Valorant Haven Map – Best Agents, Callouts, Attack, Defend, Rotation & Much More

In VALORANT, the Haven Map has some intense battles compared to other maps. It’s not because the map has tricky or unfair spots. Instead, it’s known for being a well-designed and fair map. It looks like a walled Japanese fortress and has three places to plant and many intersections where teams can clash and show their strengths.

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Haven Map Layout

Valorant’s Haven Map is a top pick among players since the game started. It’s found in Thimphu, Bhutan, and what makes it special is its use of Eastern-style architecture, especially the interesting arrangement of the three Reactor Sites. This map stands out from the others in Valorant because of its unique features. To do well on this map, players need to know the layout and important places.

Layout of the Haven Valorant  Map

The Haven Valorant was the first map with three sites before Lotus was released but its gameplay is way different than Lotus due to a triangular layout of the sites. Unlike most of the two-sited maps in VALORANT, every site – A, B, and C has two accessible entries which can be a bit difficult for the Defenders to hold if Sentinels and Controllers don’t use their abilities well. Players must understand the importance of the Side they are playing along with the role of their picked Agent.

Haven Map includes several key locations that will act acts as a success for the Attackers and Defenders.

Callouts of Haven Map in Valorant

Key LocationsDescription

Market
The better spot for attackers is the Market that joins Site A and Site C as it is an open area. Taking control of both sites will be a perk for attackers. 

Garage
The better spot for attackers is the Garage that joins Site A and Site B. Taking control of both sites will be a perk for Defenders.

Long A
The better area for attackers is Long A which joins the Site and middle portion of the Map.
WindowTo gain information on Site B Window is the best option for Defenders.

We will be looking at the strategies that the Pros use, the best agent to be playing on Haven, simple positions that will Land you easy kills, and advanced strategies to dominate the Haven Map. This guide includes sightlines, rotations, spots for holding angles, and what agents are optimal for this map on both offense and defense


The following are the best agents to use in the Haven Valorant map.

  • Sage 
  • Cypher
  • Brimstone
  • Omen
  • Sova
  • Phoenix

First up is the Sage. With Haven having 3 maps, the defenders have to spread out more than normal, and this gives the attacker an advantage and makes it easier for them to push onto a site that they choose. To decrease this attacker, you need abilities that can greatly slow down a push or straight-up block a push and that’s where Sage comes into play. Haven on defense is all about delaying the push so your teammates have more time to rotate and be ready to help out when the push happens. 

Sage and Cypher

Just like Sage, Cypher is an absolute must on Haven Valorant. Again, because there are 3 sites that the attackers can come from, delaying an attacker push is crucial to have success on the defender side and ensuring that a site doesn’t get overwhelmed, and Cypher’s Trapwire and Cyber Cage are perfect for delaying a push. The Spycam can identify a push early on. All of his abilities allow him to get information and allow your team ample time to rotate as needed before the time push occurs from the attackers. 

Along with good defense with Cypher, there are also multiple choke points that defenders can aggressively push from and catch you off guard for a pick, and Cypher Trapwires can spycam can help ensure that you don’t get flanked. Cypher and Sage are definitively the must on Haven, with the rest of the composition there is some flexibility in agent selection. 

Brimstone and Omen

For the third agent, you should have a controller you will need to smoke to defend and attack sites. The best agent for this job is Brimstone or Omen. Both of these agents have multiple smokes available to them. Brimstone is straightforward with 3 smokes that can easily be placed, and Omen has 2 smokes but it does recharge. So, you have three smokes to play with throughout rounds. 

With there being more choke points than usual on Haven, having smokes and abilities that can deny certain areas is crucial to ensuring that you will be able to have a fair fight against the enemies without being overwhelmed from multiple angles. You can delay a push with these smokes as well, just like the abilities from the Cage and Cypher. Smoke is going to be a necessity to effectively push onto sites as an attacker as well. 

For example, on A site, Haven is in a tricky position to deal with and should be smoked off if you are to attack it.  With those three agents, you now have a strong defense that is incredibly useful on the defender side. 

