Get ready to rack up wins and dominate the Moroccan-inspired map with this comprehensive guide to mastering Bind in Valorant.
Bind is one of the first maps that came out with the launch of Valorant in 2020. It’s a map that players won’t easily forget. It has a pretty unique layout, with no real mid-section and two teleporters that let everyone quickly move between sites. For players who aren’t fans of long-range fights, Bind is the ideal map. It’s filled with tight spots and plenty of corners, which can lead to a team’s downfall if not properly checked. On the flip side, it’s a perfect playground for players who love messing with their enemies’ minds using shotguns.
Bind may be a bit different from the rest of the maps, but with the right guide, players can secure more wins. Here’s how to play on Bind, both on defense and attack, and which agents perform best on this map.
Bind sports two reactor sites, each with two entrances. Unlike most maps, Bind lacks a mid area where players can gather picks and information before committing to a site. However, what makes Bind unique is its teleporter gimmick.
There are two teleporters, one on each site, that lead to the opposite side. Players can use them for quick rotations or to fake a push. The A site teleporter goes to B short while the B site teleporter leads to outside bath. While these teleporters offer a shorter route, using them emits a loud sound that can alert enemies to your position.
Due to Bind’s cramped areas and narrow spaces, attacking as a group of five isn’t always the best idea, especially when there’s a lot of utility being thrown out. On attack, it’s better for the team to spread out across the map. By playing a default style, players can gather valuable information and potentially secure some kills before committing to a site. Plus, this approach can force defenders to use their utility early, making it easier to enter the site later in the round.
As attackers on Bind, learning how to execute fakes is key. For example, three or four players can pretend to rush A from short while another teammate slowly creeps and lurks into B. Once the defenders have rotated to A, the attackers can use the teleporter to quickly move to B. You can also use the same strategy on B site, teleporting to A showers.
A site has two chokepoints that lead to it in A short and A bath. It is ideal to split the team between these entrances. Rushing into A site from only one entrance makes it easier for defenders, as they can focus their attention and utilities on a single area rather than two.
A site has multiple corners, angles and areas to be mindful of, especially when there are plenty of off-angles on this site. Several defenders tend to hide inside lamps, and if they’re using shotguns, it can be tough to eliminate them. Therefore, it’s best to use utilities like Skye’s flash and dog to check these spots first. Brimstone’s Orbital Strike is also effective. It covers a wide area, making it difficult for enemies to escape. Additionally, enemies may position themselves near default, triple, and backsite. Finally, be sure to cut the line of sight of any enemies potentially positioned at A heaven by using smokes.
Here’s how players should smoke A site.
If they want to take control back site as well, they can smoke off both CT and heaven instead. There are two common and ideal plant spots on A. They can either plant the spike on default or triple. By opting for these spots, attackers can play for post-plant at lamps, bath, and short.
Attackers can reach B site via two entry points, B garden and B window.
Similar to the former, defenders should be able to attack from both areas. When advancing towards hookah and B long, be cautious of defenders who may push with flashes or snipers. Upon arrival, use abilities that can scout hookah and garden, such as Skye’s Trailblazer, Raze’s Boombot, or Fade’s Prowler. Defenders often hide in these spots.
For the site, smoke off CT and elbow, as these are common entry points for defenders. Then, use info-gathering abilities like Sova’s dart or Fade’s Eye to detect enemies inside or around tube and back site. To make executes much successful, throw mollies and grenades at back site. This will force defenders to either jump out of their hiding spots, take damage, or even die from utility.
The optimal spots for planting the spike are anywhere in front of Tube. Planting the spike here allows defenders to position themselves at Garden, Hookah, and Elbow. Also, do not forget to set up anti-flank traps.
It can be hard to defend on Bind, but we’ve put together a full smoke guide and a list of tactics to keep the map secured.
On defense, players can use a 2 A. 3 B or 3A, 2B setup depending on the team composition. Often, sentinels like Cypher and Killjoy will set up on B site accompanied by an initiator like Skye or Sova in B garden, while three other players hold A site.
On defense, there are several spots where defenders can play. Lamps is a strong spot for defenders, as many attackers often take control of this area. Due to its narrow space, a Judge, Shorty, or Bucky can be highly effective. The defender could also position themselves just outside lamps near the TP, and hold crossfires with a teammate positioned near baths or triple. They could also assert control at A baths and engage in gunfights with the help of some utilities like recon and flashes. This way, they can prevent any baths pushes, catch late lurkers, and secure the ult orb.
