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Guide

Valorant attack strategy: default, execute and lurk

Valorant attack strategy: take space, run your default, execute in 2 or 3 seconds, lurk and fake. A plan for every round, with timing benchmarks and mistakes.

The short answer

An attack round is won with space, information, then a decision. Early on you are not hunting kills: you are looking for position and info. One guide suggests this benchmark tempo: take free space until 0:15, play the default until 0:40, choose between executing and faking until 0:55, execute until 1:15.

The default is a question you ask the defense. The execute is a sequence: utility, entry, trade, in about 2 or 3 seconds. A lurk is one player behind the defense, and a fake targets the enemy rotators. These are coaching benchmarks, not Riot rules: adapt them to your team.

The default: ask the defense a question

A default is not five players waiting somewhere. It is a structured opening: you take lanes safely, gather information and prepare a pivot to the weakest site. MetaBot is clear: it is a shape, not a list of spots to memorize. You spread out to see the whole map, then collapse toward the softest site. Avoid charging a single lane, and take mid, which is often decisive.

Give everyone a job. One player carries the spike and stays close enough to rotate, without dying first. Two pairs hold the pressure, one on each side. The spacing rule is simple: nobody takes first contact alone. A 2-1-2 split is recommended for most ranked games. The trading guide covers the entry pair in detail.

Before you commit, run through this checklist:

  1. Every lane the enemy could push from is watched.
  2. One neutral area is taken without spending a trade.
  3. Someone holds the flank or lurks.
  4. You have located at least two defenders.
  5. You still have utility for the execute.

The execute: smokes, flashes, entry, trade

Smokes and flashes go first; the first player enters behind the flash. The sequence has five beats:

  1. Countdown: everyone confirms before anything is thrown.
  2. Smokes: they wall off the angles you cannot clear.
  3. Flashes: they blind the remaining defenders.
  4. Entry behind the flash: the first player swings the instant it pops.
  5. Trades: the next players stay close enough to re-peek the angle that killed the entry, then you clear and plant.

The whole sequence lasts about 2 or 3 seconds. Bring at least one smoke and one flash per site you hit; otherwise, do not force it. The plant takes 4 seconds and the spike explodes 45 seconds later: planting in a spot you can hold is the first job of the post-plant.

When you get a pick, the next step changes. After a pick on a site, hit fast or hold for the rotation. After a pick in mid, split a site or threaten both. With no pick by the decision window, execute with saved utility, fake one side then hit the other, or, if the defense is almost out of utility, move up to contact for a late hit. The attack plan for every site is in the map guides.

The lurk and the fake

The lurk. A lurk is a single player who moves behind the defense to create an opening. It works best when your teammates draw attention on the opposite side. Move when the enemy commits or rotates; listen to footsteps and abilities to read those moves. When your utility is empty, lurking and dragging the round out beats a forced execute.

Two limits. Lurking is not always the answer: if your team is losing its fights, join it. And plan a way back, or you leave the team without support when it picks a site. Controllers and sentinels suit the role better than duelists. So the team is not caught from behind, pair the lurk with flank watch.

The fake. A good fake looks like a real execute for about 2 seconds, with utility, noise and a player threatening a peek. Its target is the rotators, not the whole enemy team. When you hear them leave, collapse through your controlled lane onto the abandoned site. If nobody bites, do not rotate: keep defaulting. A player who shows up once then disappears lets the defense read the fake.

Common mistakes

The sources I read do not sort these by rank: they show up at every tier. The most common:

  • Dry-peeking a full site, with no smoke or flash.
  • Executing without enough utility: less than one smoke and one flash per site.
  • Calling a site before reading the map.
  • Watching your entry die without trading: the execute has failed.
  • Spending utility on nothing before the decision.
  • Using utility too early or starting fights too late.
  • Letting the spike carrier die alone.
  • Repeating the same lurk: the enemy ends up anticipating it.
  • Rotating without a read, or after a fake with no real threat.

How to train it

Pick your most played map and one plan per site before the game: a default, an execute, a fake. Announce the plan at the start of each round, in a team or in solo queue, with a short call like "default, then A". The communication guide shows how to shape a call.

Success criterion over ten attack rounds: you announced the plan every time, you never dry-peeked a full site, and at least one teammate was in range to trade each entry. Also watch what the enemy defense does when you play the default, because that is the question you are asking it.

For the plan of each site, Road2Radiant publishes map guides with translated callouts, an attack and defense plan for each site and agent setups. Patch 13.08 put Bind and Corrode into Competitive and took Ascent and Split out; their guides stay available. No rank is promised: this is a method, and your aim still needs separate work, with the routine.

Frequently asked questions

What is a default in Valorant?

A default is a round opening that takes space and information without committing to a site. MetaBot describes it as a shape, not a list of spots: you spread out, then collapse toward the softest site.

How do you execute a site on attack?

In order: smokes, flashes, entry behind the flash, then second and third players close enough to trade, all within about 2 or 3 seconds. Never dry-peek a full site.

When should you lurk in Valorant?

When your teammates draw attention on the other side, or when the enemy commits or rotates. If your utility is spent, lurking and dragging the round out is a good option.

Should you rotate after a fake?

Only if the defense bites: move when the rotators leave the site. If nobody moves, keep defaulting.

How long does a plant take on attack?

4 seconds, then the spike explodes 45 seconds later. For what comes next, read the post-plant guide.

Ready to measure your aim?

Sources

Updated on October 15, 2026