Map · 2 sites

Abyss

🕳️ Secret base, chasm

Abyss is the only map with no boundaries: the void surrounds the ground and a fall is lethal. You die there as much from a wrong step as from a bullet.

The Abyss map in Valorant
LocationSecret base, chasm
Spike sites 2 sites
LayoutThree lanes, no boundaries
Mechanic Verticality
Added in2024
The ground

THE ABYSS MAP LAYOUT

Abyss puts two spike sites face to face, separated by a middle that a chasm cuts in two. The layout stays classic, three lanes, but the absence of boundaries changes everything: some areas can only be reached by jumping over the void, and a well placed ability can make an opponent fall. In the lore, the map sits in a secret facility suspended above a precipice.

Annotated callout map of Abyss
A Site A site with a single frontal entrance through A Main, plus the detour through the Vent from mid and the rope that climbs from the site up to A Tower. Defenders lean on the height of the tower and on A Security, set back towards their spawn.
Mid A wide area, but the chasm cuts it in two, with Library and Catwalk as corridors with very narrow sightlines. It is the most important area on the map, and the one where a placement mistake is paid for with a fall rather than with a duel.
B Site A site dominated by B Tower, approached head on through B Main and through the B Danger shortcut, an outside ledge that goes around the site. A rope also links B Main to Mid Bend, which speeds up the swing towards the center.

The void, the ropes and the Vent doors

Abyss is the only map in the game with no outer boundaries: the ground is edged by the void and a chasm cuts through mid, so <strong>every fall is immediately lethal, including when an enemy ability causes it</strong>. Some areas can only be reached by jumping over that void, and Catwalk can only be reached directly from Mid Top or Library by crossing the chasm to grab a rope. Three other ropes exist, from A Site up to A Tower, from B Main up to Mid Bend, and one in the attacker spawn. Finally, both entrances to the Vent are closed by doors that absorb bullets and damage for as long as they hold, whose color changes as they take damage, and the way stays open until the end of the round once the door is destroyed.

Vocabulary

ALL THE CALLOUTS ON ABYSS

On Abyss, callouts also serve as a warning: calling an opponent near an edge tells a teammate that he is risking something other than a duel.

Callout In plain English Tactical role
A Lobby The A lobby The attacker starting area on the A side. It opens onto A Main, the only frontal entrance to the site.
A Main A main entrance The only frontal attacking route into A Site. It is heavily anticipated, and it is rarely crossed without smokes and flashes.
A Bridge The bridge on A A crossing overlooking the void on the A side. An exposed walk, not one to start without knowing what is waiting on the other side.
A Link The A link The passage linking the A side to the rest of the map. A rotation route and a retake axis for the defenders.
A Tower The tower above A The high position overlooking A Site, reached by a rope from the site itself. A major defensive angle, to be dealt with before any plant.
A Vent The vent shafts A narrow passage linking the A side to mid. Both of its entrances are closed by destructible doors, which makes it a conditional flanking route.
A Secret The secret passage A narrow ledge on the outer edge of the map, used as a shortcut by jumping. One step too many there is fatal.
A Security The security post The area set back on the A side, near the defender spawn. A classic holding position and the starting point for retakes.
Mid Bottom The bottom of mid The lower part of mid, connected to the B side. A way through for building an attack through the center.
Mid Top The top of mid The upper part of mid. It is one of the two places from which you can attempt the jump to Catwalk.
Mid Bend The bend in mid The bend in mid, linked to B Main by a rope. It allows a quick swing between the center and the B side.
Mid Catwalk The walkway across mid The high walkway in mid, leading towards the Vent and the A side. It can only be reached directly by jumping over the chasm to grab a rope.
Mid Library The library The room with shelves that offers hard cover, on the B Site side. Its very narrow sightlines make it a corridor that favors precision weapons.
B Lobby The B lobby The attacker starting area on the B side. It leads to B Main and to the edges of mid.
B Main B main entrance The frontal attacking route into B Site. A rope there lets you climb to Mid Bend, so you can swing towards the center without backtracking.
B Link The B link The passage linking B Site to the rest of the map. A rotation axis for the defenders and a retake axis after a plant.
B Tower The tower above B The high position dominating B Site. It sees the plant area and forces utility before any entry.
B Nest The nest on B A support position on the edges of B Site, used by attackers to back up an entry. An angle to check on a retake.
B Danger The ledge around B The outside ledge that goes around the back of B Site, taken by jumping. It offers a second entrance to the site, at the cost of a risk of falling.

