Valorant Callouts: Complete Guide
When playing Valorant, effective communication is key. To effectively and quickly inform their allies about enemy positions, players rely on Valorant callouts. These are short phrases used to describe specific locations on the map where opponents are located. In this guide, we'll dive into the importance of callouts, provide a list of key terms for each map, and give tips on how to use them effectively.
What are Callouts in Valorant?
Valorant Callouts are terms or phrases that players use to communicate the location of enemies, allies, or important points on the map. Instead of saying "right side of point A", players use short callouts, such as "U-Hall" on Bind. This saves time and helps the team get their bearings faster.
Why are Callouts important?
Valorant is a dynamic shooter that requires quick and accurate decisions. The correct use of callouts gives you a significant advantage, allowing your team to make swift strategic moves. Effective communication can positively influence the outcome of a round. However, incorrect or confusing information can have the opposite effect, potentially costing you the game. Therefore, mastering the various Valorant maps with callouts is crucial for any serious player aiming to improve their gameplay.
Basic Callouts for each map
There are currently 11 maps in Valorant and each of them has its own unique points that you will definitely need to explore if you plan to climb the ranking list. Below we will provide you with detailed names of all Valorant callouts map, indicating important locations.
Bind
Bind is known for its unique teleporters that allow you to quickly change sides of attack. Here are some of the most important valorant bind callouts you should know:
Zones A Site
- A Lobby – Initial zone for attackers before advancing to A Site.
- A Bath (or Showers) – The room leading to A Site.
- A Short – Short way to A Site, connects A Lobby with a dot.
- A Cubby – A small niche next to A Site, where you can hide to wait for opponents.
- A Lamps (or U-Hall) – Room next to A Site, allowing defenders to control exits to the point.
- A Tower – High position near A Site, providing additional visibility to the point.
B Site Zones
- B Lobby – Starting point for attackers before advancing to B Site.
- B Long – Long corridor leading to B Site.
- B Garden – Area near B Site, which can be used to control entry to a point.
- B Site – Area for placing a spike on point B.
- B Elbow – Plot next to B Site, where players can hide and control entrances.
- B Hall – Passage connecting B Site with Defender Spawn, providing the opportunity for flanking maneuvers.
Zone Mid
- B Link – Passage connecting B Lobby And Mid, allowing players to quickly move between sides of the map.
- B Window – Window overlooking B Exit, suitable for zone control.
- A Link – Connection between A Short and the central part of the map, which allows attackers to maneuver.
- Mid Teleport – Teleport, allowing players to move from one part of the map to another, creating unexpected movements for attack and defense.
Teleporters
- A Teleport – Teleport located near A Exit.
- B Teleport – Teleport nearby B Lobby, moving players to A Bath (Showers), providing the opportunity for a surprise appearance on the opposite side.
Haven
Haven is unique with its three spike installation points, requiring players to memorize additional haven callouts. This map demands effective communication across all sites to manage the multiple points of engagement.
A Site Zones
- A Lobby – Starting point for attackers before advancing to A Long or A Short.
- A Long – Long corridor leading to A Site.
- A Short – Short way to A Site, which can be used to quickly reach a point.
- A Site – The main area for setting the spike is at point A.
- A Tower – High position next to A Site, allowing you to control approaches to the point.
- A Link – Passage connecting A Short with Mid Courtyard.
B Site Zones
- B Site – The central point for setting the spike, located in the center of the map.
- B Back - Rear end B Site, providing additional cover for players and the ability to control the point from different angles.
- Mid Courtyard – Open area leading to B Site.
- Mid Window – Window facing Mid Courtyard.
C Site Zones
- C Lobby – Initial zone for attackers before entering the C Long.
- C Long – Long corridor leading to C Site.
- C Short – Short way to C Site, providing a different angle of attack.
- C Site – Area for placing a spike at point C.
- C Cubby – A small corner near C Site, where players can hide for an ambush.
- C Window – A window allowing players to view C Site from a safe position, convenient for quick firefights.
- C Link – Passage connecting C Site with Mid Courtyard, allowing players to quickly move between points.
Zone Mid
- Mid Courtyard – An open area in the center of the map, allowing players to quickly move between sites A, B and C.