Sova

Sova’s abilities are all about gathering information and with a huge map like Haven, this can be huge for identifying where the attackers are on the defender side. As well as identifying positions to figure out the best site to attack. 

Phoenix

To have to duelist that can go aggressive and be the first player in for your team and the best one for the job is Phoenix. His flashes are perfect for pushing onto sites. Especially in the garage where enemies can be sneaky with shotguns and shorties. A quick flash will easily take positions out, and with how important information is on Haven, Phoenix’s ultimate firewall is perfect for helping block choke points as well as identify enemy positions.

Callouts of Haven Map in Valorant

To play Attack and defensive on Valorant Haven, you need to learn to play Default. Playing default refers to the standard positions that your team should play at the beginning stages of a round. On the defender side, in this setup, you are in an optimal position to defend whichever site the attackers decide to push, and on the attacker side, it ensures that you are in a good position to grab a pick on the enemy and prevent being flanked. 

On the defender side, the default setup would have been 2 players at A, 1 player at B, 1 player at the garage, and 1 player at C. The reason for this is that on A site, the setup is standard. You have 2 choke points: A long and A short, and you want to have 2 players to cover the 2 choke points and prevent the attack. This same concept applies to the result of the default setup. You want to have every choke covered, the remaining places that enemies can push from are mid to B, Garage to B or C, and C long to attack C. 

B and C sites are set up in a more complicated manner, with the addition of a garage that can allow enemies to attack into the C Site, or to attack into B. Due to this unique location, you’re forced to have to divide your defenders more to have this powerful position covered.

Placing Agents in Default Setup

Once you have the default position covered let’s see which agents would best fit each position. Sage should be played on the B site. The main way that attackers will push through the B site is through the Mid. Giving up Mid also opens potential options for the enemies to go through the A or C connector for a flank or to create a split push. To prevent this from happening, Sages’s Wall and slow orbs are incredibly useful for blocking and delaying a push from mid. She needs to be in a position where she can rotate quickly to help other teammates as well as give the team heals as needed. Playing B allows Sage the quickest access to both A and C. 

Cypher can be played on A and C as he can effectively cover the choke points on each of these sites with his Trapwires and Cyber cages. After these two agents, you can be flexible with placing the rest of your composition in the remaining area of A, garage, or C site to defend the remaining choke points that Sage and Cypher covered. 

On the attacker side, your default setup involves spreading out your team at the beginning of the round to ensure that there aren’t openings for the defenders to flank you. You want to have 1 player checking C long, 2 to 3 players working through mid, and 1 to 2 players working through A long and A short if you plan to attack that site. This setup will ensure all areas are covered and the goal is to try to find a pick in which you can push the site afterward or force a rotation from the enemy team which can open up room to attack other sites. 

If you do have a Cypher on your team, you can have a lot of flexibility with your default setup, as you can place traps outside A or outside C that can identify a flank, with this you can place your teammates elsewhere to better overwhelm a choke point during the default phase. 

ALSO READ: HOW TO UNLOCK VALORANT AGENTS

One of the fundamental aspects of Haven is consenting ultimate orbs. Both the attackers and defenders have ultimate orbs that are quite easy to take. For Attackers, the easiest Orbs to grab is at C long, and for defenders, the ultimate orbs are right outside the A long. These are quite far for the other side to contest, and as such you should always try to grab them to give your team more ultimate each half. If you can grab them every round, that can be an extra Sage and Phoenix ultimate that can be monumental for maintaining advantages and map control.  

Grabbing these orbs is quite simple. Multiple abilities can be used the same way to capture the Orb. The easiest way is to drop a smoke to block off enemy vision and then take it. You could also use other abilities such as phoenix wall, anything that will block vision will do the trick here. The other option is to try to tap Ultimate or to trigger the animation sound and then have you and another player from your team peeking and getting ready to fight anyone who tries to check C long afterward. If someone peeks at you, take them out, and then the orb is yours. If not, you can grab the orb while your team continues to check, but make sure you don’t attempt this on your own as you risk the chance of them picking you off. 

