Map Guide
All maps with callouts, site layouts, and strategic tips.
Bind
Sites: A, BTwo one-way teleporters
- 1Bind has no mid -- use teleporters for fast rotations.
- 2A Short and B Long are the main entry points.
- 3Defenders can use teleporter sound cues for information.
- 4Lamps (A) and Hookah (B) are critical close-range angles.
- 5Post-plant on A from Showers is very strong for lineups.
Haven
Sites: A, B, CThree bomb sites
- 1Haven is the only map with 3 sites -- defenders must spread thin.
- 2C Long is one of the longest sightlines in the game.
- 3Garage connects A and C and is a critical control point.
- 4B site is compact -- use utility to clear Window and Back Site.
- 5Faking one site and rotating is very effective on Haven.
Split
Sites: A, BVertical elevation changes
- 1Split has strong defender advantage due to tight choke points.
- 2Mid control (Vents and Mail) is essential for attackers.
- 3Ropes in A Sewer and B Tower provide vertical mobility.
- 4A Heaven and B Heaven give defenders dominant high-ground positions.
- 5Coordinated executes with smokes are crucial on this map.
Ascent
Sites: A, BOpen mid with closeable doors
- 1Mid is wide open -- control it to access both sites.
- 2A and B Main doors can be destroyed or closed with abilities.
- 3Catwalk and Market provide flanking routes through mid.
- 4A Wine and B Main are the primary chokepoints for site entry.
- 5Defenders can play aggressive on Catwalk for early picks.
Icebox
Sites: A, BVertical ziplines and elevation
- 1Icebox is highly vertical -- check high angles constantly.
- 2A site has a zipline and multiple elevation levels.
- 3B site Kitchen and Orange are critical control areas.
- 4Tube (yellow container) on A is a key power position.
- 5Snowman and Screen on B provide cover for post-plant.
Breeze
Sites: A, BLarge open spaces and long angles
- 1Breeze is the largest map -- Vandal and Operator are strong here.
- 2A Hall has a one-way door that opens from attacker side.
- 3Mid Pillar and Nest are crucial control points.
- 4B site is wide with many angles to check -- use utility.
- 5Elbow on A provides a safe post-plant position.
Fracture
Sites: A, BAttackers spawn on both sides of the map
- 1Fracture is unique -- attackers can push from both directions.
- 2Ziplines in the underground connect the two attacker spawns.
- 3Defenders play in the center of the map, not the edges.
- 4A Dish and B Arcade are key positions for defenders.
- 5Coordinated pinches from both sides are devastating.
Pearl
Sites: A, BNo teleporters or gimmicks
- 1Pearl is a traditional map with no special mechanics.
- 2Mid is crucial -- Art and Shops connect both sites.
- 3A Main and B Main are long corridors favoring defenders.
- 4B Hall and B Link provide alternative routes to B.
- 5Lurking through mid while team executes is very effective.
Lotus
Sites: A, B, CRotating doors and destructible wall
- 1Lotus has 3 sites with rotating stone doors.
- 2A Main has a destructible wall for quick site access.
- 3The rotating doors create sound cues -- listen for rotations.
- 4C site Mound is a strong post-plant position.
- 5B Upper and B Main provide two entry points to B site.
Sunset
Sites: A, BConnected mid with Market area
- 1Sunset has a large mid area connecting both sites.
- 2Market is a key control area between mid and B.
- 3A Main and A Elbow are the primary A site entry points.
- 4B Market and B Main provide two routes to B site.
- 5Mid control gives attackers flexibility to hit either site.
Abyss
Sites: A, BNo walls on map edges -- fall to your death
- 1Abyss has open edges -- falling off the map is an instant death.
- 2Abilities that push enemies can force them off the map.
- 3Be careful of knockback near edges when fighting.
- 4A and B sites both have exposed edges to watch for.
- 5Movement abilities like Jett dash near edges are risky.