- Mid Doors – Doors located in the center of the map and leading to C Short.
- Mid Window – A window providing an overview of the center of the map.
Split
Split is known for its verticality, with many sections like "Heaven" that provide top-down control. Below we will describe in detail all existing callouts on Split.
A Site Zones
- A Lobby – Starting point for attackers before advancing to A Main.
- A Sewer – A long narrow corridor connecting A Lobby And Mid Bottom.
- A Main – Main corridor leading to A Site.
- A Ramps – Ramps leading from A Main To A Tower.
- A Rafters – Platform above A Site, which allows defenders to view the site and control enemies from above.
- A Screens – Room next to A Site, which provides additional cover and visibility to the point.
- A Tower – High position next to A Site, which allows you to control approaches to the point and gives a strategic advantage in defense.
B Site Zones
- B Lobby – Starting point for attackers before advancing to B Main.
- B Main – Corridor leading to B Site.
- B Tower – High platform next to B Site, which allows defenders to view the site and control enemies.
- B Rafters – Upper part B Site, providing visibility and a high position for defenders.
- B Stairs – Stairs next to B Site, leading to the platform and allowing you to control the entrance to the point.
- B Alley – Small passage at the back B Site, which is used for maneuvers and traversal.
- B Back - Rear end B Site, where defenders can hide and control entry routes.
Zone Mid
- Mid Bottom – Lower part of the central zone, allowing access to both points. A place where skirmishes between teams often occur.
- Mid Top – The upper part of the central zone, providing an overview of the center and allowing control of approaches to points.
- Mid Mail – A small room in the center of the map, used to control the middle and connect to B.
- Mid Vent – Passage from the center of the map to A Site through the ventilation duct.
- B Link – Corridor connecting B Lobby with Mid Bottom, allowing players to quickly move between Center and B.
Ascent
Ascent includes both open spaces and narrow corridors. We will present you with a complete description of all callouts on the Ascent map.
A Site Zones
- A Lobby – Starting point for attackers before entering the A Main.
- A Main – Long corridor leading to A Site.
- A Site – The main area where attackers can set up a spike.
- A Rafters – High platform above A Site, which allows defenders to control the entrances to the point.
- A Garden – A small area connecting A Site with Mid Market.
- A Window – A small window allowing defenders to look into A Main and prevent the attack.
- A Link – Passage connecting Mid Bottom with A Site.
B Site Zones
- B Lobby – Initial zone for attackers before entering the B Main.
- B Main – Corridor leading to B Site. Attackers must control this area to reach point B.
- B Site – Main area for spike installation.
- B Back - Rear end B Site, giving defenders the opportunity to hold a point from different angles.
Zone Mid
- Mid Top – The upper level of the central zone, providing a view of the Mid Courtyard.
- Mid Courtyard – Open area in the center of the map.
- Mid Link – Corridor connecting B Lobby with Mid Courtyard.
- Mid Catwalk – Narrow passage leading to A Window and providing access to Mid Courtyard.
- Mid Cubby – A small corner in Mid Courtyard, where players can hide in anticipation of enemies or use it for ambush.
- Mid Bottom – Bottom part Mid Courtyard, providing access to both points and suitable for maneuvers in the center of the map.
- Mid Pizza – A small area located near Mid Market.
- Mid Market – The area connecting the center of the map with B Site.
Icebox
Icebox is a challenging map with verticality and many tight corners. Understanding specific icebox callouts can greatly improve your team's coordination and effectiveness during matches.
A Site Zones
- The Belt - a passage leading from the attacker spawn to point A.
- A Nest - a high area on A Site from which you can inspect and defend the point.
- A Pipes - Part A Site, where there are pipes that players can use for cover and fire.
- A Rafters - an area with a ledge or beams at point A.
- A Screen - a wall or barrier that separates point A from the passages, allowing defenders to remain behind cover and control the attackers' approaches.
B Site Zones
- B Garage - an area next to B Site, leading from the attackers' spawn and giving the opportunity to approach point B from different sides.
- B Green - an open area in front of B Site, through which attackers often approach the point.
- B Tube - is a narrow tunnel leading to point B.
- B Cubby - a small recess on B Site, allowing you to hide and take covert positions.
