, Killjoy (Sentinel) can defend at least two locations (at least one Site and/or flank) with her Turret, bots, and grenades. Sites become easier to shut down Viper (Controller) with her poison kit, while Omen (Controller) can take advantage of chaotic Site contests by killing lurks.
4 Split: Raze, Omen, Cypher, Viper, Skye
Win Rate: 37.50%
Team Composition |
Role |
Strategies |
---|---|---|
Raze |
Duelist |
Entry |
Omen |
Controller |
Smokes, Lurk |
Cypher |
Sentinel |
Detection, Smokes, Site Control |
Viper |
Controller |
Area Denial, Site Control, Walls |
Skye |
Initiator |
Detection, Flashes, Heals |
Comp Stats |
||
---|---|---|
Pick Rate |
19.05% (8/42 Picks) |
|
Win Rate |
37.50% (3/8 Matches) |
While Split remains cramped but traversable, match-ups encourage a more balanced team comp while retaining dual-Controller domination. Bombardier Raze (Duelist) and her explosive kit make her deadlier than Jett, essential for the map’s abundance of corners. A solo detector like Skye (Initiator) should be sufficient to declare entries in an area, with emergency heals perfect for post-Plants and firefights. Tripwires from Cypher (Sentinel) make him great for holding Sites or securing flanks, with his Camera effectively becoming a sixth team member that can detect enemies.
Numerous corners and different Site entrances are perfect for lurkers like Omen (Controller), whose smokes can conceal areas and even themselves for surprise attacks much like Astra’s smokes. Finishing the dual-Controller roster is Viper (Controller), whose poison wall and smokes can effectively seal areas and deter approaches to locations.
3 Sunset: Breach, Raze, Omen, Cypher, Gekko
Win Rate: 51.73%
Team Composition |
Role |
Strategies |
---|---|---|
Breach |
Initiator |
Flashes, Lurk |
Neon |
Duelist |
Entry |
Omen |
Controller |
Smokes, Lurk |
Cypher |
Sentinel |
Detection, Smokes, Site Control |
Sova |
Initiator |
Detection |
Comp Stats |
|
---|---|
Pick Rate |
29.86% (375/1256 Matches) |
Win Rate |
51.05% (190/365 Picks) |
As a map with a surprisingly healthy amount of covers and corners, the overall layout and theme surrounding Sunset makes it reminiscent of a “traditional” gunplay-focused Counter-Strike map. This is reflected in its ideal comp made of aggressive entries and intense zone control. The short proximity of most corners make entries and counter-entries a breeze for Initiator Breach, with Aftershock bringing in the pain for unsuspecting enemies clustered pre-entry. This is especially helpful with Sentinel Cypher, whose Tripwires can abuse the abundance of corners that can cover Site propers and secondary entrances (B-Market and A-Elbow) – holding off attackers just enough for a counter-offensive.
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Breach can use his blinding Flashpoint and concussing Fault Line to set up quick Bucky shots to the face with a speedster Duelist Neon or lurking Controller Omen. Lastly, Initiator Sova has a multi-faceted kit that can be deployed from the safety of covers, as he can Recon Bolt or Shock Dart across almost any part of the map.
2 Fracture: Breach, Brimstone, Raze, Sova, Killjoy
Win Rate: 57.69%
Team Composition |
Role |
Strategies |
---|---|---|
Breach |
Initiator |
Flashes, Lurk |
Brimstone |
Controller |
Smokes, Mollies |
Raze |
Duelist |
Entry, Lurk |
Sova |
Initiator |
Detection |
Killjoy |
Sentinel |
Area Denial, Site Control |
Comp Stats |
||
---|---|---|
Pick Rate |
11.71% (26/222) |
|
Win Rate |
57.69% (15/26) |
While Fracture is outside the current Valorant map rotation for Unrated/Competitive, the cross-patterned map is known for its mid-area Defender Spawn. Players have quick access to Sites in the east and west, an interchanging zipline that connects a northern area and the southern Attacker Spawn, and three paths for entering each Site. The multiple traversal routes make detection decisions crucial. Recon bolts from Sova and a turret from Killjoy are helpful in establishing where enemies are located.
From here, Brimstone can forcibly take control of the map with his smokes to lure enemies along certain pathways. This way, Breach’s close-ranged kit can shine in slowing down enemies, while Raze capitalizes on sharp angles for quick kills and molly frags.
1 Pearl: Phoenix, Jett, Killjoy, Skye, Astra
Win Rate: 57.45%
Team Composition |
Role |
Strategies |
---|---|---|
Phoenix |
Duelist |
Wall, Flash, Entry, Lurk |
Jett |
Duelist |
Smokes, Entry, Lurk |
Killjoy |
Sentinel |
Area Denial, Site Control |
Skye |
Initiator |
Detection, Flashes, Heals |
Astra |
Controller |
Smokes |
Comp Stats |
||
---|---|---|
Pick Rate |
20.80% (47/226) |
|
Win Rate |
57.45% (27/47) |
Despite being away from the current rotation, Pearl was a much-welcome change in Valorant, as a traditional map with no gimmicks. However, the night-themed cityscape does boast a more open mid-area that leads to multiple corners. This provides various rotational options for the distance-leaning B-Site and the close-range-favoring A-Site. Due to this caveat, Killjoy’s ability to summon a turret gives her the advantage of holding sites.
Moreover, Skye scouts can traverse pesky corners to get more information at less risk. And despite her perceived complexity, Astra can choose to either release an AOE pull or a smoke, giving her more flexible map control. Lastly, Jett dominates verticality while Phoenix distracts with walls and flashes.
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