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Competitive pool

Lotus: callouts, site plans and setups

Lotus 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.

Sites
Site A · Site B · Site C
Release
January 10, 2023, patch 6.0
Status
Competitive pool
Lotus

Callouts

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

A TopA DropA SiteA HutA TreeA DoorA MainA RubbleA RootA LobbyC LobbyB PillarsB MainC DoorB SiteA LinkB UpperC WaterfallC LinkA StairsC MoundC MainC BendC SiteC HallC GravelDefender SpawnAttacker Spawn

Scroll the map to read every name.

Site A

In-game name
A Top
A Drop
A Site
A Hut
A Tree
A Door
A Main
A Rubble
A Root
A Lobby
A Link
A Stairs

Site B

In-game name
B Pillars
B Main
B Site
B Upper

Site C

In-game name
C Lobby
C Door
C Waterfall
C Link
C Mound
C Main
C Bend
C Site
C Hall
C Gravel

Spawns

In-game name
Defender Spawn
Attacker Spawn

Map layout

Lotus has three sites. A is at the top right, C on the left, B in the center. Attackers spawn at the bottom and have three routes: A Main, B Main and C Main, linked by A Lobby, B Pillars and C Lobby. Defenders spawn at the top, near B Upper. Two rotating doors speed up rotations: one between A Main and A Tree, the other between C Mound and B Main. A Link connects B to A, but a breakable wall separates it from A Main.

Key features

Rotating doors on A and C

One door links A Main to A Tree, the other C Mound to B Main. A button on each face activates it, so both sides can use it. It rotates 180 degrees over 10 seconds. The noise was reduced in patches 6.01 and 6.02, but it is still a tell.

Breakable wall between A Main and A Link

This wall has 400 HP and changes color, from blue to yellow to red, as it takes damage. Bullets don't go through it. Once destroyed, it opens a passage between A Main and A Link until the end of the round. Since 12.05, you can no longer plant against it.

Silent drop from A Top to A Drop

When you jump from A Top to A Drop, you make almost no noise as long as you don't run and don't land too far. A rope then brings players from A Site back up to A Top.

Utility damaged by the doors

According to Beebom, a rotating door destroys Alarmbots, Killjoy's Lockdown and Cypher's wires placed in its sweep. The wiki also notes that doors can push a piece of utility, like Sova's drone. Place yours away from them.

Site A

A is the biggest site: lots of room to plant, height with A Top and a silent drop to A Drop. Defenders have angles from A Stairs and A Hut. Beebom rates it as easy to execute for the attack.

Attack plan

Take control of A Main first, then smoke A Top or A Drop to isolate the defenders from the site and cut rotations from their spawn. Also smoke A Stairs before crossing from A Main to A Rubble. Then go through the door to A Tree to cross the site. Plant default, then hold A Tree and A Drop to crossfire the plant. Since patch 12.05, you can no longer plant against the breakable wall.

A TopA DropA SiteA HutA TreeA DoorA MainA RubbleA RootA LobbyA LinkA Stairs1234567
  1. 1Smoke : Smoke A Top
  2. 2Smoke : Smoke A Drop
  3. 3Smoke : Smoke A Stairs
  4. 4Route : Entry through A Main then the door to A Tree
  5. 5Plant : Default plant
  6. 6Hold : Post-plant from A Tree
  7. 7Hold : Post-plant from A Drop

Defense plan

Don't hold the whole site: keep an anchor near A Tree and something to come back from mid or A Link. Since 12.05, an extra piece in front of A Stairs lets you hold the site farther from the Rubble. Smoke A Root right after the buy phase to disrupt the exit from A Lobby, or smoke A Main to force the attack to check several angles. To retake, go through A Link and the broken wall.

A TopA DropA SiteA HutA TreeA DoorA MainA RubbleA RootA LobbyA LinkA Stairs12345
  1. 1Hold : Hold near A Tree
  2. 2Hold : Hold from A Stairs
  3. 3Smoke : Smoke A Root
  4. 4Smoke : Smoke A Main to push the attack forward
  5. 5Route : Retake through A Link then the broken wall

Site B

B is a small site close to the attacker spawn, with narrow entries that are easy to cover. Defenders shoot from B Upper, C Link or A Link. The breakable wall at A Link gives attackers a possible flank toward B.

Attack plan

B is close to the attackers: a fast mid can surprise early in the round, but avoid pushing it alone, especially without info. Smoke C Link and B Upper first, then enter through B Main with a flash. Control of A Link matters for the post-plant, so keep a player on it. Plant default and crossfire from B Main.

B PillarsB MainB SiteB Upper123456
  1. 1Smoke : Smoke C Link
  2. 2Smoke : Smoke B Upper
  3. 3Route : Entry through B Main
  4. 4Plant : Default plant
  5. 5Hold : Control A Link for the post-plant
  6. 6Hold : Post-plant from B Main

Defense plan

Hold B with two players: one on B Upper or C Link, another on B Main. Smoke the T-junction of B Main, or B Pillars if a teammate holds C Door. If you are alone on B Upper or C Link, smoke B Main and C Door instead. Use your traps and damage zones to slow the push. If you lose the site, retake from C Link and B Upper.

