In Valorant, proper positioning is essential for effective team coordination; players should always position themselves so they can support teammates within half a second, enabling perfect refra and crossfire setups. This means asking yourself if your teammate can die from an angle without you being able to fight or refra them in less than half a second—if the answer is yes, your positioning is bad.
Deep Dive
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Deep Dive
Winning is simple if you understand this concept.
Added:Last player standing.
>> This was also a bad play and very bad positioning. You always want to position yourself in a way where you can play a perfect refra game and perfect crossfire setups with your teammates. Like you just want to always ask yourself, can my teammate die from some angle without me being able to fight with him or refra him in less than half a second? If the answer is yes, your positioning is bad.
We know that Club is in the sealong. We got that info and she did this type of a smoke. The best that you can do is play from this position and hold the left peak from the smoke while your Raina is doing this. You take a fight, you can reset and just wait for Raina to get ready for that fight and fight together.
If Raina takes a fight on the right side, you're instantly there to do this.
Today at our coaching table, we have our friend Kura who is a Omen main playing on Haven and he is the Ascendant 2 peak.
You know, this is a diamond three VOD review, but we're going to call it Ascendant because he's a peak ascendant two player and he doesn't play that much. [ __ ] it. Same as with any other VOD review that we do. First thing you ask yourself, what is the map that I'm playing? How should I play that map?
What is the enemy team comp? What is my team comp? And what should I expect and do about it? So, Hid is a slow rotation map on a defender side. Uh, basically from the round number five, your rotations need to be based on uh certain information that you gathered in that round or in the previous rounds. You cannot just rotate however and whenever you want. But in the first four rounds, you should be doing the fast rotations on the first contact between you, your and enemy team before we, you know, gather enough information, you know, how the enemies are actually attacking. Now uh on Haven your default site number one play a site number two c set number three bite but hear me out. Uh first round you always play on A and you always gamble on the A site. Second round no matter if you win or lose the first round you always play in the garage and you keep the gar get control and play fast rotations between C and B.
Why? on Haven. Whenever enemies on the attacker side are ecohaler bonus, chances are 80% that some contact between your team and enemy team is going to happen here. Not not some contact like the first uh the first contact where your teammates have very high chances of making some kind of a mistake and dying. Now on Haven, whenever you have no idea where the enemies are going to go next, what are the enemies going to do? Just start either in getage or on the B site and simply play fast rotations left and right. But before we continue, I just want to give a huge thanks to Aniba for sponsoring today's video. Aniba.com is a gaming marketplace with over 40,000 gaming products for both PC, console, and even mobile gamers. They'll bring you the best deal for any gaming title, and with just a few clicks, you're playing your favorite game. Also, if you ever have any issues, they offer 247 support that will help you with any concerns regarding your purchase. So, it is safe, secure, and reliable. If you're watching this video, you're probably a Valerant enjoyer. And Aniba got you covered with Valerant points as well.
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Make sure to check out ana.com by using the link in my description. In the first round with Omen, obviously, you know, classic shorty strategy. Drop a shorty here. Get a classic. And you can get either a light shield with a one shrouded steps or you can go for two smokes, paranoia, and one shrouded steps. The round starts. You shuffle and jiggle the weapons like this.
With only two drops, you end up in this position holding this angle and deleting an enemy for free. If enemies are droning you or something like that, you can deploy a smoke like this, play in this corner, dodge the enemy's recon abilities, [ __ ] up the enemies, and you can either go for an aggressive play or just reset yourselves towards the site and defend the site together with your teammates. I fully covered, you know, how should you play this strategy and all of the variations of this strategy in the rank playbook on my Discord server and you have the access to that playbook obviously and enemy team compositions. Let's talk about that.
Team comps in general. So, your team component defender side is uh okay, you know, we don't lack anything. We can create some double bait and triple bait setups with our jet. That's also good.
Something that we should note down. Uh, and we just need to pay attention, you know, what type of utility Killjo is deploying on the map because I can already see on the mini map like Kiljo setup is horrendous. Like literally, we have nothing for the B site. This this seasite uh turret is horrible. We need to correct that and we need to tell the Killjoy, killjoy brother, can you do a different setup with Killjoy in the first round? You need to have a turret that is placed here and that sees both enemies in the garage and sealong as well. When it comes to the enemy team comp, they have cipher. Maybe going for some flanks and lurks is not a good idea. Uh we need to track uh where the enemy Yoru is putting his teleports and setups during the executes. And uh you know they have a sky. So whenever we play some kind of a shotgun strategy or close-range strategy, we need to outmaneuver that dog and sky recon abilities with a cubby position smokes.
