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Competitive pool

Haven: callouts, site plans and setups

Haven is the three-site map: A at the top of the minimap, B in the middle, C at the bottom. Attackers start from the east and pick a target, while defenders have to cover everything.

Sites
Site A · Site B · Site C
Release
June 2, 2020, patch 1.0
Status
Competitive pool
Haven

Callouts

The official in-game names, as your client shows them, with the English name you will often hear in voice comms.

A GardenA LinkA LobbyA LongA SewerA SiteAttacker SpawnB BackB SiteC LinkC LobbyC LongC GarageC WindowC SiteC CubbyDefender SpawnMid DoorsMid CourtyardMid WindowA Tower

Scroll the map to read every name.

Site A

In-game name
A Garden
A Link
A Lobby
A Long
A Sewer
A Site
A Tower

Site B

In-game name
B Back
B Site

Site C

In-game name
C Link
C Lobby
C Long
C Garage
C Window
C Site
C Cubby

Mid

In-game name
Mid Doors
Mid Courtyard
Mid Window

Spawns

In-game name
Attacker Spawn
Defender Spawn

Map layout

Haven has three sites. A is at the top of the minimap, with Heaven (A Tower) overlooking it from the defender side. B is in the middle, surrounded by B Back, A Link and C Link. C is at the bottom, with C Long and C Garage. Attackers come from the east and split between A Lobby, Mid and C Lobby. The center is open: Mid Courtyard, Mid Window and Mid Doors look onto B and Garage. Defenders have three points to cover and use A Link and C Link to rotate from one site to another. The size of the map makes it hard for attackers to take all three sites, so they should pick a target and fake another one. Defense often plays a 2-1-2: two players on A, one on B, two on C.

Key features

Three sites on one map

Haven is the three-site map. The plant can happen on A, B or C, so the defense has to spread its players and keep fast rotations through A Link and C Link.

Destructible Mid panels

In the middle, panels cover the Garage doors and part of the Mid Window wall. While intact, they block bullets. Once destroyed, they let shots through for the rest of the round.

Two ultimate orbs

The map's two ultimate orbs are at A Long and C Long. Contesting them early exposes your team, and leaving them gives the enemy an ultimate advantage.

Site A

A is the top site. Heaven (A Tower), the high catwalk at the back on the defender side, dominates everything. You enter through A Long, a long open corridor, or through A Sewer, which is shorter. Crates in the center give cover for the plant, and defenders have several angles.

Attack plan

Smoke or neutralize Heaven first, because A Long is exposed to that spot. Take control of A Lobby before you enter. You can go through A Sewer as a group to the crates in the center and plant there, or open through A Long if Heaven is empty. Leave a teammate on A Lobby or A Garden against enemy rushes, and another one to watch A Link, where the flanks come from.

A GardenA LinkA LobbyA LongA SewerA SiteA Tower123456
  1. 1Smoke : Smoke Heaven
  2. 2Info : Info on Heaven (Recon Bolt)
  3. 3Route : Entry through A Sewer
  4. 4Route : Entry through A Long
  5. 5Plant : Plant near the center crates
  6. 6Hold : Cover A Link against flanks

Defense plan

Heaven is the easiest position to hold: two players there can punish A Long and A Link. The rest plays between A Sewer and A Long, with one player on each entry. A Cypher or a Killjoy sets up traps in front of the plant spots. To retake the site, go through A Link, throw your Nanoswarm or your ultimate on the hiding spots and enter after the effect.

A GardenA LinkA LobbyA LongA SewerA SiteA Tower12345
  1. 1Hold : Hold from Heaven
  2. 2Hold : Hold A Sewer
  3. 3Hold : Hold A Long
  4. 4Molly : Retake molly toward the cubby
  5. 5Route : Retake through A Link

Site B

B is the middle site, surrounded by three accesses: Mid, A Link and C Link. It is one of the hardest sites to hold. You cover it from Mid Window and from B Back, at the back on the defender side.

Attack plan

Take control of Mid first, through Mid Courtyard and Mid Window. Plant fast on B, don't try to settle in there. Keep A Link and C Link covered with teammates or utility that blocks one of the two entries, because the defense comes back from there. A rush is possible when the defenders are busy elsewhere.