- B Yellow - a yellow container located near point B.
- B Orange - An area with orange containers on Site B that attackers and defenders can use for cover.
- B Snowman - Snowman area located on the back side of B Site. Defenders often use it defensively.
- B Back - The back of Point B, where defenders often take up positions to hold off attackers.
- B Hall - a corridor leading to point B, through which defenders and attackers can quickly pass to other zones.
- B Fence - a fence near B Site that players can use for cover and control the area around the point.
Zone Mid
- Mid Blue - The area of the center of the map leading to point B allows attackers to quickly change the direction of attack.
- Mid Pallet - An area with wooden pallets in the center of the map, often used as cover and an intermediate path.
- Mid Boiler - a central zone with a boiler room, connecting Mid and B Site.
- Mid Kitchen - The kitchen is in the center of the map, leading to B Site.
- Mid Bottom - the lower center of the map, located next to the attacker spawn, giving access to Mid Blue and other areas.
Breeze
Known for its open spaces, Breeze often involves long-range engagements. Familiarity with breeze callouts helps in optimizing positioning and controlling key areas to gain an advantage over the enemy team.
A Site Zones
- A Main - the main entrance of attackers to point A, where clashes with defenders often occur.
- A Hall - a corridor leading from Mid Top to point A.
- A Pyramids - An area with two large pyramids on point A, which are used for cover and control of the point.
- A Metal Doors - a metal door through which you can go from Mid Top to point A.
- A Rope - a small area with a rope that leads to A Hall.
- A Shop - A side area near point A that can serve as an additional route for attackers.
- A Cave - the area at the entrance to point A from the attacking side, leading to A Main and A Pyramids.
B Site Zones
- B Main - the main entrance for attacking point B.
- B Elbow - a narrow corridor connecting B Main and B Back.
- B Window - a small window that allows attackers or defenders to inspect the B Site and control approaches.
- B Back - The back of Point B, where defenders often take positions to hold off an attack.
- B Tunnel - a tunnel connecting B Site to Mid.
- B Side Arches - An area on the back side of the map, next to Defender Side Spawn, that allows defenders to quickly move to point B.
Zone Mid
- Mid Top - the top center of the map, connecting A Site and B Site.
- Mid Wood Doors - wooden doors in the center of the map, connecting Mid to point A.
- Mid Chute - a passage through the center, giving players additional routes to move.
- Mid Stack - an area with boxes or crates that can be used for shelter.
- Middle Pillar - an area with a central column, around which there is often a fierce struggle for control of the map.
- Mid Cannon - part of the central zone with a cannon, which provides additional cover and visibility.
- Mid Bottom - The lower center of the map leading to Attacker Side Snake and other areas.
Fracture
Fracture is unique in that players can attack from multiple directions at once. In this section we will take a detailed look at all the callouts on Fracture.
A Site Zones
- A Main - the main entrance for attacking point A.
- A Rope - An area with ropes connecting A Main and A Door.
- A Door - a door that opens access to point A and connects A Rope and A Hall.
- A Hall - a corridor leading from A Door towards the center of the map.
- A Link - A small area connecting A Site to other parts of the map and leading to Defender Side Spawn.
- A Drop - a high ledge from which you can jump to point A.
B Site Zones
- B Main - the main entrance for attackers to point B.
- B Tunnel - tunnel leading to B Main.
- B Tree - a small area next to B Main, giving players the opportunity to take cover or look around before entering the point.
- B Tower - a high-altitude area giving an overview of point B and adjacent areas.
- B Arcade - a passage located on the right side of B Site.
- B Bench - an area near B Arcade, used for cover and control of approaches to point B.
- B Link - A connecting zone between B Site and the rest of the map, often used to rotate defenders.
- B Canteen - an area located next to B Site where defenders can control approaches to the point and intercept attackers.
- B Generator - part of the B Site, where defenders or players who set a spike can take cover.
Neutral zones and corridors
- Attacker Side Spawn - the place where the attackers start the game.
- Defender Side Spawn - spawn location for defenders.
- A Dish - area near point A leading to A Gate.
- A Gate - a passage connecting the Attacker Side Bridge to point A.