Taking Middle Control

One of the key aspects of playing Haven is taking middle control. The Middle is the most important part of the map. It allows you to access the B site but also gives you more pathways to enter the other sites. For example, you could run straight through into the B site, or you could use the B site to split push onto the A or C sites. You also have a garage which if you take control of that, then you will have access to splitting into the C site or jumping up the window into the B site. 

Tips for Attackers to Take Middle Control

Middle control gives so much more room for different plays to be made on the attacker side, so as an attacker you want to contest it as much as possible. For example, you can flash out the window and peek out to see if anyone is pushing down the middle from B. You want to have someone looking at the garage to make sure defenders don’t aggressively push out the doorway and grab a free pick. If no one peeks, then you should creep your way in and try to take the garage either by smoking off the window and pushing or using a flash if either of those are available. 

Tips for Defenders to Take Middle Control

Likewise, on the defender side, you want to also contest the middle as much as possible to deny the attackers that space and room to make these different pushes. This can be quite risky though, as there’s a good chance there’s going to be more attackers than defenders, so the odds are stacked against you. If you have agents that have a safety net and can fall back for free after peeking, then you should give it a go to deny that space. 

For example, having a Jett and Awping up on containers can be great for denying attackers from middle to B play. Along with that, you could smoke off the window and then slowly creep your way down mid to peek grass. You will be able to grab a free pick and dash away before the enemy can react. You could also do this with Reyna because she has a dismissal as her escape route. Any agents with flashes could play garage and flash out of grass to grab a quick peek and kill before backing out. All are great options to slow the attackers down and prevent them from dominating the middle

On the attacker side, you want to take advantage of the fact that there are 3 spike sites and 5 entry points to get those sites. The defenders will have to be more split up to cover their bases and because they are split up, the attackers can easily overwhelm them with sheer numbers. You cannot charge in whenever you want. For example, if you don’t get middle control, the options are to run down C long or run down A long and A short to hit those respective sites. The pathways to get to the site from here are quite long and give ample time for the enemy to rotate players over. By the time you can make it to the site, at least 3 players are there and they can have a stronghold. 

Valorant Haven Map Attack details

Play around the middle, if you grab that, you want to try to play mind games with the enemy and force them to rotate. If you can take garage control, the enemies are likely going to expect that a C hit or B hit is coming. As a result, if you made noise ruckus, the A Players will likely rotate over, leaving A free for the taking. Your other teammates can slowly make their way up towards the A site and take it. 

During these mind games, Lurker can be greatly beneficial, especially if your team is forcing the defenders to rotate often. For example, with the garage hit, most players will assume a C hit is about to occur. Now rotating from A to C spawn is very long. Most players will rather go through the B side to rotate. If you have a lurker that’s around the middle, he can cut off those rotations and get some easy frags. 

A Long Tips

While on defense you can peek A long much earlier than the attackers can cross. For one you can hold this with awp and you can grab some kills or some info for your teammates. You can also switch the scenario and when you are on the attack side go ahead and smoke this cross off or pre-fire the player holding it.

Second A long tip is Jett. While on an attack go head and jump up and pop your ultimate. Use your updraft and space bar. You should float down and be able to quickly peek A long without the defender knowing you are there. Use your ultimate to pick off any player that decides to defend A long this round. 

Garage Lineup

For starters breaking the metal doors early is always a great idea. The metal doors make the wall impenetrable until broken which gives you defense a sense of safety. Breaking the metal doors will put the defense on their toes and will let you line up this Wallbung to get a kill on the garage window player. 

The easiest and fastest way to line this up is simply by pinging the position on your map and then spraying towards them from there. This can lead to a free garage kill which is better when trying to take a C site. Always stay on your A game when in this position because it is easy for an aggressive player to push through mid and catch you off-guard.

Attacking C Site

Two choke points that you can push C from are C long and garage. You will take the garage control before the C push as pushing solely from C long is difficult, it’s a long narrow pathway, and as a result, it’s really for defenders to slow you down with traps, cyber cages, or slow orbs. With this delay, the defender can rotate over from multiple angles and even flank you by pushing Garden and coming from behind on C long since you have all your players in one location. So, a 5-man C-long push is risky and highly likely to fail. 

