![bind valorant bind valorant](https://cdn.gamerjournalist.com/primary/2020/04/VALORANT-Bind-Map-Guide.png)
Information is key on this map, making Sentinels and Controllers king on Bind. Going in through elbow and hopefully having someone on a long lurk may be enough to retake. In fact, this is one of the few spike sites where it is often more advantageous to play for the retake, trying to keep as close in numbers as possible to use utility to capture the site once again.
![bind valorant bind valorant](https://www.mandatory.gg/wp-content/uploads/database/maps/bind/valorant-database-maps-bind.png)
Upon the first sighting of opponents, it would be better to rotate around. On Defender side, this is incredibly difficult to hold for long. If you should get priority over both sides however, defenders will quickly be overwhelmed and forced on the retake if they aren’t wiped out immediately.
![bind valorant bind valorant](https://www.ginx.tv/uploads/Banner_images/NewFolder/Valorant/Weapon_skins/Valorant_Bind_Map_Guide.jpg)
This way, if multiple opponents should stack up, you can quickly reposition and stall for a rotate.īind hookah best place in valorant never get tired of it.ĭuels on long will inevitably be difficult to win whether on attacker or defender side given the long ranged nature of the area.
#BIND VALORANT FULL#
On full buy rounds, either placing a rifle or Operator here would be optimal on a highly mobile Agent such as Jett. This gives a bird’s eye view over the entire site, overseeing both the showers and teleporter entrance from attackers. On defender side, the tower overlooking the city is imperative to man. Cypher’s trip wires can also be placed on the teleporter walls to monitor their use. Mollys and grenades typically go through the teleporter, along with Raze’s boombot and Sage’s orbs. There is no general rule, so all you can do is memorize. You should also know that some utility is capable of passing through the teleporters, but others cannot. Teleporters are great for rotating across the map quickly or trying to get the jump on your opponents, just be aware that is almost always one gun posted by these locations. There is a small ‘safe’ area in the teleporters where you should immediate use some amount of utility to ensure a safe exit instead of a plain, dry peak. Once you go through a teleporter, there’s no way back and the distinct sound will likely draw opponents. These should not be treated as teleporters but rather one-way hallways. The teleporter at A site covers a much shorter distance but is perhaps more useful, as it connects from A site to Hookah. The one just outside of B site takes a player almost all the way to the entry of A site. This is in part because of the teleporters found at two separate locations on the map. Whether on attacker or defender side, everyone is almost always susceptible to being flanked at all times on Bind.