Ultimately, Bind A’s heaven is one of the best spots as a guide for defense, especially for players who excel in long-range fights. Snipers like the Marshal and Operator are ideal choices for this position. From here, defenders can easily cover both chokepoints.
Due to this, defenders will likely smoke off these areas. Fortunately, there are several vertical off angles that players can exploit, such as those above the truck and the triple box.
Here are the best spots to smoke off when defending A site.
At A short, a controller may place their smoke on top of the brown crates. This prevents attackers from gaining vision by going on top of the crates and ultimately creates a one-way smoke, which can certainly make them think twice before pushing through.
As for B site, they can simply block the chokepoint with the smoke, or opt for a deeper smoke at A bath.
Defending B site is crucial. Out of all sites in Valorant, B site on Bind is the hardest to retake. Once attackers have fully taken over the site, regaining control is challenging due to the numerous crossfire angles they can exploit. That said, defenders who are guarding B should try their best to deter pushes.
Commonly, one or two players will be positioned at B garden, with one of them being an initiator. The initiator should use their abilities to check for enemies around B lobby or fountain. Another strong option is to deploy an Operator. Bind defenders must also maintain control of B long, as allowing attackers to take this area gives them the opportunity to guide the rest of their team to A through the teleporter, making the round even more difficult.
Other players can also play aggressively in hookah with the help of flashes and shotguns. As the hookah players fend off enemies from B short, A players can assist by using the teleporter. Staying inside the site is also effective, especially for sentinel players who have setups that can punish attackers trying to take control.
The best agents to play on this map are Raze, Brimstone, Skye, Cypher, and Gekko according to our Bind guide.
Bind is certainly a favorite map for Raze mains, and a team will always benefit from her presence. Due to its layout, Raze is often the go-to pick and outshines almost every other duelist here. Her Boombot and Paint Shells are effective for clearing corners and flushing enemies out, as well as for gathering information and stalling enemy pushes.
Additionally, Raze’s Satchels allow her to quickly take space, and mechanically skilled players can use them to reach elevated positions on boxes and crates for effective off angles.
Brimstone is among the must-pick agents on Bind, as the team can find great value in his utilities. He has a molly and an ultimate ability that drops a laser covering a huge area. Depending on the situation, players can use these abilities to eliminate enemies positioned in various areas like hookah, baths, lamps, and more, or at least prevent them from pushing further. Both of these abilities find use in post-plant situations as well. Finally, Brimstone is the only agent who can place all three smokes at the same time, which is especially useful on A site. The only drawback is that he can only use three smokes per round, and they do not regenerate beyond that. This makes default plays a significant counter to him, which is one reason why he is sometimes played with another controller like Viper.
Skye holds a great reputation as the best initiator agent on Bind. Her kit is excellent for both offensive and defensive plays. She can blind and disorient opponents, which can lead to impactful and critical kills. Most importantly, she provides valuable information with her arsenal. On defense, she is often seen at B garden, using her Guiding Light to detect enemy presence at B lobby. At the same time, she can assist teammates at A bath with her flash or Trailblazer. When attacking, she excels at scouting enemies in risky spots on the map, and her Trailblazer can also help detect Cypher traps.
If the team needs a sentinel, Cypher is their best bet for winning games. His playstyle revolves around gathering intel with his gadgets to guide his team, which is especially valuable on Bind. Whether on A or B site, players can get creative with trap and spy camera placements, making it tough for enemies to predict. A skilled Cypher can hold down the site solo or at least make it challenging for enemies to push, giving the team time to rotate.
Cypher is also one of the game’s best lurkers, which is exactly what the team needs on attack. In addition, players don’t have to worry about getting flanked thanks to his tripwires.
After patch 8.01, Gekko’s pick rate in both competitive and pro scenes soared due to significant nerfs to Skye’s kit.
Gekko is an initiator agent who excels on smaller maps like Bind. His abilities Dizzy, Wingman, and Thrash are effective for gathering information and securing kills, even in narrow corridors. His pets can travel a considerable distance, allowing him to synergize well with agents like Jett, Neon, and Raze during entry. He also has a molly that could help clear areas or help during post-plant situations.
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