So right now, you know, like if you're getting droned by the Sova drone sky dog, drop this type of a smoke.
You just play here and at a moment of time when the sky dog is doing this, you simply enter the smoke and be ready to f up the enemies. But you cannot stay in this position if the sky dog is going to reveal you and you'll have to shoot it with one or two bullets of the shorty.
Then, you know, this strategy is just uh absolutely pointless.
>> Cover going out.
You cannot do this type of play with this classic pistol shorty strategy.
When you're playing here with the shotguns and enemies are revealing you, you need to do this smoke, brother. You You just have to do it. And this is the only way how you can outmaneuver the enemy's recon abilities. And you cannot put a smoke here and then just run through it.
Also, this play that you're doing here is mega dangerous. If an enemy was already here, that guy would have deleted you.
But okay, I always respect a bit of uh aggression.
Now listen, like when you get a kill like this and your teammates still have the ASA control, you make a huge numbers advantage. We are 4v2. Just dip out, pick up the classic pistol, reconnect with your teammates, and ask yourself what is your next objective. So right now we gathered the spike for our team.
We can just pick up the classic pistol, reconnect with her jet in the long. Try to pick up maybe a ghost or better weapons from the enemies in the along and be a juggernaut in this round. You have a ghost bandit with a light shield one step. We have a spike there. We play on a perfect refra potential. This round should be in the bag. Spike down A.
>> Now, of course, you can also stay in short, but the problem is the problem here uh is that, you know, you can die without your teammates being able to refra you from long. But since the, you know, since our Killjoy moved towards their jet in a long, okay, you know, we can stay here. But you know what's what's very important here is that you cannot get the first contact with the enemies. You know in this type of a crossfire setup when you fight fight the enemies from the ashort you need to let your jet and kill get the first contact.
Prepare yourself with a movement positioning and crosser placement to swing out like this. And that's it.
Okay. I mean, our teammates are running it down, so sure.
>> One enemy remaining.
>> Good, Kyle.
>> Okay, not bad. Not bad. Pretty good round. Second round of Haven, especially if you win the first round, you always play in the garageous Rex. Hear me out.
You saved the sheriff from the first round. When you save the sheriff in the first round with Omen, it's kind of a nonsense getting the outlaw in the second round unless the map is, you know, some kind of a longrange map such as Abyss and uh and Breeze. The reason is like you can simply combine this sheriff with a heavy shield judge and utility and you have a weapon for every range, every fight and extremely high chances of winning the third bonus round as well. Get a sheriff heavy judge. We can just play in this position here. You hear the enemies in the in the garden and in the mid area of the map. You just do this smoke. And now through this smoke, we can dodge the sky dog or we can simply hold the smoke like this and just be ready to get the enemies out of here. Obviously, you're not making a mistake by buying a by buying the marshall, sorry. But still, you're just buying a weapon that is a bit underwhelming for the third bonus round.
Like for example, you win this round with Omen with a judge and sheriff. You get in a third bonus round with a judge and sheriff. You have such a high chance to win in the third round. Like literally, literally there is absolutely no reason to save this, you know, to do this with Omen. If you were playing chamber or jet or something, you know, it's fine. Whatever. Omen. Omen is a master of shoving up the shotguns into the enemy's ass. So, this is that weapon versatility that you're kind of lacking in your gameplay at this moment of time.
Also, there is never a moment of time in your game play where in the second round you play with a [ __ ] light shield.
You want to buy the marshall, you get a heavy shield. You want to play judge, you get a heavy shield. You want to play bulldog, you get a heavy shield.
