Corrode is a Valorant map that blends ideas of Sunset, Ascent and characteristics of Mirage from that game we don’t talk about. It is a first map in a long time that has intentional effort towards designing a dynamic Mid Area, with sites that have surprising verticality and multiple options for playing post plant. In this guide, we will cover the fundamental basics of the map, as well as the key concepts in succeeding on both the Attack and Defense half, catered towards the gameplay style that the map suggests and highlights.
There are two distinct compositional archetypes that I feel would likely be meta (or at least highly viable) on Corrode. Both archetypes utilise the ideas that the map suggests in different and interesting ways, and may be better suited to different teams. Firstly we have
In Order: Deadlock Vyse Yoru Omen Fade
Vyse and Deadlock allows you to control key spaces on the map like deep A Main, A Elbow and B Main, while having sufficient stall utility to discourage fast bursts and force attackers to slowly default. The Omen + Yoru combo allows for strong zonal control and gets you into places like elbow and front Mid extremly easily, allowing you to go for fast setplays easily despite having 2 sentinels.
However, the compositional archetype that I personally believe more in (and will be using for the remainder of this guide is
In Order: Killjoy Sova Omen Yoru Viper
Viper provides you with the best default and lurk potential on the attack, while controlling parts of the map that Defenders can see at any point in the round, which forces Defenders to respect her wall and give up key spaces of the map or waste utility to clear through. On Defence, Viper acts as a pseudo-sentinel, having major stall utility to deny major parts of the map like A Elbow. Killjoy as a solo sentinel allows you to passive default on the Attack, while her deep turret Mid (which I will show later) allows her to have info on deep Mid lurks.
Corrode Mini-map overview
On Attack, A Main Control is extremely important, as having A Main gives you easy access into Elbow and A Short, which allows you to split onto A site and take less awkward fights on site. Attackers also have the option of splitting through Mid into A Link and pinching the Defenders in Courtyard, which is especially viable if Defenders are fighting Deep A Main early. If not threatening a split, it is still important to always have some lurk pressure into A Link to keep Defenders wary.
The value of A Main and Front Mid space
Other than the option of splitting into A Courtyard, Mid Control is also extremely important to pressure lurks into Top Mid → B Link. Watch out for early operator angles from Window and Top Mid, and always make sure that you have some way of denying the Top Mid angle when you are taking mid. Mid Default / Reclear → Insert in the left / right corner → Regroup towards an A Split is hence a very easy way to threaten a late lurk into Top Mid / Window to catch rotators off guard.
Inserting Mid and Regrouping