- Attacker Side Bridge - a bridge located between two sides of the map, allowing attackers to quickly change the direction of attack and move between points.
Sunset
Sunset is characterized by its open areas and numerous hiding spots. Knowing the Sunset callouts is crucial for navigating this map effectively and avoiding ambushes.
A Site Zones
- A Lobby – Initial zone for attackers before advancing to A Main.
- A Main – Main passage leading to A Site.
- A Site – The main area for setting the spike is at point A.
- A Alley – Alley located next to A Site and providing an additional path to the point.
- A Elbow – A small area next to A Main, where players can hide while waiting for opponents.
- A Link – Passage connecting A Site with the central part of the map, allowing you to quickly move between zones.
B Site Zones
- B Lobby – Initial zone for attackers before advancing to B Main.
- B Main – Main passage leading to B Site.
- B Site – Area for placing a spike on point B.
- B Boba – Plot next to B Site, where players can take positions and control access to the point.
- B Market – An area near the central part of the map that connects mid to B.
Zone Mid
- Mid Bottom – The lower part of the central area, providing access to both points and suitable for maneuvers on the map.
- Mid Courtyard – An open area in the center of the map that allows players to quickly move between zones and control the middle of the map.
- Mid Tiles – A small part of the mid lane where you can take a position to wait for opponents.
- Mid Top – Top center area for added visibility and control over the map.
Lotus
One of the few maps with a rotating gate. If you want to know more about the key points on this map, below are all the known callouts for Lotus.
A Site Zones
- A Lobby – Initial zone for attackers before advancing to A Main.
- A Rubble – The area in front of the entrance to A Site, providing cover and the ability to move covertly.
- A Root – Small area next to A Main, used for shelter.
- A Door – Login to A Site, through which attackers can penetrate the point.
- A Tree – An area near point A that can be used for covert surveillance of the enemy.
- A Hut – Building next to A Site, providing additional cover for defenders.
- A Stairs – Staircase leading to A Site, providing defenders with additional cover.
- A Drop – A small ramp near point A, used for quick maneuvering.
- A Top – High position on A, allowing control of point entries.
B Site Zones
- B Main – Main passage leading to B Site.
- B Upper – High point near B Site, providing control over the entrance.
- B Pillars – An area with pillars next to B, providing cover and control of approaches to the point.
- B Waterfall – An area in front of point B that can be used for a covert approach.
C Site Zones
- C Lobby – Initial zone for attackers before advancing to C Hand.
- C Mound – A high ground area near Point C that allows players to gain a high position to control approaches.
- C By – Entrance to C, through which attackers can enter the point.
- C Hand – Main corridor leading to C Site.
- C Bend – Curved area next to C Site, providing additional cover.
- C Hall – An area near point C, used for movement and territory control.
- C Gravel – Area next to C Site, providing the opportunity for cover and control over the point.
Zone Mid
- A Link – Passage connecting A Main with the central part of the map, allowing players to quickly move between points.
- C Link – Passage connecting C Hand with the central part of the map and allowing you to maneuver between zones.
Pearl
Another map with many narrow spaces behind which the enemy may be waiting for you. To avoid falling into the enemy’s trap, communicate with your team and the callouts on the Pearl map will help you with this.
A Site Zones
- A Main – Main passage leading to A Site.
- A Flowers – Small area in front A Site, providing cover for defenders.
- A Secret – Hidden part next to A Site, where players can ambush.
- A Dugout – Cover at site A, allowing defenders to remain invisible to attackers.
- A Link – Passage connecting A Site with the central part of the map, providing the ability to quickly move between zones.
- A Art – The room located next to the central part of the map and leading to A Link, used to control approaches to A.
B Site Zones
- B Main – Main passage leading to B Site.
- B Hall – Area near B Site, used to control a point and hold positions by defenders.
- B Screen – Area around B Site, providing cover and visibility to approaches.
- B Link – Corridor connecting B Main and the central part of the map, allowing attackers to maneuver and move between zones.
- B Tower – A high point on B, allowing defenders to control exits and observe the actions of the attackers.
- B Tunnel – A tunnel connecting the central part of the map to the area next to B Site, allowing for covert movements.
Zone Mid
- Mid Plaza – An open area in the center of the map that allows you to control movement between points A and B.
