Haven Map Guide: How to Win on Valorant's Three-Site Map
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Haven Map Guide: How to Win on Valorant's Three-Site Map

Haven is Valorant's only three-site map — and it requires a different approach than any other map in the pool. Learn site layouts, callouts, agent picks, and win conditions for attackers and defenders.

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Haven Overview

Haven is Valorant's unique three-site map — the only map in the pool with A site, B site, and C site. This single design decision changes every aspect of how the map is played:

  • Attackers have more options than on any other map — three targets force defenders to spread thin
  • Defenders can never fully commit five players to one site without gifting the other two
  • Mid control (through Top Mid and C long) is enormously valuable — it connects to both C site and enables rotations that other maps don't offer

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Map Layout and Key Areas

A Site

Accessible via A long (a long corridor from T-side) and A short (through mid-connector and garage). A site has a box and two main positions: default plant (near CT wall) and A heaven (elevated position at CT-side entrance).

B Site

The smallest and most isolated site. Accessible primarily through B garage and B lobby. Defenders hold from CT room and the B site box. B site is a fast-execute map: if attackers arrive in force before defenders rotate, it's difficult to retake.

C Site

Accessible via C long (a long corridor from T-side) and C garage/cubby. C site has CT access at the back and a natural plant position near the boxes. Defenders typically hold from C garage or the long angles at CT.

Mid

The central connector — Top Mid connects to C long, Mid Garage connects to A short. Mid control is one of the most valuable investments of the round.

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Attacker Strategy

Why Three Sites Changes Everything

On Bind or Ascent, defenders can position two players on each site and rotate reliably. On Haven, covering A, B, and C with five players means someone is alone every time. Attackers should:

    • Force three-site anxiety — Don't commit to a site until the last 15–20 seconds. Fake A, fake C, execute B. Defenders who spread to cover three sites are regularly out of position.
    • Prioritise mid control — A team that controls mid can split their push to C long AND A short simultaneously. One smoke in Top Mid opens both routes.
    • B fast execute — B site is small and close to T-spawn. A full-team rush with two flashes and a smoke at 0:30 is extremely difficult to defend if defenders aren't stacking B.

Standard Attacker Approaches

A execute: Take A long (two players), clear garage (one player), push together. One smoke on CT, flash for entry, plant default.

C execute: Push C long (two players), one player from mid into C garage as a split. One smoke on CT, entry off the split.

B execute: Fast push as a five-stack or four-stack. Two flashes, one smoke on CT room, plant behind the box.

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Defender Strategy

The Three-Site Dilemma

Five defenders, three sites. Standard defensive positioning:

  • 2 on A (one A main, one A heaven or short)
  • 1 on B (B lobby or B site)
  • 2 on C (one C long, one CT)
The critical skill: Rotating correctly. If A is taken, the CT-side player rotates to C, not to A retake — B can then be held from CT. The rotation hierarchy depends on spike position and team composition.

Information Is Everything

With three sites, the team that knows which site is being attacked earliest wins. Deploy information tools aggressively:

  • Sova recon bolts on A long and C long at round start
  • Killjoy turret covering B lobby from B site
  • Cypher trip at mid Top to detect mid control

If attackers have been sniffing around A long for 30 seconds without committing, they're likely faking and hitting C or B.

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Key Callouts

CalloutLocation
A LongMain A attacker-side corridor
A Short / GarageAttacker mid-to-A connector
A HeavenElevated CT position at A
CTCentral defender-side hub
B LobbyB entrance from T-side
C LongMain C attacker-side corridor
C Garage / CubbySmall passage at C entrance
Top MidElevated central connector
Mid GarageMid-to-A short connector

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Best Agents for Haven

Attackers:

  • Omen — Global smokes handle all three sites; From the Shadows flanks mid to CT
  • Sova — Recon bolts on A long and C long reveal defender positions before executing
Defenders:
  • Killjoy — B site one-person hold with turret and alarmbot while the rest of the team covers A and C
  • Cypher — Tripwires on Mid Top prevent mid-control and give rotation time on C long
  • Sage — A long wall buys enormous time for A-side teammates to rotate

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Win Conditions

As Attacker: Force information from all three sites early, then execute on the site with the fewest defenders. Three-site pressure is the win condition — committing to one site too early removes your leverage.

As Defender: Use information tools to identify the attack early. Rotate decisively. Spread thin but don't leave sites with zero coverage.

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