Abstract

Decision Making within and between rounds, along with the push and pull of spatial control on the map, are two concepts that form the basis of default-centric Fundamental Valorant. As a coach, one of my biggest challenges has always been answering the question of “Why” something is happening, beyond objectively analysing “What” is happening. My job is always to teach my players how to make Better Decisions More Consistently, and part of accomplishing that goal is breaking down the game on a more nuanced level with as much clarity as possible.

In this exploration into the more conceptual side of Valorant, I want to break down the various thought processes, transitional points and external considerations that influence decision making within rounds, and try my best to distil the sometimes overused term of “Game Sense” into logical parts that can act as a stepping stone for IGLs and Coaches to further develop and analyse. The paper is phrased in a guide-esque format, but the primary goal is to help anyone understand the basics of competitive Valorant, and provide a space for deeper discussion and exploration.

As usual, feedback can be sent to me @auroracasts on Instagram or X (formerly Twitter) , or via my email [email protected]

Content Page

Understanding Control and Space

Fundamentally, control in Valorant over a space, is something that both Attackers and Defenders are constantly vying for across any map. Players from either side commit Utility, Manpower, or a combination of both to fight for control over a space that they want.

The desire for space is expressed most directly in the early round (first 30 seconds), as both attackers and defenders contest the space that they want. Teamfights occur when both sides want control over the same geographical area, and kills can be found in the process.

However, space in Valorant is a Dynamic Concept, and is something that is constantly changing over the course of a round. A party that has lost control of a space has the ability to Reclear space and fight back into the space that they have previously lost.

The control of space can also be Passive or Active. Space can be controlled proactively with one or multiple players holding the entrypoint(s) to the area, or passively held with only utility, like Killjoy’s Alarmbot or Cypher’s tripwire. Hence, it can also be inferred that the role of most conventional Sentinels is to assist in the active control of space / passively control space.

Terms like Executes and Retakes are simply common timings where attackers attempt to control the site, or when Defenders attempt to Reclear back onto site to defuse the spike. The concept of space is inherently not map-specific, but different maps offer attackers and defenders different ways to fight for and control key spaces, along with different macro perspectives.