B BackB Site12345
  1. 1Info : Info on Mid (Spycam, Recon Bolt)
  2. 2Route : Entry through Mid Courtyard
  3. 3Plant : Fast plant on B Site
  4. 4Hold : Cover A Link
  5. 5Hold : Cover C Link

Defense plan

B is hard to defend, so bet on Mid control. Hold from Mid Window or B Back. A player on A Link, backed up by Heaven, helps guard B. If you lose the plant, retake through C Link or A Link as a group. A Sage wall on B blocks fast pushes and lets you rotate between A and C.

B BackB Site1234
  1. 1Hold : Hold from B Back
  2. 2Hold : Hold Mid Window
  3. 3Hold : Hold A Link, backed up by Heaven
  4. 4Route : Retake through C Link

Site C

C is the bottom site. You get there through C Long, which is very open, or through Garage and C Window. Stacked crates, a central pile, logs and a corner at the back serve as cover. Defenders get crossfires there, and attackers have three routes.

Attack plan

Three plans: everyone through C Long with one player watching behind, two through C Long and three through Garage, or a rush through Garage with a peek toward B. One group takes C Window with utility instead of a duel. Clear the hiding spots before you plant, then plant early in a spot visible from all entries.

C LinkC LobbyC LongC GarageC WindowC SiteC Cubby12345
  1. 1Smoke : Smoke C Long
  2. 2Smoke : Utility on C Window (Cloudburst)
  3. 3Route : Entry through C Long
  4. 4Route : Entry through Garage
  5. 5Plant : Plant visible from all entries

Defense plan

A shooter on C Long takes advantage of the long straight line. Another one watches Garage from C Window, and a third hides behind the central pile. If the B defender dies, the back of C is open. Cypher and Killjoy are very useful here: their traps give info on Garage and slow down the entry. To retake, go through C Link or C Window.

C LinkC LobbyC LongC GarageC WindowC SiteC Cubby1234
  1. 1Hold : Shooter on C Long
  2. 2Hold : Watch Garage from C Window
  3. 3Hold : Behind the central pile
  4. 4Route : Retake through C Link

Agent setups

The placements top guides recommend on this map, ability by ability.

Cypher A: two Trapwires side by side at A Long, camera on the site

Defense · Site A
1234
  1. 1Trapwire : First wire at the A Long entrance, site side
  2. 2Trapwire : Second wire right next to the first, in case the first one is destroyed
  3. 3Spycam : Camera under the site roof, off until the retake, to see the plant
  4. 4Cyber Cage : Cyber Cage on the Short angle to cut the view. Exact position not specified by the source

Killjoy A: retake with Lockdown from A Link and Nanoswarm toward the cubby

Defense · Site A
12
  1. 1Lockdown : Lockdown thrown from the A Link corner, it covers almost the whole site
  2. 2Nanoswarm : Nanoswarm toward the cubby to take cover away from the attackers

Killjoy B: Turret on the Mid side, Alarmbot and Nanoswarms on the center crate

Defense · Site B
1234
  1. 1TURRET : Turret in the site corner on the Mid side, facing the entry
  2. 2ALARMBOT : Alarmbot on the site, Mid side, in front of the center crate
  3. 3Nanoswarm : Nanoswarm on the center crate, plant side
  4. 4Nanoswarm : Second Nanoswarm on the center crate, on the other side of the Alarmbot

Killjoy C: Turret and Alarmbot in Garage, Nanoswarms in front of the site entrance

Defense · Site C
1234
  1. 1TURRET : Turret along Garage, to spot anyone sneaking in
  2. 2ALARMBOT : Alarmbot next to the Turret, in Garage
  3. 3Nanoswarm : Nanoswarm in front of the site entrance, left side of the Garage exit
  4. 4Nanoswarm : Second Nanoswarm a bit further, toward the right corner of the entrance

Haven tips

  1. Against a shooter posted on C Long, never stay exposed on the straight line: advance by playing the angles and make the defender react first with utility.
  2. A Long is seen from Heaven (A Tower): only advance if you know Heaven is empty or smoked, otherwise a single defender catches you in the middle of the corridor.
  3. On B, keep an eye on A Link and C Link during the plant: defenders come back from both sides and the site gets retaken fast.
  4. Place your crosshair at head height on the next angle before leaving a corridor. Haven has long straight lines and duels are won on the first shot.
  5. Once broken, the Mid panels let bullets through: after a destruction sound, change position before you get shot through them.

Other maps

A plan won't aim for you: measure your aim.

Sources

Updated on October 15, 2026

Patch 13.08 data. Map names, callouts and minimaps: Riot Games, via valorant-api.com.