If you split your players between garage and C long, this allows you to attack from multiple angles. Splitting up the enemy’s focus and defense will let them use more abilities to try to stop you, and this makes it easier to overwhelm them afterward for kills. For Example: in cloud9 2 players are currently pushing through C long and then TenZ is lurking through the garage. TenZ ends up picking up a frag and then you see them split 2 players long and 2 players garage to attack the site. Hazed is in a rough spot as he is now surrounded from all sides. He gets a kill onto Omen but is essentially done from there and C is free for the taking. 

Attacking B Site

B site is the middle site. Rotating over there from A and C occurs quickly. If you want to push through here and get into the post-plant situations. You have to take the site by smoking off A and C connectors and then placing a wall on the left or right side of the door. This cuts the site in half and allows your team to focus in on one area of B, you get the plant, and from there you want to position yourself well from the post plant. 

None of the attackers stay on the B site and this is due to the site being extremely small as such it is easy to be overwhelmed from 2 or more angles here by the defenders Most attackers will decide to back up into a cubby or play into the window. This allows you to check the flank, while also allowing you to keep a good eye on the spike. With this positioning, you want to be aware of the defenders smoking off the door or walling it, so, having a cubby player is useful to ensure that someone is close by to deny the defuse if necessary. 

Advanced Haven Attack Strategies

To prevent from being bombarded at a site, you will push out for information on Haven. With there being three spike sites, your team is split up and as a result, it is much easier to play attack and overwhelm a particular site. There will be fewer players on it. Due to this reason, you will try to go for an aggressive push from time to time to get picks or to gather information.

For Example: Between two teams, the Phoenix on the defender side starts to push onto C long to get the early information, with Jett there to assist him if there were to be any enemies that were found. Once he turned the corner and found no attackers on the C long. Jett immediately started to rotate and lean towards B and A. With this information, it’s unlikely that attackers will straight-up push through C solely from the garage, so Sage starts to rotate out there as well and head towards A long while Jett plays back of the site to defend B and also watch the garage. 

Sentinels ended up hitting the B site, which wasn’t Gen.G was expecting, but Phoenix’s push played a huge role in the retake for Gen.G. Usually as an attacker, you suspect more players to be coming at you. Upfront from locations just as A and C connectors, or Garage, so these were the areas that Sentinels were mainly defending at the post-plant because of this, Cypher and Phoenix were then able to push from behind and the team retook the site from multiple angles which Overwhelmed the attackers and lead to a successful retake. 

The biggest strategy for the attacker side is to fake sites. This is useful on Haven, with there being 3 sites, it takes a long time for players on A long to rotate to C long. If you can fake defenders out. You will allow the spike to tick for several seconds before they can even react and attempt a retake. You can also do fakes by using B Sites as well. To effectively fake a site, you have to sell a push by utilizing sound as well as abilities. 

When you are playing defense or attack it doesn’t matter you always have to think about what the other team wants. The attackers want to make you split up as much as possible and have little information as well. If they are going to take this orb at C long. You should grab this and put it on a phoenix or put it on a jet.  

The A site is one of the open locations on the map and defenders should be aware of a few key locations. Look for attackers entering from A long or trying to claim the ultimate orb. Keep your eyes on a flank from a link. 

From the defender’s side spawn head left towards A site. Players will be given two options to enter heading up the stairs to a tower otherwise known as Haven or down through a link. Heading up the stairs, Haven’s players will be given a perfect view of the site. Defenders should place at least one player in this location to hold vision on both A long and A short. This will give you a clear view of the ultimate orb within A long which will be a contested area.  

If we drop into A site, defenders will have numerous angles and cubbies to hold from. Pressed against the wall at the top or bottom of A long stair can you defenders several angles to hold from.

A short is another spot that offers more aggressive positioning from defenders. Heading down into the ramp, defenders play the spot of clear view into A lobby and A garden. The Attackers start closer to this positioning and will have a higher angle. You have to keep your eyes up. The safer spot to play short from is the top of the ramp inside A site. 