The callouts of Abyss, with their zone and their tactical role.

Remember

THE KEY POINTS OF THE MAP

Mid

Mid Catwalk and the chasm

The walkway can only be reached directly by jumping over the void to grab a rope. A missed jump does not cost a position, it costs the player.

A Site

A Vent and its doors

The only way into A other than A Main. The Vent doors therefore decide whether a pincer attack on this side can exist at all.

B Site

B Danger

The outside ledge that goes around B Site. It gives the attackers a second entrance that A Site does not have, provided they accept the risk of falling.

Gameplan

THE COMMON STRATEGIES

Attacking

Use the void instead of suffering it

  • Open the Vent doors early when an attack on A is on the table, because otherwise only the frontal entrance is left.
  • Combine B Main and B Danger to take B Site from two directions instead of one.
  • Deal with the high positions, A Tower and B Tower, with utility before any entry onto a site.
  • Use the abilities that move an opponent near the edges, where a single step back is enough to make him fall.
Defending

Hold the height, watch the shortcuts

  • Occupy the towers, which see the plant areas and let you contest without exposing yourself on the ground.
  • Watch the Vent doors, because breaking them is audible and announces a flank towards A.
  • Place a trap or a camera on B Danger, the outside shortcut that goes around B Site.
  • Avoid taking a duel with your back to the void, where the smallest shove is more dangerous than a burst of fire.
Media

DISCOVER ABYSS ON VIDEO

Riot Games' official map overview, useful for picturing the volumes and the heights before you set foot on it.

Map overview

The video only loads when you click, so it does not slow the page down.

Explore

THE OTHER MAPS

FREQUENTLY ASKED QUESTIONS ABOUT ABYSS

A map with no boundaries, destructible doors and jumps over the void: what players ask most often about Abyss.

Its layout is simple, but it punishes in a way that no other map does. Two sites and a middle is quick to remember, and a beginner will not stay lost for long. The absence of boundaries, on the other hand, turns every sloppy movement into a risk of death, which is unsettling at first. The right reflex is to play a few games watching mainly where you put your feet, before trying to use the shortcuts.

The ground is edged by the void and a chasm cuts the middle in two. Every fall is immediately lethal, with no gradual damage and no way to catch yourself. That also applies when an opponent moves you with an ability, which makes some duels near the edges very asymmetrical. The other way round, this constraint becomes a tool: pushing an opponent into the void is a kill like any other, and several areas can only be reached by jumping over the precipice.

The Vent is the passage linking the A side to mid, and both of its entrances are closed by doors that absorb bullets for as long as they hold. Their color changes as they take damage, which tells you how far along they are, and once they are destroyed the way stays open until the end of the round. The ropes, for their part, build the verticality: one climbs from A Site up to A Tower, another links B Main to Mid Bend. The walkway in mid is a special case, since you can only reach it directly by jumping over the chasm to grab a rope.

The map favors mobile agents, able to cover a distance without depending on a risky jump. A controller is still essential, since both sites are overlooked by a high position that has to be blinded before you enter. An initiator who can gather information from a distance gives a lot here, because going to check an angle yourself sometimes costs more than a position. Finally, a sentinel takes on particular value on A Site, whose frontal entrance is the only one, and for watching the outside shortcuts that attackers take by jumping.

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