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The ultimate Haven guide to navigate the three-site map

Haven returns in Valorant 8.11

Haven is a handful thanks to the three sites that make it a tough location to navigate for defenders, but we have a guide to help any player dominate ranked.

Haven was the first Valorant map to introduce the concept of three bomb sites. All three spots were divided with a single mid-area that led into C and B sites. A, however, remains alienated from the rest of the map with its own secondary entry from A short. While a large map area makes it tough for both sides to execute mid-round strategies, defenders have a particularly tough time on Haven.

This guide should help players survive on Haven and earn a decent rank rating.

Valorant Haven agent tier list

As always, Haven lets sentinels and initiators take center stage, with duelists at the forefront. On this triple-site map, players are recommended to pick agents that excel at gathering intel and have abilities that reload throughout the round. For example, Sova and Skye’s abilities remain viable until the end.

Here are the best agents to pick on Haven.

  • S Tier: Sova, Skye, Jett, Neon, Cypher, Brimstone
  • A Tier: Killjoy, Cove, Viper, Iso, Omen, Kay/O, Chamber
  • B Tier: Reyna, Yoru, Astra, Fade, Gekko, Breach
  • C Tier: Sage, Harbor, Phoenix, Deadlock, Raze

Haven guide for attackers

Haven is a heavy attacker-sided map, with attackers usually having an above 50% win rate. This is because defenders are scattered across three sites, which means at least one site will always have only a single agent locking down entrances. Using intel-gatherers correctly can help break into bomb points, taking control of the map early in the round.

A site

Haven’s A site is easier to open when playing on contact. Don’t barge into A lobby making loud noises. Start by waking on the back of a Sova Drone. One teammate should always hold A short and not make any movements until the very last moment. Once players are near the little cubby outside of the lobby, they can request some smokes from Brimstone. Tower and defender entrance are two spots that should always be blocked.

Use Jett’s quick smoke to breach A site, then have a short player enter and take out distracted enemies.

Haven guide

Viper’s screen can isolate A site enemies, allowing entry via a diagonal wall. Ensure at least two players flank from A short to take out enemies behind the wall, or this tactic may fail. When executing, molotov every risky corner, including under the tower, defender entrance, and back of A, before planting the spike.

B site

Unlike A, where contact should be the priority, attackers should execute a fast B take. This is because B is easy for defenders to rotate to, and they can see you coming from far away, limiting your strategy. For this reason, hold mid window and stay hidden while teammates plant their abilities. Once Brimstone or Astra has smoked both links connecting the A and C sites, Sova can release a dart to reveal enemies hiding in the back of B.

Start rushing in fast with Brimstone’s Stim Beacon. As mentioned before, once defenders are aware of an attack, rushers don’t want to waste another second. Always check B boxes to the right, as defenders often hold this predictable angle, forcing incoming enemies into an odd aiming angle.

Prioritize planting the spike at mid window for optimal defense. However, if the enemy team has Sage, it’s crucial to have at least two teammates holding B site to guarantee the spike blows.

C site

Harbor isn’t the most popular agent in Valorant, but he’s an excellent hybrid on Haven. To enter C, always toss in Fade’s Haunt or Sova’s dart to get an idea of the enemy’s location. Once that’s done, release Skye’s Trailblazer to clear out close angles. Then, push into C alley behind Harbor’s Cascade. This wall will provide cover from back C.

Haven C site attacker guide

Make sure that the mid and C links are smoked out. After gaining site control, throw a molotov on all entrances after a few seconds to buy time for the spike plant. C is a massive site, so it’s recommended to have one player watch flanks. Deadlock or Killjoy should stay behind and lock down Haven alley. Deadlock’s Sonic Sensor is also an excellent tool to keep rotating enemies at bay.

Risk takers with a Harbor on the team can do an unorthodox strategy where the agent plants his bullet-proof smoke on the default site, pairing with Hide Tide to block out back B. Instead of picking duels, Harbor can quickly plant the spike under the dome while his teammates tackle the defenders.