Stinger, heavy shield. Sting uh spectre, heavy shield. Ars, heavy shield. Who the [ __ ] buys? The only times when you play with a light shield in the second antique round is if you save that light shield from the first round or you bought the outlaw and you don't have money for a better shield and you just want to play outlaw with a light shield for an example and that's it. Especially now that bandit is there. If the enemies force up a few bandits or sheriffs, you're not going to have a fun time playing with a light shield. Now, this position right here is really, really good to play it as an off safe off angle. Like, for an example, if you position in the window like this and you hold this angle, no one is going to kill you. Literally, no one is going to even have a chance to kill you. And all you have to do in this second round with a marshall is just go for the body shots.
So, we don't need to be super precise and hit some insane head shots. You just play this off angle like this more towards the right side.
Aim here. Your eyes are placed there.
And as soon as you see the first pixel from the enemies, you take a shot, pull the knife out, and reset behind the cover. And then with a peaker's advantage, we can just engage the enemies and get the second kill, third kill, reposition, etc., etc. This is another reason why I I I would have recommended you to use to get a judge with a sheriff that you see from the first round. You know, like in this second antique round, chances are the highest that enemies will go either getage or B, chances are like 80%. That that's that's going to happen. And if enemies go B and you have a marshall like I mean sure you can just go for body shots and some hipfire shots and get easy kills but if you have a judge and sheriff I mean like that round is practically over for the enemy team >> traveling.
Now here this is one one of the very rare scenarios where you actually want to take a 50/50 against the enemies because it's literally not a 50/50 because you have a marshall and enemies don't have a heavy shield. Why why would you you know why would you smoke uh this choke point and [ __ ] yourself when you already have a marshall and you can maybe do this.
You can just go for one body shot second body shot. Get the enemies out of the server and then when the enemies smoke you off here >> you do this smoke >> and you know just get ready to fight together with your teammates. Wait for them and just play a retake.
stealing sight.
>> This play that you did right now is completely unnecessary in a second antique round. You have no idea what is happening behind this clove smoke.
Number one. Number two, why would you risk it so much when enemies are already playing an eco round? We can just fight with this killjoy from left to right and just abuse the raw gun advantage and refra potential to get these kills.
Okay, we know that you know two enemies are now at the backside cast shadows traveling.
This is, you know, this is the risk that I was speaking about.
>> Spike planted.
>> One enemy remaining.
>> Okay. Pretty okayish round.
>> Shadows traveling.
Listen, when you're doing smokes on seasite, so when whenever your teammates are getting pressure onto seasite and enemies are playing a full by round. So this is something that you do only when the enemies are full by. Always prioritize using this smoke and instantly combining it with this smoke right here.
Drop both smokes for your teammates.
Like as long as you have at least one or two teammates that are playing at the back site and they don't have any specific like setup that they're abusing to counter the enemies, maybe some crossfire, double tower, I don't know, like some utility setup, give them this smoke and this smoke and start rotating.
Let's go. Knife out. Rotate.
Spike planted.
>> We have a judge in this round. Like what what the [ __ ] Wait, wait. So, so you want to tell me that uh in in in the second round you play with a Marshall, Lichel, and Sheriff. And in the third bonus round, you decided to top your marshall with a judge instead of saving money for the third and fourth round. You know, this economy management just doesn't exist.
Like this round, you just play with a marshall, sheriff, light shield, and all of the utility. And in the next round, we full by. I mean, in the next round, you can instantly get maybe the operator as well. Now, listen. This round is practically unwinable. mainly because of the weapons that we have, but also because we are two versus four. Always remember your job in eco rounds and bonus rounds as well. Is not to win that round, especially if you know you already have a lot of rounds to work with in the future. It's only two two.
Your only job right now is to kill as many enemies as possible. Save this weapon for the fourth round. damage the enemy's economy so that if we win the next round, enemies are instantly eco and they have less utility to work with and less guns to work with in the first full by round for us. Here you don't need to force anything. Any dumb play, any stupid play, just play the exit frags, play the exit kills, try to kill at least three enemies. That is how you ensure that you have the absolutely highest chances of winning the fourth round as well.
jump spotting mechanic. We need to work on that. Like uh you already jump spotted a few times during this match.
It's just way too slow for you. It should look like this, like a bit faster. You know, you jump towards the angle diagonally.
You run like this. As soon as you're revealing the angle, you jump as and flick backwards as backwards. And now, ah, Yoru is there. I don't want to fight Yoru. Let's just hold the enemies and delete them as you know with a judge.
