This chapter of the Valorant guide is dedicated to Ascent. You'll learn its topography, how to play on it, what are the most important locations for defenders and attackers, the names of all callouts (short names for individual locations, which are used when communicating with your team).
Ascent is a very distinctive map, as it is the only one with automatic armoured doors that can be locked by using a switch in order to cut off the opposing team from entering A and B. The right use of these doors and controlling Mid, which is the most important area of Ascent may give the players advantage over the enemy team, by utilizing a variety of defensive and offensive tactics.
Ascent site A - important places for defenders
Playing as a defender on site A on Ascent, it is best to take a position that allows you to observe the area from many angles and, if necessary, provide protection or the possibility to rotate to another point. Below are some of the best defensive spots for A.
A Rafters
Rafters (aka Heaven) is one of the best defensive spots on Ascent. From here, the player can observe the two most popular routes of attack and, if necessary, quickly take action or inform the team of the opponent's movement. Rafters (Heaven) also provides the player with some cover, but keep in mind that plywood and canvas walls are penetrable by bullets.
The image above shows a player standing at Site A Rafters. From here he can observe two often-used approaches to A, namely A Main and A Link. If necessary, you can react quickly to an opponent's move and open fire or hide behind a wall and wait for team support. When a player hears a warning that opponents are approaching from A Link, the player may try to close the door to make it difficult for opponents to enter A.
A Site and A Doors
At A, there is a single automatic armored door. In order to activate the door, simply approach the switch and press the button responsible for executing the action (default F). After a short while, the door will be activated.
The door can be penetrated with bullets - in case of Vandal, 13 rounds are needed to break through the door. If the door is destroyed, it will stay that way until the next round. The door can be opened or closed from inside only.
A Graden Window
The player defending A a can use a secret pathway leading to the A Rafters to get to that site more quickly. Using this shortcut, players can gain from a few to even several seconds.
The image above shows a player standing in front of an elevation leading to a well-camouflaged window. The window can be broken with a knife or a single projectile and opens a passage to A Rafters.
It is worth bearing in mind that the window on A Garden can also be used by the opponent to take out defenders barricaded at A Rafters.
A Main
A Main is another popular defensive spot on Ascent. This road leads to the exposed A Lobby and then to the starting site of the attacking team or towards mid. Behind the wall on the right is a shallow recess in which one of the opponents can also hide.
In the image above, a player can be seen pointing in the direction of passage to A Lobby. If necessary, that player can quickly open fire or hide behind the solid wall. When defending, attention should also be paid to the recess on the left side (A Wine) to avoid getting shot in the back.
Mid Bottom
Mid Bottom is the most important point on Ascent. If opponents manage to capture Mid, they will have easy access to every point on the map and it will be difficult for the defensive team to defend Spike sites. By giving up Mid, the defensive team will have to retreat toward their own starting location or move to site B, close the door and defend access to that point allowing opponents to quickly rotate to site A.
In the image above, a player can be seen pointing in the direction of the A Lobby - a passage that leads both towards Spike plant site and towards Mid. If necessary, the player can hide behind a wall, but will not be 100% safe, as both walls visible in the above image can be penetrated by firearms.
By moving to the other side of the Mid Bottom, you can aim towards the Mid Link, where the attackers can also appear. The walls leading to the Mid Link are now armoured and have to be damaged in the first place so that they could be fired through later.
Mid Cubby
Mid Cubby is a narrow passage leading to site A. From there, the player has a very good view of Mid and possible opponents who may appear from the Mid Link. Behind the wall on the left is the Catwalk - a long walkway leading to the A Lobby.
Mid Catwalk
Moving slightly further from the Mid Cubby location, the player can hide behind the crates to defend access to Mid and site A from the A Lobby. Mid Catwalk is a big open space, so standing in that position is quite risky, but sometimes it can pay off.
The image above shows the player taking an example position on the Mid Catwalk and pointing towards the A Lobby. If necessary, you can hide from A Lobby and turn right to defend access to Mid from Mid Link.
Ascent Site A - recommended places for attackers
The attacking team wanting to get to A on Ascent has two main routes to choose from: through Mid, but first, they must capture it, or through A Main. Any movement towards point A will require good planning and the use of several skills, such as blinding, smokescreen, or walls. When attacking, it is important to keep in mind that players defending access to Point A are already well positioned and can aim in the direction from which the opponent may arrive.
Mid Link
Mid Bottom is the most important area on Ascent. Attackers can access it from Mid Link. If the attacking team manages to capture Mid, they will have easy access to every site on the map and the defensive team will find it difficult to defend Spike sites. Retreating from Mid, the defensive team will have to return to their starting point or move to B and someone to defend A.
The image above shows a character standing at Mid Link. From here, you can proceed in the direction of A Lobby or Mid Cubby. The player can take advantage of the protection given to him by the armoured walls but must bear in mind that they can quickly be destroyed and then they won't be useful anymore.
Hiding behind the wall on the right, the player has an even better view of A Cubby and Mid Bottom from the defensive team's starting point. Once the attacker manages to reach Mid Bottom, the opponents will probably retreat to B and close the door. If the pathway to B is barricaded or blocked, the attacking team may be tempted to move to A via Mid Catwalk.
Mid Catwalk
Mid Catwalk is one of the routes leading to site A. Behind the player's back there is a large open Mid area and a passage to Mid Bottom that must be covered to prevent the player from being attacked from behind while attempting to attack Site A.
A Link
A Link is one of the locations that lead to site A. From this point, attackers can directly advance to point A or turn left to A Garden and attack opponents from behind on A Rafters.
