Valorant Ascent In-Depth Map Guide
Since its initial release with the 1.0 version of the game, Ascent has been an overall must pick map for any competitive team in Valorant. While the meta may have changed over time (much like the rest of the game's maps), it's no surprise as to why players love choosing this map when they get the choice. With its spacious middle section of the map, allowing tons of aim duels and position for either team, to the intricate choke points meant to put the pressure on the attacking team. Even though most maps are considered defense sided, Ascent gives a fighting chance to its attacking teams. Provided of course, that the team knows the best strategies and metas of Ascent.
Ascent Overview, Meta & General Tips
Ascent is one of two maps in all of Valorant that comes equipped with two breakable doors, one on both sites, that can be activated with a switch. The map provided above shows that it’s very clear why the middle of the map can provide a ton of positional advantages for either side. When attacking or defending teams are going to want to make sure that whoever is choosing to watch mid is comfortable with showing some sort of presence. Being passive while holding mid on defense might seem like a good idea, however given the openness of this part of the map, if attackers do not see any defenders towards mid, they might decide to walk into catwalk or choose just to push mid entirely. Speaking of mid, let’s take a look and see which agents are best used on Ascent.
Originally players would have a team comp resembling most other meta picks for maps. The first meta which was shown off during the First Strike North America - NSG Tournament - Open Qualifier called for Omen, Sova, Jett, Cypher, and Reyna, who was also new at the same time as Ascent was. Because of this, the Italian locale had the highest pick in the tournament being played 94 times. Moving forward into current meta and taking a look at VCT 2022 - Champions Istanbul, Ascent still reigns supreme when picking maps, being played a total of 17 times from teams. As of now the current meta of agents on Ascent goes: Omen, Killjoy, Fade, KAY/O, and Jett. Variations of this comp include swapping out the Killjoy for a Fade or Chamber, or substituting an Omen for an Astra. Now that agents have been chosen it's time to find out how to push sites and what to callout to your teammates.
Ascent A-Site Callouts & Strats
After pushing past A main and making sure no players are sitting in wine (the small space with wine bottles on the right side of A main) players are met with a fairly small but long choke point before getting into the site. From this point players can already see much of the site and be able to callout if an enemy is on site.
The big tall grey looking pillar on the left side of site is called generator. In front of generator is the place where most people usually plant and is labeled default. Defenders normally like to hold an angle on the left or right back side. To the right of gen at the back of site are two different callouts for players to know. The inconspicuous lower area is called (appropriately) hell. Defenders can position themselves passively in either corner of hell and wait for the attackers to push. Peeking out of hell at the right time can award a player many caught off guard kills and help with a retake. For attackers, this is their worst nightmare. It’s almost necessary as attackers to send a teammate fully into hell to make sure this type of situation doesn’t happen.
The second callout in this area is directly above hell and is usually titled heaven or rafters. This area being the main way for defenders to enter the site will warrant a smoke or two being thrown heaven as attackers. Doing so won’t cover the entire width of heaven but will limit the massive amount of space defenders might have when pushing onto site.
Back on site, you may have noticed a green box seated right next to a brick cube towards the middle right side. This can be called either dice, or simply, green box. This position yields great risk and potentially great rewards for the defender hiding behind it. Being able to peek from the green box side or brick side gives the player options and can lead to the attackers aiming on the wrong side of dice. Attacking with a characters like KAY/O will help clear out dice tremendously. Being able to throw an aoe damaging grenade or using one of Astras concussion stars on dice will be key to forcing the defender out and into the open.
Finally on the far right side of the site is a pillar looking much like gen except being made out of wood primarily. This tall item has been appropriately called tall box in team comms. Having a diagonal angle to peek A main will help out any defender who find themselves behind this penetrable cover. During the pre-round agents such as Jett or Chamber can use their abilities to get on top of tall box, allowing for even more variety on where exactly to peak. Just be careful not to get caught in any of the utility presumably being thrown in that small corner.
There are two more areas of interest on A that aren’t exactly on a plant position on site, but still can provide some nasty pre or post plant plays on A site. After making it through the choke point on A players will have two different areas to their right and left
To the left will be the area with the interactable door switch. This switch allows you to cut off the rotation point from the long catwalk mid into tree. While destructible, this area has more to it than meets the eye. With a simple Phoenix or Sage wall in the right place. Players will be able to stow themselves away next to switch while enemies try to break the door from tree or push into site from A main.
To the right players will notice a large pile of building material notably called bricks. This area has two different heights. The first stack can be traversed with a well placed Sage wall on A main. The second stack however can only be reached the same way that some agents can get on top of tall box. Much like switch, this area should be used for pre or post plant situations where other teammates are holding different angles. The added benefit here is that with an agent like Jett being able to get onto the top part of bricks, enemies will have to move their crosshair further up to reach a headshot.
Ascent B-site Callouts & Strats
The Beta bomb site on Ascent has a few similarities and a ton of differences to its opposite Alpha bomb site. Having a smaller choke point in length compared to A-site, B-site has a few tricks up its sleeve for the uninitiated.
Once attackers push out from B main and make their way into the site, players will find out the plant position is not directly in front of the site. Players will have to make their way past logs (a stack of logs in a small corner to the right of B main) and make sure there is no one hiding on switch(an area to the left of logs with the switch to open or close the door to the right) or in courtyard(the small little hut area where the breakable door is located). Attackers have two ways of entering the actual B-site. Players can choose to push immediately to the left of B main which is a long straight path raised above the site called B lane. Alternatively the team could decide to push past switch and go left on stairs. This way is a bit more risky since it is dangerously close to the defenders spawn, but assuming that there is a smoke of some sort covering the angle to their spawn, attackers will be safe pushing onto site knowing an enemy isn’t on stairs.
Taking a look at the actual site to plant on, there are a few key points to know about this site. For one, players will automatically notice a part of the map in the back of the site that you aren’t allowed to plant on. This area is called boathouse due to it being a boathouse. There are two different doorways to peek through once you are inside boathouse and might even help your team hold down the site. When at a disadvantage in numbers playing in boathouse can earn players a lot of util dumping right onto their position. Make sure to communicate with the team and find out what angles are best to hold to help them. Also on B-site are two different stacks of green boxes. The stack of boxes next to stairs is called double box due to their being only two boxes. As opposed to the stack of boxes on site where most people plant named triple box. Lastly on B-site situated near the other side of the wall from B lane, is wallbang. A collection of rubble with some boxes allows the player to pack themselves into that corner in order to catch unsuspecting enemies from B Lane. Unfortunately as the name implies this entire spot can be wallbanged from the other side of site next to switch. Meaning if a sova or fade get information that someone is sitting there, they won’t be making it to the end of the round.
There is always going to be more to learn when it comes to figuring out certain playstyles for maps in Valorant. This guide is meant to send players into the map with a general knowledge of the map as well as making sure they know the best proven agents to select as well. Of course nothing beats actually being able to go into the map and try things out yourself so make sure to always shake things up no matter how wrong it may seem for the map at the time. Who knows, you might end up creating a whole new meta.
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