>> Okay, listen. Now, now the tides have shifted. If you end up with this 2v2, now you definitely try to win this round once the tides have shifted.
>> Last player standing.
>> Even with this jet kill. Yeah.
Now listen, whenever you're engaging the enemies from the CT, like you never want to path like this, being fully exposed from this peak, this peak, and this peak as well. We know based on our jet contact that enemy sky is here and cipher is here. you drop a paranoia for the cipher, >> you know, or for the for the sky, and you're instantly trying to get behind the cover here so that we can isolate a potential one v one fights. It just makes absolutely no sense that after this paranoia, you're walking here, being exposed from two different locations from which enemies can kill you. Scale out. take a better position for yourself so that you can isolate these two enemies into potential 1 v one duels and fight them only on one angle at a time.
Also like this is a very common mistake for Omen players. Always always pay attention on the smokes timer. We still have around like 20 25 seconds to diffuse this spike. Wait these 5 seconds for the smokes to recharge. And now brother like you just need to do this.
traveling >> do this paranoia >> and we can actually take better fights against the enemies. Enemies cannot, you know, kill us from this position. They can only be stuck in the front sight or long. Let's try to kill that cipher.
Let's try to kill the sky. Isolate better duels instead of running, you know, rushing it out. I I love that he buys the outlaw in this round, but he doesn't have money for the heavy shield against the enemies that have bandits and sheriffs on this range. Splendid.
Good. Good positioning. Once again, just whenever you're playing any elevated position, you always want to play that position towards the safest drop like this. You want to hold this angle as tight as your reaction time allows you.
And you just go for one shot, reset yourself. Then you can TP up. Go for another shot. Reset yourself. You can smoke off the enemies. Get that vendal.
And now the round is practically over.
>> Get out of my way.
>> Listen here. When you went for a second shot, when you're reloading the Outlaw, two bullets of the Outlaw, that takes three and a half three 3.8 seconds.
Exactly. That's a lot of wasted time that we can use to fight with our teammates and to additionally [ __ ] up the enemies. You already bought the outlaw with the vendal. Okay, good kill here. Very nice. Very good. Pick up the vendal. Get onto the second off angle from where the enemies are not going to expect you. And you can maybe hold the push here. Get another free kill. Maybe you can peek, get another free kill.
Smoke this off and finish the round. Why are you wasting 3.8 seconds of your life while the enemies are going for an execute? Reloading the outlaw.
>> That was that was the biggest mistake here.
>> Shadows traveling.
Watch them run.
>> Good ultimate. You can feel free to use the Omen ultimate like this. We scout the enemies on most of the off angles and common positions that they can play.
And now we limit the information. Now we know that enemies can either be garage or in the sea long. But now that we saw the sky, I mean he >> last player >> cancel the ultimate. So now time for the attack. So on Haven your default site number one priority A, number two C, number three B. Uh generally speaking on Haven in the first four to six rounds you need to persuade your teammates to mainly do the fiveman executes towards the C site and A site. Like you really don't want to touch the B site early on in a match or god forbid end up in the post plans on the B site. Bite post plans are the most 50/50 post plans on any map in Valerent like B set of Lotus and B set of Haven. The sites are way too overexposed. because there's like three points that you need to think about and it's really really hard playing a proper refra game and properly holding the post with on the B site in rank solo Q. So we really want to end up either A or C early on and we use B set as a last resort if nothing else works.
Whenever enemies are equal halal bonus, just avoid this area of the map completely. And in the first round, what you decide to do purely depends on the enemy team composition. Like your team comp, as I already mentioned, fine, you know, we don't really lack anything on both attackers and defender side. We just need to pay attention, you know, like what type of a flank utility are killjo doing. And when it comes to the enemy team comp, uh, you need to take a cover for your eyes. You know, like they have four pop flashes. Whenever we are scaling through some area of the map, we need to scale really, really smart. Uh, also enemies have the cipher. 90% of times in ranked solo queue is going to play C as a default position. So going C against cipher in ranked solo Q in the first round. Good luck.
Shadows traveling.
Cover going out.
>> Good [ __ ] Very good [ __ ] Oh, what a good [ __ ] bro.
This is so good, man. Perfect execute, man.
