Xarita Qo'llanmasi

Barcha xaritalar chaqiruvlari, sayt joylashuvi va strategik maslahatlar bilan.

Bind

Sites: A, B

Two 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, C

Three 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, B

Vertical 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, B

Open 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, B

Vertical 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, B

Large 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, B

Attackers 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, B

No 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, C

Rotating 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, B

Connected 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, B

No 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.