Mid

Haven mid connects to C and B sites. Attackers must always smoke out the defender window if they want to go C. If the team is playing split, Skye players should always take the entry from mid, as their Trailblazer can help clear out close angles. If a Skye isn’t on the roster, send in a flasher like Breach or Gekko.

Once mid control is secured, prioritize entering through mid link to maintain a strategic advantage. Avoid the temptation to jump into the window, as this aggressive play can lead to a costly loss of a player as enemy rotations will be funneled through the B link.

Enter C and then hold the mid link to cut off all rotations. Sage players can plant a wall here to buy at least 30 seconds to assist teammates in locking down the site.

Haven guide for defenders

Defenders must work a tad harder to gain an edge on Haven. Set a goal of winning at least four or five rounds before side switch. Teams may be able to bounce back on the favorable attacking side.

In a full stack, winning more rounds on the defending side should be a breeze. The key is communication and picking the right set of agents. We recommend a composition of Sova, Chamber, Jett, Brimstone, and Cypher.

A site

A site should be guarded by two defenders. One should play passive on A link and the other from back A or under the tower. The A link player can alternate between A site, tower, and B link. The anchor must have all crowd control abilities, so you need an agent like Cypher or Deadlock on A. Set up Cypher’s trap on A entrance and double down on it with a Brimstone smoke. Enemies may be able to hear the buzzing sound, but smoke will ensure that it stays up.

Haven A site defender guide

A Sova or Raze on A site is even better. Early round intel can be a key to winning games in Haven. By releasing Sova’s drone or Raze’s BoomBot, players may check if attackers are making a move on A. If not, the anchor can lock down the site alone, putting more focus on B and C.

B site

B is a small site, and as mentioned before, it’s easy to rotate back into B. For this reason, we recommend placing only a single anchor on B with the A player staying alert for quick rotations.

To lock down B, place Killjoy’s Turret on top of the generator that would alert of any unwanted movements. They may also put down Viper’s smoke on the B entrance, which can be activated as soon as enemies are spotted by the Turret. Cypher’s Trip Wires also shine the most on B. Instead of just placing them at the entrance, plant them on the floor on the default spike site to delay the spike plant.

That way, agents can stay on other larger sites while B remains locked. If a player on B spots an enemy, picking fights is highly discouraged. The layout of this bomb point allows for easy retakes, so if the anchor spots multiple enemies rushing despite the lockdowns, it’s recommended to get to safety through C or A link.

C site

Defending Haven’s C site is no cakewalk because this site is open to mid and C main. One agent, preferably Chamber, should hold the defender window and plant his Trademark behind the door. The tiny eye can quickly catch incoming enemies, and Chamber should capitalize on their distraction and take them down. Sage’s wall is also a great tool to block doors, but make sure it’s placed diagonally. That makes it more difficult for attackers to break in.

Haven guide for mid

The C site anchor should always play passively, similar to the B anchor. We recommend posting a sentinel here who may gather intel. For example, if Killjoy is playing C, her swarms can be highly effective in slowing down pushes. Pair them with an Alarmbot and they may be able to lock down the site without any assistance.

If the team doesn’t have Killjoy, opt for Kay/O or Sova. Both can delay pushes for a few seconds and run to safety. Just toss Kay/O’s knife early in a Haven defense round and guide the team based on if it detects any enemies. Use this time to call for backup. If Chamber is playing mid, teams should have one extra player locking C without compromising mid doors.

For the bold, consider a daring diagonal Viper screen that seals off the cubby. Slowly walk forward and hide towards the far right of the cubby, where enemies won’t expect it. Even if they anticipate the move, they’ll be forced to contort their aim to an uncomfortable angle, leaving them vulnerable to a swift takedown.

Haven Viper smoke guide

Use this Haven guide to pick the suitable agents on Haven and place them on sites where they shine the most, resulting in more ranked game wins.

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