Very good. Very, very good. Good timing to do everything. Good timing for the smokes. Uh, it's been a long time since I've seen someone do this play so perfectly. Like literally from the playbook. Copy paste. Very good. Very good.
>> Spike down.
>> Just just going seeing this round was like criminal.
>> Listen, in a 2v2, just play with arena.
The easiest way to play a 2v2 when you're playing the spike on the seasite is to simply take the getish control and just one of you guys is locking in the garden while the other guy is locking in the window and this position and that's it. The easiest way. The reason is very simple because enemies can go through the garage long and city as well. We have zero information. Uh, and if enemies end up on sight through the city or sealong, I there's no [ __ ] way that enemies are going to walk up into this position and clear it, you know, silently. Like that happens like in less than 10% of retakes that you play, postman that you play in in rank solo cube.
But the worst thing that we can do is, you know, what you're doing right now.
What why are you pushing? We have no info. Where is the club? Where is the jet? You can easily end up in some one versus two fight, die and leave your rain in a 1 v one. You should have just followed up this rain into the garage.
Take the full garage control and that's it. And from the garage we play this postplint.
>> One enemy remaining.
>> You should have been dead. A bad play that worked is still a bad play.
Last player standing.
>> This was also a bad play and very bad positioning. You always want to position yourself in a way in Valerant where you can play a perfect refra game and perfect crossfire setups with your teammates. Like when you're playing with your teammates, a one a two two versus one situation. Like you just want to always ask yourself, can my teammate die from some angle without me being able to fight with him or refra him in less than half a second?
If the answer is yes, your positioning is bad and you need to change it. We know that clove is in the cloong. We got that info long time a not long time ago, like 5 seconds ago. Uh and she did this type of a smoke. The best [ __ ] that you can do is play from this position and hold the left peak from the smoke while your Raina is doing this. You take a fight, you can reset and just wait for Raina to get ready for that fight and fight together. If Raina takes a fight on the right side, you're instantly there to do this instead of losing the life of one of your teammates like this.
>> Last player standing.
>> The only problem here was just the the positioning. And when you end up ended up in a 1 v one, you don't need to force this fight. You have 8 seconds until your smoke recharges. Enemy clove doesn't have any more smokes. She used all of them. In one versus one post plans, you need to keep in mind that this enemy is the one under the pressure. Clove needs to find you. Clove needs to diffuse the spike. You can engage the clove from the back of this smoke, from the garage, from the city, from the backside, from the plateau, like from million of different positions. play like if you play one versus one post plans a bit slower, you'll win them 10 times more than if you just get this type of a duel. Yes, you're on a good off angle, you know, good position like but but still wait 8 seconds for a one-way smoke. Like you can easily reset yourself. For example, here towards the garage, get in a garage, you know, use the enemy clove smoke as a cover. And now, you know, she taps the spike, you can do a oneway. and now take a free kill. I I just feel that uh in this match you started complicating the executes and strategies way too early. Like in ring solo Q most of the times like in the first four to six rounds you want to simplify things a bit. You know you you want to focus more on micro level rather than macro. Like what are you doing? What type of setups you should do? Should you play aggressively, passively? Should you how how can you outplay the enemies based on the info that you have? all of that stuff. But complicating things on a macro level like you start doing that like you know if the if your default place and your micro plays are not working like we should have just tried the clean A executes at least two or three times in the first six rounds. We should have tried C split at least like one or two times like then fake C go A at least one time. Maybe a B push in some eco round to just see how the enemies are playing on the B side. And if you can maybe open this space and potentially look through the getage and find some pigs, but rather we we already from the round number four, we started like calling some [ __ ] where you really need to trust your teammates that they're going to listen to that call out and that they're going to do a right play. Yo, tricksters, Papito here. Did you know that you can get free coaching?
Yes, you heard that right. Every week on our Discord, I make giveaways as a thank you for letting me pursue my dream.
Also, through Discord subscriptions, you can unlock tons of other coaching content, such as the Radiant Ranked Playbook with guaranteed monthly VOD and Tracker reviews. Once we reach 1,000 subscribers, I'll be moving to NA for 2 months to play on your server and to make even more content. And by the way, if you enjoy the videos, I stream every day doing coaching and playing ranked, so make sure to show up live. Thank you for the support and keep on grinding
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