Agents in Haven as Defenders

If you are defending A site, the agents that you want there will be Jet, Sage, and Brimstone. Using her gliding from Haven Jets can reach high grounds and hold from on top of any of the stack boxes. Sage is perfect for A long due to her ability to both wall off A long and barrier orb or users slow to shut down A short in any other advances. Brimstone has the advantage over the attackers coming from eight short by sending his incendiary to the tight corner as well as sky-smoking A long to secure the orb himself. Brimstone can also smoke mid from A short.

Attacker’s common locations

 Defenders trying to retake the site will have to be careful of the following attackers’ position in Haven 

  • Underneath in Hell
  • Besides the radiated boxes in the middle of the site
  • Inside the Short cubby
  • Inside the A link connector

There are few places attackers can plant a spike on A site. Look for the common locations in front and behind the right in the Radianite boxes in the center.

Defenders on A site

The rotations in heaven are very quick from side to side. Running through the A site takes you directly to the B site. While B Site is a smaller singular room, several areas of the site can be assaulted by the defender. Defenders should be aware of all of these areas. Attackers can wait for in the window or they may come up from the base of the courtyard. Be careful of the corner box on the left side of the myth. Look for strong angles on the mid window of the courtyard from either side of the center doorway. 

If you are looking for a more aggressive angle, look to play from the cubby at the top of the courtyard. When trying to hold the site from the flank defenders should set up several spots against the doorways and be back behind the wooden separator holding either side door. Attackers will aim to push through the mid doors to the C site to flank. 

Defenders on B Site

Holding the B site is basic but it becomes more complicated once other areas of Haven are lost. The agents you want to defend B site are Raze and Omen. Raze paint shells can be extremely difficult to get away from once you are inside the courtyard or if chucked into mid-window. Defenders should look to attack from multiple angles to catch attackers off guard. 

Players boost it up to high ground or looking at the spike for mid can always be devastated. If the attackers get there, look for the spike to be planted in either cubby on the front side of servers or the back side towards be back. Surfing is the midpoint between the other two sites. Defenders can head through the B site into the ceiling to reach the C window and eventually the C site. 

Defenders on the Garage

C window and C Short are also called Garage. Garage offers attackers multiple ways to be in C site and defenders should have at least one player here to hold it. Defenders should play from the window. More aggressively, you can play against the wall next to the door if you want to catch attackers off-guard. 

Mid doors can only be shot through after metal plating is destroyed. The C site area opens up significantly and defenders have better directions to watch inside the C site, C cubby, and C long. Much like A long and C long is going to be a point of contention due to ultimate orb. 

Defenders on the C site

The important locations when you are defending the C site. First to the right by the element standing behind it gives you a deeper view of C long while jumping on top of it will let you see directly into C cubby and C Garage. 

The second location is on the left side of the top of the log. This also gives defenders a high-ground advantage against the pushes and the third location is directly behind the Radianite boxes in the middle which will allow you to keep an eye on the ultimate orb without completely exposing yourself. 

Best Agents for C site

Agents that are great for defending the C site are Breach and Cypher. Breaches’ fault line can cover the entirety of C long and his aftershock and flashpoints are best for shutting down pushes into the Garage. Cypher can Trapwire both garage and C long just to secure kills on attackers. The cyber cage also fills up both the long Hall and mid doors making it difficult to push on through. 

Conclusion of Haven Valorant Map

Haven is three original state maps within Valorant. A unique characteristic that already takes the map Attacker’s favor. A site is notoriously difficult to retake for the defender due to the pathways and corners coming in from the defense. While the same applies to attackers, a retake is made exponentially more difficult as defenders have limited angles of utility. A defending team needs to clear and set up angles for Hell, Default, Short, and Main, which is a monumental task to do within milliseconds of each other. 

Agents will need to enter the site quickly and precisely from Link and Haven to strike the entire site simultaneously. This often leads defending teams to take strong control of A lobby with either an operator or utility combo. Attackers still have the option to strike either B or C sites. B site can be a quick strike but allows for an easier retake with doors on either side. C site is the most open of the three sites. You will also want to take control of the small garage to delay any retakes but the operator can be waiting for you down the straight sightlines of C main on any given round.