The floating map of Ascentis a representation of theValorantProtocol’s failure to stop a lethal Spike detonation in Venice, resulting in a huge chunk of the city to float and become one of the more popular maps in the FPS title. As aValorantmap, Ascent is known for its dual-Site structure with a decently-sized Mid-Area and quite a lot of corners ripe for creative execution.

Fans who want to master coreValorantmechanics are encouraged to play in Ascent, as both its vertical and horizontal elements incentivize the full utilization of any Agent’s kit. Players who learn how to sync their Agent abilities with tight corners, unsuspecting rooftops, and even bounceable walls can create lineups that pave the way for incredible wins — and frustrating defeats for opponents. With all maps now available in Unrated and Swiftplay in v8.11, this guide details how players can achieve mastery in Ascent.

Ascent Map

Ascent: Strategy Over Messy Gunplay

Situated in Venice, Ascent in the lore is one of the maps that gave signs of an existing parallel reality — Omega Earth — that theVALORANTProtocol is eventually assigned to investigate. In the game, Ascent is a standard two-Site map with its fair share of engaging corners and a relatively open but contained Mid-Area. This particular area provides incentives for players who can properly check corners and pre-fire contested angles, but even more incentive for players who canoutwit foes through countering favorable strategies.

Predictable With Some Wiggle Room For Strategy

Due to the straightforward nature of Ascent, many players complain that itsValorantgameplayhas become fairly predictable — making gunplays more favored when contesting popular locations. However, it’s precisely due to the map’s predictable nature that players are challenged to spice things up with proper skill usage, adding a much-needed strategic layer to outwit and outmaneuver opponents regardless of their position. Some key map notes include:

Mid-Area: Fair Game For Gunplays

Unlike other Mid-Areas in otherValorantmaps, Ascent’s Mid-Area is known for its facilitation of relatively fair fights on both sides. Being able to access common peek zones from B-going-Mid and A-going-Mid from either side means it’s fair game for gunfighters, with utility usage and area control often becoming the determinant on whose side controls Mid.

Easy Peeks Make For Quick Deterrents

It’s commonValorantgameplay knowledge that seeing even one enemy close to one Site implies the possibility of a push or a flank, and Ascent’s Mid-Area makes this possible with its accessible but defensible peek locations. Areas of interest include:

Offense: Secure Mid For Alternate Push

Given how Mid-Area can conveniently access either A-Site via A-Cubby or B-Site via B-Market, Attackers contesting mid should secure it for an emergency alternate route intheirValorantgameplay. Should the team encounter a hard-B or hard-A setup, the Attacker assigned to Mid-Area can eliminate pesky flanks and facilitate safe passage to the alternative location. Locations of interest include:

Defense: Mid Attackers Give Away Site Preference

The long distance between Sites in Ascent makes it unfavorable for an Attacker assigned to Mid to be so far out just to secure this area. This means spotting a Mid-Area Attacker will give away the team’s Site preference as the location they’re closest to. In turn, Defenders should pay attention to these areas:

A-Site: Open Site Demands Extra Area Control

Entering A-Site in Ascent can give players the impression of a standard FPS bomb site, complete with a few corners to check, a relatively open planting area, and a reasonable height advantage for Defenders. Extra aggression on part of the Attackers can easily secure A-Site, whereas an equally-aggressive defending team can lure Attackers to try and go to B-Site for a harsh Mid-Area punishment.

Open Site, Multiple Retake Corners

The most prominent feature of A-Site in Ascent is its open nature, as it only takes going through a small flight of stairs to plant the Spike anywhere in the planting zone. However, the Site does have some notable components forcreativeValorantplays:

Offense: Secure Tree And Rafters For Hard Pushes

Regardless if Attackers manage to access A-Site via A-Tree or A-Main, it’s usually over for Defenders once enemies get a clear view of A-Rafters and the rest of the Site. Speed is the key for securing A-Site, as it’s also relatively easy to defend on the retake with its many defensible angles. Here are locations to consider:

Defense: Protect Main And Cubby To Destabilize Entries

Due to the vulnerabilities of A-Site being prone to aggressive pushes, Defenders need to be able to secure the location as soon as they detect enemies in theirValorantmatch. In this regard, zones to protect in Ascent’s A-Site include:

Straightforward Security

Offense: Anticipate Common Trap Locations

A lot of complaints regarding Ascent’s predictability come with common defensive measures placed in B-Site. Its tight B-Main entrance and heavily contested Mid-Area can force Attackers at a disadvantageous entry, making it easy forSentinels like Killjoy and Cypherto abuse their traps in the location. However, there are workarounds to such a situation assuming players know how to play off the Site’s key areas:

Defense: Take Advantage Of Cramped Corners

The natural defensible nature of B-Site can make this part of Ascent a playground fortrapping specialists inValorant, particularly Sentinels such as Cypher, Killjoy, and Deadlock, whose traps can detect and destabilize opponents for quick kills. While it can be terrifying to defend B-Site from an extremely aggressive Attacking team, there are ways to take advantage of the location’s cramped corners:

Best Agents: Take Advantage Of Corners And Vertical Objects

Despite the straightforward nature of Ascent as a map, gameplay is most fun with Agents who can take full advantage of its physical features. Its tight corners can become perfect spots for traps and pre-fire experts, while its verticality can be abused by those who can teleport or jump high enough to lurk on them. In turn,ValorantAgents who excel at controlling spaces and making minute mobility adjustmentscan make for excellent Ascent combatants:

Bomb Door

Mid in Ascent

Mid-Area Callouts in Ascent

Mid Offense Path

Mid Defense Path

Ascent A-Site Map

Ascent A-Site

Ascent A-Site Offense

Ascent A-Site Defense