During an attack on site A, The Defenders may close the door leading to Site A so that the attacking team will have two choices: break the door and betray their presence or risk going to the A Rafters. Another possibility is simply to rotate to another strategic point on the map.
Mid Top
Mid Top is one of the locations that can be used by the attackers to try to get to A or fight to take control of Mid. By choosing the first option, players will have to get through a narrow corridor. Moving to Mid, in turn, they face a lot of resistance from the defending team, as usually there are at least two people left there and another can help them from the Mid Cubby.
A Main
A Main is a narrow corridor that can be accessed after passing through A Lobby. Site A is just behind the wall and to the left. Players defending access to A usually don't appear in this corridor, as there, they are an easy target, so they stay hidden on A, looking from time to time from the entrance, checking the current situation.
Site A
Site A is one of the locations where the attacking team can plant a Spike. There are two roads to this point - A Main and A Link. If the attacking team manages to capture Mid they may also be tempted to pass through the A Rafters and surprise the defenders with an attack in the back.
The image above shows a character looking towards Site A Scaffolding covered with canvas and thin plywood is a Rafters (Heaven) and is a convenient point for snipers. Both the boxes on the right and the canvas can be successfully penetrated with bullets. Under A Rafters there is a free space in which the opponent can also lurk. Another convenient place to hide is a large-sized metal fan on the left side.
Ascent Site B - important places for defenders
Playing as a defender on point B on Ascent, it is best to take a position that allows you to observe the spot from many angles and, if necessary, provide protection or the possibility to rotate to another point. Below are some of the best defensive spots for site B on Ascent.
B Side
B Side is one of the places the player can set up a position to defend access to B. In case of danger, the player can hide behind a wall or move to Mid. From this point he has a good view of the B Main crossing and a possible targets that may appear from Mid Bottom.
B Doors
There is one automatic armored door at B plant site. In order to activate the door, simply approach the switch and press the button responsible for executing the action (default F). After a short while, the door will be activated.
The door can be penetrated with bullets - in case of Vandal, 13 rounds are needed to break through the door. If the door is destroyed, it will stay that way until the next round. The door on point B opens and closes only from the inside.
If you've lost Mid and you're defending access to site B don't close the door too soon because you can cut off your allies ' retreat path and they'll have to enter the location from a different angle.
B Site Stairs
B Site Stairs is another defensive position at site B. from this point one can keep an eye on the path leading to the Mid, and by leaning to the right the player has a good view of what is happening in the B Main passage. If necessary, the player can turn around and descend to the plant site.
B Back
B Back is a very defensive position that gives the player the ability to control both pathways leading to the plant site: from the B Main and Mid. B Back is also where opponents hide after successfully planting a charge. The B Back is a very tight spot and does not provide players with much room to maneuver, so a single Raze grenade or other area skill can quickly damage your agent's health.
Mid Bottom
Mid Bottom is the most important point on Ascent. If opponents manage to capture Mid, they will have easy access to every point on the map and it will be difficult for the defensive team to defend Spike sites. By giving up Mid, the defensive team will have to retreat toward their own starting location or move to site B, close the door and defend access to that point allowing opponents to quickly rotate to site A.
In the image above, a player can be seen pointing in the direction of the A Lobby - a passage that leads both towards Spike plant site and towards Mid. If necessary, the player can hide behind a wall, but will not be 100% safe, as both walls visible in the above image can be penetrated by firearms.
By moving to the other side of the Mid Bottom, you can aim towards the Mid Link, where the attackers can also appear. The walls leading to the Mid Link are now armoured and have to be damaged in the first place so that they could be fired through later.
Ascent Site B - important places for attackers
The attacking team wanting to reach B Site on Ascent has two main routes to choose from: B Main or through Mid. Any action on point B will require good organization and the use of several skills, such as blinding, smokescreens or walls. During the attack, it is important to keep in mind that the players defending access to point B are already well positioned and can be aiming in the direction from which the opponent may arrive.
B Main
B Main is a narrow corridor that leads to the square, from which one can go to B Site. Since there is only one exit to the square, it is easy for defenders to barricade or block it. There's not much room in the hallway, so a well-used area of effect skill can seriously hurt an careless agent.
In the image above, the player can be seen looking out from the exit of the corridor leading to B Main. Opposite the player is a doorway to defenders spawn point, and to the right is a door leading to the Mid. To the left is a roofed building with a recess, and behind it is the plant location.
If you are playing Sage and want to attack site B you can do a quick reconnaissance through the window, but you will have to use the Barrier Orb to do so. First jump on the crates, then create a Barrier Orb under you. The character will be lifted up from where it will have a perfect view of the B Site.
Mid Bottom
Mid Bottom is the most important area on Ascent. Attackers can access it from Mid Link. If the attacking team manages to capture Mid, they will have easy access to every site on the map and the defensive team will find it difficult to defend Spike sites. Retreating from Mid, the defensive team will have to return to their starting point or move to B and someone to defend A.
The image above shows a character standing at Mid Link. From here, you can proceed in the direction of A Lobby or Mid Cubby. The player can take advantage of the protection given to him by the armoured walls but must bear in mind that they can quickly be destroyed and then they won't be useful anymore.
Hiding behind the wall on the right, the player has an even better view of A Cubby and Mid Bottom from the defensive team's starting point. Once the attacker manages to reach Mid Bottom, the opponents will probably retreat to B and close the door. If the pathway to B is barricaded or blocked, the attacking team may be tempted to move to A via Mid Catwalk.