- Mid Connector – Corridor connecting the central part of the map with the zone A Link. Used to quickly move between points.
- Mid Doors – Doors that provide access to the central part of the map and allow movement between zones to be controlled.
- Mid Shops – Shops in the central part of the map, where players can take cover and wait for opponents.
- Mid Top – The upper center of the map, allowing defenders to observe the movements of attackers.
Abyss
The latest map added by Riot Games, with a lot of vertical dots. Even though this is a new map, players have already come up with names for callouts on Abyss.
A Site Zones
- A Lobby – Initial zone for attackers before advancing to A Main.
- A Main – Main passage leading to A Site. The main path for attackers.
- A Tower (A Heaven) – High point with a view of A Site, allows defenders to control the point from above.
- A Link (Lights) – The passage connecting the central area of the map with point A is used for quick flanking maneuvers.
- Backsite - Rear end A Site, where you can hide and hold the defense.
- Top Site – The top section on site A, providing a strategic advantage for observing opponents.
- Default – The recommended place to install the spike is at point A.
- Hell – Low zone under A Tower, where defenders can take cover and wait for an attack.
- Bridge – A bridge connecting some parts of the map near point A.
- Plat – Platform next to A Main, providing cover for defenders.
B Site Zones
- B Lobby – Rally zone for attackers before advancing to point B.
- B Main – The main passage to point B, used by the attackers.
- Pills – Column near B Site, used as shelter.
- Ramp – A slight descent leading to point B, suitable for protection and cover.
- Tetris (Default) – The recommended place to install the spike is on point B, located near Tetris.
- Backsite – The back of site B, where you can hide and hold the line.
- Rafters – Platform above point B, providing a high defensive position.
- B Tower (B Heaven) – High point with a view of B Site, a strategic location for defenders.
- B Link – A passage connecting point B to the central part of the map.
- Basement – The lower part near point B, used for a covert approach to the point.
Zone Mid
- Library – The central zone, serving as a link between A and B, allows you to control the map.
- Bookshelf – Area near Library, where players can hide.
- Top Mid (U-Hall) – The upper part of the center of the map, providing control over the central zone.
- Gap – A narrow passage in the central part of the map.
- Carpet (Bottom Mid) – Low center part, easy to move and control.
- Stairs – A staircase in the center of the map connecting the different levels.
- Vents – Ventilation in the center of the map, often used for unexpected flanks.
- Catwalk – Path along the wall, suitable for stealth movement and flanking.
How to Learn and Remember Callouts
You need practice and that's all. Callouts is not something you need to memorize, just play for fun and listen carefully to what your allies say. However, if you want to speed up the process, follow a few simple tips:
- Use custom games: Spend time in single player to explore the map.
- Practice with friends: Playing with a team and getting feedback will speed up learning.
- Playing Ranked Games: Using callouts in ranked games will help you learn all the names faster.
Effective Communication Strategies
If you have mastered all the known callouts, this does not mean that you need to use them endlessly, you need to take into account the situation and sensibly assess the situation. After all, sometimes unnecessary information can confuse you or your ally. To use callouts more effectively just follow these three simple rules:
- Be brief: Use precise terms such as "A Heaven" instead of long descriptions.
- Avoid information overload: In a tense situation, do not overload the team with information.
- Balance your communication: Too much information can be distracting, but silence also creates gaps.
Tips for Newbies
If you are a new player, then it will probably be difficult for you to remember such complex callouts as "Bookshelf" or "A Dugout”, so it’s better to concentrate on simpler terms. There are identical points on many maps that have similar names, so pay attention to them first.
- A and B points on every map.
- Heaven: Any raised area near the installation point.
- Short и Long: Indicates the length of the path to the point.
- Main: Main entrance to the point.
Common Mistakes
- Excessive use of callouts: Repeating the same place can cause confusion.
- Unknown terms: Use common terms for clarity.
- Ignoring allied callouts: It is important not only to speak, but also to listen.
Knowledge callouts in Valorant is an important skill for any player looking to improve coordination and win matches. By learning the callouts for each map and practicing them regularly, you will improve your level of play and ensure more wins for your team. With experience and practice, using callouts will become a natural skill for you.
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