B PillarsB MainB SiteB Upper1234
  1. 1Hold : Hold from B Upper
  2. 2Hold : Hold from C Link
  3. 3Smoke : Smoke the B Main junction
  4. 4Route : Retake from C Link

Site C

C is built around a big pillar that gives defenders good cover. The entry is a single L-shaped route from C Main and C Bend. Defenders get height from C Waterfall and C Link, which makes the site annoying to take without smokes.

Attack plan

Smoke C Waterfall and C Hall to isolate the defenders from the site and cut rotations from their teammates. Use info (Fade's Haunt, Sova's dart) before entering through C Main. A small group can go through the C Mound door to take them from behind, but the noise warns the defense. Plant default, and watch the doors so you don't get surprised in the post-plant.

C LobbyC DoorC WaterfallC LinkC MoundC MainC BendC SiteC HallC Gravel123456
  1. 1Smoke : Smoke C Waterfall
  2. 2Smoke : Smoke C Hall
  3. 3Route : Entry through C Main
  4. 4Route : Flank through the C Mound door
  5. 5Plant : Default plant
  6. 6Hold : Watch the door in the post-plant

Defense plan

Put a player toward C Waterfall or C Link to get height on C Main. Place utility near C Mound to punish anyone coming through the door. At the start of the round, you can smoke C Lobby to greet attackers coming that way; if pushed back, smoke C Main to cut the view to the site. To retake, use the door too.

C LobbyC DoorC WaterfallC LinkC MoundC MainC BendC SiteC HallC Gravel12345
  1. 1Hold : Hold from C Waterfall
  2. 2Hold : Hold from C Link
  3. 3Smoke : Smoke C Lobby at the start of the round
  4. 4Smoke : Smoke C Main if you are pushed back
  5. 5Route : Retake through the C Door

Agent setups

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

Killjoy A: Alarmbot near the plant, Nanoswarms and Turret under A Top

Defense · Site A
1234
  1. 1ALARMBOT : Alarmbot near the default plant box, it covers the whole site
  2. 2Nanoswarm : Nanoswarm next to the default plant: it hits rushers
  3. 3Nanoswarm : Second Nanoswarm next to the Alarmbot, to punish those entering together
  4. 4TURRET : Turret at the foot of A Top, near the rope: a smoke on A Top doesn't cut its view

Killjoy B: Turret in A Link, Alarmbot on B Main

Defense · Site B
1234
  1. 1TURRET : Turret in A Link: it sees A Link and the B entrance
  2. 2ALARMBOT : Alarmbot at the center of the B Main entrance, site side, between the two Nanoswarms
  3. 3Nanoswarm : First Nanoswarm on the ledge of the B Main entrance wall
  4. 4Nanoswarm : Second Nanoswarm next to the Alarmbot, to throw when it rings

Killjoy C: Alarmbot at the entrance, Turret on the big box

Defense · Site C
1234
  1. 1ALARMBOT : Alarmbot at the edge of the site entrance, it sees both corners
  2. 2Nanoswarm : Nanoswarm near the Alarmbot, to punish a fast entry (Jett, Raze)
  3. 3Nanoswarm : Second Nanoswarm on the ledge at the back, thrown at the peak of your jump
  4. 4TURRET : Turret on the big box at the back of the site, hard to reach

Cypher A: wire on A Tree, Cyber Cage to hide yourself

Defense · Site A
123
  1. 1Trapwire : Trapwire across the A Tree entrance
  2. 2Cyber Cage : Cyber Cage behind the wire to hide your position
  3. 3Spycam : You play from the back of the site, the rope behind you as a fallback

Cypher B: wires on the B Main entrance and on A Link

Defense · Site B
123
  1. 1Trapwire : Wire at the edge of the B Main entrance wall, visible from B Upper
  2. 2Trapwire : Wire in B, as close as possible to A Link
  3. 3Cyber Cage : Cyber Cage in the site to hide yourself after the detection

Cypher C: wire at the entrance and wire on the C Waterfall lane

Defense · Site C
1234
  1. 1Trapwire : Wire on the C entrance
  2. 2Trapwire : Wire in the narrow C Waterfall lane
  3. 3Cyber Cage : Cyber Cage on the entrance to hide your position while shooting
  4. 4Spycam : You hold from C Waterfall or the back of the site

Sample comp

The five agents come from hotspawn (published August 5, 2025, titled 2026). dodge.gg (March 21, 2026) also recommends Raze, Fade, Omen and Viper, but not Vyse.

Lotus tips

  1. Don't break the A wall out of reflex: it opens a line of sight, but it also gives you one more angle to hold. Decide before the execute whether it helps your plan.
  2. A rotating door makes noise. Fake with it, then take the other site: the sound gives the defense info, don't ignore it.
  3. Keep your crosshair at head height on tight angles (B Main, A Tree, the L-shaped C entry): duels there happen at close range, one accurate shot is enough.
  4. Don't place Lockdown, Alarmbot or wires in a door's sweep: guides say it destroys them.
  5. On defense, smoke early: A Root right after the buy phase, C Lobby at the start of the round. You disrupt the attack before it sets up.
  6. Call rotations fast: the doors speed them up, but they also reveal 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.