The informant who already knows where you are
See the agent page →Agent figurines, engraved LED crystals, keycaps and apparel. The part of your setup that will never win a duel.
From the discovery of Radianite to the conflict between the two Earths, the complete timeline of the VALORANT Protocol.
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Try the calculator →Icebox is the map where you fight up high as much as on the ground: both of its spike sites are played on two levels, linked by ropes. Calling an opponent without saying whether he is up high or down low is of almost no use here.
Icebox puts two spike sites face to face, linked by a tight middle, on a three lane layout. Its special feature is elevation: each site has a raised platform on which the Spike can be planted, reached by ropes, and A Site also has a horizontal zipline. In the lore, the map sits on an island in the Russian Arctic, around a container port and a dig site kept secret.
Icebox is the first map in the game where the spike sites are played on two levels: each site has a raised platform, reached by ropes, on which the Spike can be planted. A Site also has the first horizontal zipline in the game, which links its high positions. The thing to remember is that a player traveling on the zipline is perfectly visible and practically defenseless: you never take it in the open, but behind a smoke or while the team keeps the defense busy elsewhere.
On Icebox, callouts obey one extra rule: every call comes with an indication of height. Saying A tells nobody anything until you have said Belt, Nest or the ground.
| Callout | In plain English | Tactical role |
|---|---|---|
| A Main | The bottom of A Site | It refers to the lower level of A Site, as opposed to the platforms. It is the detail that is most often missing from a beginner's calls. |
| A Belt | The conveyor belt | A long platform fitted with a conveyor belt, running alongside A Site. A prime position for taking a duel at range and then falling back into cover. |
| A Nest | The nest on A | The raised platform overlooking A Site, reached by a rope and by the zipline. The Spike can be planted there, which changes the retake entirely. |
| A Pipes | The pipes | A raised position on the flank of A Site. It gives a view of the back of the site and often serves as a support position after the plant. |
| A Rafters | The rafters on A | The high area at the back of A Site, on the defender side. A flanking route and a favored retake angle. |
| A Screen | The screens | A landmark on the ground of A Site, near the control screens. A corner to clear before planting. |
| Mid Blue | The blue area | The mid area on the attacker side, named after the color of the containers. It links the spawn to mid, and then mid to Tube. |
| Mid Boiler | The boiler room | The position on the defender side that watches the whole length of mid. You only expose your head there, which makes it a very profitable angle. |
| Mid Pallet | The pallet | A landmark at the center of mid. Useful for pinning down a position in an area that is otherwise hard to describe. |
| B Green | The green area | The first of the two parallel routes towards B Site, on the attacker side. A narrow corridor lined with containers. |
| B Orange | The orange area | The second route towards B Site, reached from mid. It is the default entrance once the center is under control. |
| B Yellow | The yellow area | The large yellow container on B Site. A position that absolutely has to be cleared before planting, or the plant is made under watch. |
| B Garage | The garage | The covered space on the attackers' way to B. It serves as a staging point for regrouping before the entry. |
| B Snowman | The snowman | A landmark at the back of B Site, on the defender side. A retake angle and a common flanking position. |
| B Kitchen | The kitchen | The large room that links mid to B Site. Holding it lets you watch Tube and Orange at the same time, which makes it a major defensive post. |
| B Tube | The tube | The duct that goes down from mid towards the edges of B Site. A fast flanking route, often blocked by a wall on defense. |
| B Hall | The hall on B | The corridor extending Kitchen towards B Site. It lets you arrive above the defenders set up on the site. |
| B Back | The back of B | The back part of B Site, the furthest from the entrances. A fallback area for the defenders and a post plant position for the attackers. |
| B Cubby | The cubby on B | A small recess on B Site. A holding position after the plant, from which you can take a shot and then get back into cover. |
The callouts of Icebox, with their zone and their tactical role.
The high positions that command A Site, and the place where the plant is most often played. Neglecting them means planting under a defender's feet.
The large yellow container, to be cleared before any plant on B. A plant made without having dealt with it is defended from a position that is already being watched.
The link between mid and B Site. Holding it on defense lets you watch two entrances with one player, taking it on attack opens an arrival from above.
Sites on two levels, containers everywhere and a narrow middle: Icebox rewards the agents who isolate a portion of the ground and the ones who gather information on an area before the entry. Six names stand out, each for a different reason.
Riot Games' official map overview, useful for picturing the volumes and the heights before you set foot on it.
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Multi level sites, a zipline and calls that have to say the height: answers to the questions asked most often about Icebox.
It is rather demanding, without being incomprehensible. Its three lane structure stays classic, but the fights are played on two levels, which asks for a reflex that the other maps do not impose: checking the high positions before the corners on the ground. The many containers also create a lot of short angles, and therefore fast duels. A beginner mainly progresses here by working on their calls, because on this map a position with no indication of height means almost nothing.
The ropes let you climb onto the raised platforms of both sites, the ones from which the Spike can be planted. The zipline, for its part, is on the A Site side and links its high positions horizontally; it is the first of its kind to have appeared in the game. What the two have in common is vulnerability: while you are traveling, you are visible, predictable and very hard to defend. So you take them covered by a smoke, or at the moment when the defense is busy elsewhere, never out of habit.
Because the spike sites are played on two levels, which is unique to this map. Planting up high forces the defenders to climb in order to defuse, and therefore to expose themselves in a confined space, whereas a plant on the ground is easily watched from a platform. On defense the consequence is symmetrical: occupying a high level and a low level on the same site forces the attackers to deal with two problems instead of one. That is also why calls have to say the height, without which a piece of information is of no use.
The map asks for utility able to isolate a portion of the ground, because it is rarely possible to clear every angle of a site before planting. A controller who knows how to cut a site in two therefore completely changes the cost of an execute. An initiator able to gather information from a distance is valuable too, since the opponent can be above you as well as below. Finally, sentinels take on particular value here, both for holding a site with few players and for blocking the narrow links that the attackers use to get around.
Every map in the game, filterable by number of sites and by mechanic, each with its own detailed page.