Map · 3 sites

Haven

🇧🇹 Bhutan

Haven is the only map in Valorant that offers three spike sites. Five defenders for three sites means there is always a less guarded place: the whole round consists of finding it before it closes up again.

The Haven map in Valorant
LocationBhutan
Spike sites 3 sites
LayoutThree sites
Mechanic No mechanic
Added in2020
The ground

THE HAVEN MAP LAYOUT

Haven lines up three spike sites, A, B and C, linked to one another by short passages that players call the links. The middle opens onto a large central courtyard that serves both B Site and the Garage, itself the gateway to C. In the lore, the map sits in Bhutan, in a mountain monastery turned into a secret facility.

Annotated callout map of Haven
A Site Two attacking routes: A Long from A Lobby, and A Short (Sewers) from the central courtyard. The raised position of Heaven dominates the plant area and remains the hardest defensive angle to dislodge.
Mid An open courtyard leading to the Garage doors on one side and to the entrance of B Site on the other. It is the crossroads of the map: holding it means threatening B and C in the same movement.
B Site A small site set into the center of the map, with B Main as its only frontal entrance and two links on the sides. It is taken quickly but held badly, because the defenders come back to it from both flanks at once.
C Site A wide site, opened by the C Long corridor and by the Connector from the Garage. The distances there are long and reward precision weapons as well as raised positions such as Platform.
Vocabulary

ALL THE CALLOUTS ON HAVEN

On a map with three sites, callouts count double: passages that look alike, and a vague call that sends the whole team to the wrong place.

Callout In plain English Tactical role
A Lobby The A lobby The first area the attackers cross on their way to A. It opens onto A Long and is easily watched with utility from the site.
A Long The long way into A The main attacking route into A Site, long and open. The defenders take long range duels there from the site or from Hell.
A Short (Sewers) The short way into A The second way into A Site, from the central courtyard. Short is the name heard most often, and Sewers stays very common in writing.
A Heaven The balcony above A The raised position overlooking the whole plant area of A Site. A well placed defender sees both entrances from there and forces a flash or a smoke before the entry.
A Hell Under the balcony on A The area located under Heaven, also called Bottom A. It offers cover facing A Short and a view of the players arriving through A Long.
Bricks The bricks A forward recess in A Long, named after the pile of bricks on the ground. An aggressive position for the defenders looking for information early in the round.
Mid Doors The doors in mid The passage between the central courtyard and the Garage, often called Double Doors. A noisy and narrow way through, and therefore easy to trap.
Mid Courtyard The central courtyard The large grassy area at the center of the map, which feeds B Site, the Garage and A Short (Sewers). Crossing it without a smoke amounts to exposing yourself to several angles at the same time.
Mid Window The window in mid The opening overlooking the central courtyard on the defender side. One of the best information positions on the map, and one of the first to smoke on attack.
Garage The garage The covered space that links the central courtyard to C Site. Taking it opens a second entrance onto C and cuts the defense in two.
B Main B main entrance The frontal entrance to B Site from the central courtyard. Narrow and anticipated, it is rarely crossed without smokes and flashes.
A Link The A link The corridor linking A Site to B Site. A major rotation route for the defenders and the favored retake axis after a plant on B.
C Link The C link The symmetrical corridor linking C Site to B Site. Together with A Link, it lets the defenders come back onto B from both sides at once.
B Back Site The back of B The back part of B Site, sheltered by a partition that bullets go through. A holding position for the defenders and a post plant position for the attackers.
C Lobby The C lobby The attacker starting area on the way to C Long. It is far from everything else, which makes the trip back towards mid very slow in case of a swing.
C Long The long way into C The long, almost straight corridor leading to C Site. The only genuinely long sightline on the map, and therefore the natural ground of the Operator.
C Cubby The cubby in C Long A small recess along the way through C Long, the only cover in the corridor. Much used to hold a forward angle or to cover the Spike after the plant.
Connector The connector The passage that goes down from the Garage towards C Site. It gives the attackers a second entry axis once the Garage is under control.
C Platform The platform on C The raised platform at the back of C Site. It covers C Long and the Connector while still allowing you to disengage backwards.
C Back Site The back of C The back part of the site, where the Logs and Ninja corners are also found. An area to prefire systematically on a retake.

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

Remember

THE KEY POINTS OF THE MAP

Mid

Garage

The pivot of the map: it links the central courtyard to C Site through the Connector. The team that holds it chooses where the round is going to be played, the other one suffers it.

B Site

A Link and C Link

The two corridors that frame B Site. Planting on B without having smoked or watched them amounts to accepting a retake from both sides at the same time.

A Site

A Heaven

The balcony overlooking A Site. A single defender sees both entrances from there, which forces the attackers to spend utility before they even enter.

Gameplan

THE COMMON STRATEGIES

Attacking

Stretch the defense before choosing

  • Occupy two distant areas at the start of the round to force the defenders to spread out over the three sites.
  • Take the Garage early, because it opens the Connector towards C while threatening the central courtyard.
  • Smoke A Link and C Link before entering onto B, or the retake arrives from both sides.
  • Swing fast once the least defended site has been identified, leaving one player back to cover the return of the defenders.
Defending

Delay everywhere, regroup in the right place

  • Entrust a whole site to a sentinel and to their traps, so as to free players up for mid.
  • Take a forward contact on Bricks or in the central courtyard, then disengage as soon as the information is obtained.
  • Deny the Garage with utility rather than with a duel in the open.
  • Prepare the retake of B through A Link and C Link at the same time, never through a single entrance.
Media

DISCOVER HAVEN ON VIDEO

A video to discover the map, useful for picturing the volumes and the heights before you set foot on it.

Discover the map on video

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

Explore

THE OTHER MAPS

FREQUENTLY ASKED QUESTIONS ABOUT HAVEN

Three sites, a contested garage and constant rotations: what players ask most often about Haven.

Yes, provided you accept that there are more names to remember than anywhere else. The map asks for no particular mechanic: no teleporter, no door, no zipline, only corridors and sites. A beginner can therefore concentrate on the fundamentals, that is to say crosshair placement, listening and communication. The third site simply makes the calls more important: saying B while you are on C costs the round.

Because five defenders cannot cover three sites with the same density. There is always a site held by a single player, and the job of the attackers is to find which one before the rotations get organized. That makes fakes far more effective than on a map with two sites: noisy pressure on A can be enough to empty C. On defense the consequence is the opposite, you have to delay everywhere and regroup in the right place rather than hope to win every one on one duel.

The Garage is the most useful area on the map, but entering it in the open is a bad calculation. It links the central courtyard to C Site through the Connector, and holding it gives the attackers two entry axes onto C instead of one. On the defending side, losing it does not lose the round, provided you know it in time and pull the players concerned back. The right approach is to contest it with utility, smokes, flashes or traps, rather than by committing to it blindly.

The logic of the map pushes towards a team that produces information and knows how to hold a site with few players. A sentinel able to lock a site down on their own immediately frees a player up for mid, and an initiator gives the information that triggers the right rotation. A controller remains essential for cutting off A Link and C Link around B Site, which is impossible to keep otherwise. The duelist, in turn, serves mainly to dislodge the players hidden in the many corners of the map rather than to open up wide spaces.

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