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

Callouts
The official in-game names, as your client shows them, with the English name you will often hear in voice comms.
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.
- 1Smoke : Smoke Heaven
- 2Info : Info on Heaven (Recon Bolt)
- 3Route : Entry through A Sewer
- 4Route : Entry through A Long
- 5Plant : Plant near the center crates
- 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.
- 1Hold : Hold from Heaven
- 2Hold : Hold A Sewer
- 3Hold : Hold A Long
- 4Molly : Retake molly toward the cubby
- 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.
- 1Info : Info on Mid (Spycam, Recon Bolt)
- 2Route : Entry through Mid Courtyard
- 3Plant : Fast plant on B Site
- 4Hold : Cover A Link
- 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.
- 1Hold : Hold from B Back
- 2Hold : Hold Mid Window
- 3Hold : Hold A Link, backed up by Heaven
- 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.
- 1Smoke : Smoke C Long
- 2Smoke : Utility on C Window (Cloudburst)
- 3Route : Entry through C Long
- 4Route : Entry through Garage
- 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.
- 1Hold : Shooter on C Long
- 2Hold : Watch Garage from C Window
- 3Hold : Behind the central pile
- 4Route : Retake through C Link
Agent setups
The placements top guides recommend on this map, ability by ability.
Cypher
All Cypher setupsCypher A: two Trapwires side by side at A Long, camera on the site
Defense · Site A- 1
Trapwire : First wire at the A Long entrance, site side - 2
Trapwire : Second wire right next to the first, in case the first one is destroyed - 3
Spycam : Camera under the site roof, off until the retake, to see the plant - 4
Cyber Cage : Cyber Cage on the Short angle to cut the view. Exact position not specified by the source
Killjoy
All Killjoy setupsKilljoy A: retake with Lockdown from A Link and Nanoswarm toward the cubby
Defense · Site A- 1
Lockdown : Lockdown thrown from the A Link corner, it covers almost the whole site - 2
Nanoswarm : 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- 1
TURRET : Turret in the site corner on the Mid side, facing the entry - 2
ALARMBOT : Alarmbot on the site, Mid side, in front of the center crate - 3
Nanoswarm : Nanoswarm on the center crate, plant side - 4
Nanoswarm : 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- 1
TURRET : Turret along Garage, to spot anyone sneaking in - 2
ALARMBOT : Alarmbot next to the Turret, in Garage - 3
Nanoswarm : Nanoswarm in front of the site entrance, left side of the Garage exit - 4
Nanoswarm : Second Nanoswarm a bit further, toward the right corner of the entrance
Haven tips
- 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.
- 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.
- 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.
- 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.
- Once broken, the Mid panels let bullets through: after a destruction sound, change position before you get shot through them.
Other maps
AbyssCompetitive poolSite A · Site BAbyss is a two-site map with three lanes and no boundary walls: falling into the void kills instantly. It has been in the competitive queue since patch 13.04, in August 2026.4 setups
BindCompetitive poolSite A · Site BBind has two sites, A and B, and no mid: two one-way teleporters link the sides. It is back in the competitive queue since patch 13.08.4 setups
CorrodeCompetitive poolSite A · Site BCorrode is a two-site, three-lane map in a medieval fortress, with a long, narrow mid. It has been in the competitive queue since patch 11.00 and came back in 13.08.4 setups
LotusCompetitive poolSite A · Site B · Site CLotus is a three-site map, A, B and C, set in a city of flowers in India. It plays with rotating doors, a breakable wall on the A side and a silent drop.6 setups
SummitCompetitive poolSite A · Site BSummit is a two-site map with three lanes, set in a Radiant academy in the mountains. Three reactive walls close during the round and change the rotations.
SunsetCompetitive poolSite A · Site BSunset is a classic two-site, three-lane map set in Los Angeles. Mid is wide and links the two sites through connectors: whoever holds it sets the pace of the round.5 setups
AscentOut of the competitive poolSite A · Site BAscent is a two-site map inspired by Venice, with a big open mid linking the two sites. It left the competitive queue in patch 13.08.4 setups
BreezeOut of the competitive poolSite A · Site BBreeze is a two-site map on an island. Largely rebuilt at patch 12.00, it left the competitive queue at patch 13.04: be wary of guides from before January 2026.
FractureOut of the competitive poolSite A · Site BFracture is a two-site map where attackers start at opposite ends, linked by a zipline, against defenders in the center. It left the competitive queue at patch 13.00.4 setups
IceboxOut of the competitive poolSite A · Site BIcebox is a two-site map set in a frozen worksite: lots of height, stacked containers, a zipline at A and a mid split by the tube and the boiler.4 setups
PearlOut of the competitive poolSite A · Site BPearl is a two-site map set in an underwater city, with no ropes and no teleporters. It left the competitive queue at patch 13.00.
SplitOut of the competitive poolSite A · Site BSplit is a two-site map, A at the top and B at the bottom, linked by a mid. Narrow, full of high ground and ropes, it has a reputation for favoring defense.
A plan won't aim for you: measure your aim.
Sources
- playvalorant.com (opens in a new tab)
- prosettings.net (opens in a new tab)
- wiki.playvalorant.com (opens in a new tab)
- redbull.com (opens in a new tab)
- esportstales.com (opens in a new tab)
- diamondlobby.com (opens in a new tab)
- thespike.gg (opens in a new tab)
- oneesports.gg (opens in a new tab)
- oneesports.gg (2) (opens in a new tab)
- dignitas.gg (opens in a new tab)
- attackofthefanboy.com (opens in a new tab)
- sportskeeda.com (opens in a new tab)
Updated on October 15, 2026
Patch 13.08 data. Map names, callouts and minimaps: Riot Games, via valorant-api.com.