BIND Guide: Whispers of the Enchanted Grove!

If you were to approach any avid Valorant player and inquire about their impression of Bind, the two one-way portals would invariably be the first subject of discussion. Riot Games' ingenious design of this map, characterized by its pervasive element of deception, has left an indelible mark. Binding one end of the map to the other has opened up unprecedented possibilities for split-second rotations, a feature virtually unseen in most FPS games. However, beyond the two portals, the Bind map is revered by players for its cerebral mind games and the strategic use of off angles. In this comprehensive Bind Valorant map guide, we aim to elucidate how you can elevate your Valorant prowess and establish dominance on this intricate battleground.

VALORANT BIND MAP CALLOUTS

On this map, the attacking team, post-spawn in Attacker Spawn, confronts a choice between two spike sites. They can access the B site via Link, B Short, and Window. However, they must remain vigilant for adversaries emerging from A Portal and Hookah. Alternatively, an approach to the B site is available through B Lobby, B Long, and Garden. Upon entering the B site, it is imperative to be cautious of opponents lurking in Elbow, B Cubby, and B Hall, advancing from Defender Spawn.

Should you encounter formidable defense while assaulting the B Site, a viable alternative may involve transitioning to the A Site via the B Teleport in B Long. This leads to an exit in A Lobby, where the fastest route to the A Site is through Showers. In the event of a Sage's Wall obstructing access through Showers, A Short might emerge as the preferred route. From there, you can infiltrate the A Site, traverse the A Portal to the B Site, or assert control over U Hall, Vents, and Heaven, ultimately advancing towards Defender Spawn.

UNDERSTANDING BIND

Beyond the teleporters, Bind distinguishes itself from other maps through its intricate design. Both sites share a similar layout, characterized by extended sightlines ideal for sniper enthusiasts, compact rooms that dictate the outcome of skirmishes, and pivotal junctions linking crucial parts of the map.

Reaching these strategic positions necessitates navigation through Portals, Link, Cave, and Spawns, resembling a labyrinthine journey. Both Ultimate Orbs are strategically located in hotly contested zones, underscoring the significance of strategy and coordination as determinants of victory on this map, often outweighing individual skill.

BOMBSITE A

HOW TO ATTACK BOMBSITE A

When launching an assault on the A Site via A Short, your foremost objective should be to clear A Cubby. Although defenders rarely adopt an aggressively forward position in this area, it remains a possibility. Subsequently, meticulous planning of your attack is crucial, as U Hall is almost guaranteed to have a defender in place.

Deploying smoke coverage from A Port to Pillar is advisable since it conceals numerous angles where opponents might take shots, including Heaven and every corner within the A Site. Other strategic locations for smoke deployment include Heaven, Vent, and the corners of the A Site's rear section.

HOW TO DEFEND BOMBSITE A

When defending the A Site, it is advisable to position your most skilled sniper player in Heaven. Meanwhile, other team members can take cover behind site boxes, below Heaven to the left, or within Vent. These positions provide effective coverage of both Showers and A Short, minimizing vulnerability to crossfire.

Peeking A Short from U Hall entails risks, as it may expose you to multiple awaiting adversaries. Nevertheless, successful execution of this maneuver can yield valuable information, and a safe retreat through U Hall remains an option. It is generally discouraged to expend excessive utility for defending the A Portal, given its limited coverage range. Instead, you can still rotate effectively through Vent and Defender Spawn to reach the B Site in a timely manner.

HEAVEN

Occupying the Heaven position on the Bind map presents a multitude of opportunities and responsibilities. The player in this position is often entrusted with an Operator or another sniper rifle, as it offers the optimal vantage point for such weaponry, second only to B Long. With careful positioning, you can effectively monitor both entrances to the A Site, including Showers and A Short.

Expect the opposing team to attempt to obstruct your long sightlines with smokes and various utility, necessitating adaptive play. Generally, you hold the advantage in duels from this elevated position due to superior elevation. Furthermore, you possess the swiftest route to the B Site without utilizing the Portal.

U HALL / LAMP ROOM

U Hall stands as one of the most pivotal areas on the map, primarily due to the level of control it affords. As a defender, you can peek A Short while maintaining visibility over the Showers entrance, allowing you to support your teammates effectively. On Eco rounds, adopting a position in the Lamp room with a Shotgun or another high-rate-of-fire weapon can lead to eliminating careless adversaries attempting to push.

Attackers often target U Hall to stage a substantial flank against defenders positioned elsewhere on the site. From this location, they can engage the Heaven player, challenge adversaries behind site boxes or in corners, and advance through Vent and Defender Spawn to intercept B Site rotators.

SHOWERS

Showers, akin to Hookah, represents a confined entryway to a site, replete with numerous corners and angles that must be cleared before proceeding. Ideally, a two-player approach is advisable, with one player positioned near the B Portal exit in A Lobby, while the other assumes the responsibility of clearing Showers' corners. Numerous defensive positions exist within Showers, and players must proceed cautiously, hugging walls to minimize vulnerability.

Expect the liberal use of utility in this area, with Sage's wall being particularly influential, offering both defensive and offensive utility. Upon exiting Showers, attention must be directed towards clearing Vent angles, corners behind site boxes, Heaven, and potential camping adversaries perched next to the entrance.

BOMBSITE B

HOW TO DEFEND BOMBSITE B

When defending the B Site, adopting specific angles can grant you an advantage over the attacking team. Peeking from B Cubby or from behind the spike site allows for coverage of both B Long and Window. If you are displaced from your position due to utility usage, retreating to B Hall can still afford coverage of Window and Hookah, albeit at the cost of vulnerability to on-site rushes and Elbow.

Elbow offers another potential defensive position, allowing coverage of both the Garden entrance to B and Window with minimal adjustments. However, this position constitutes an off angle and lacks cover if adversaries return fire. As a defending team, pushing through B Lobby is generally discouraged, with Hookah and B Long holding precedence in your defensive priorities.

HOW TO ATTACK BOMBSITE B

On the offensive side, securing control of B Long should be your primary objective. It assumes critical importance due to the presence of the Ultimate Orb and the Portal entrance. However, actually infiltrating the B Site may prove more challenging than anticipated. Upon entering the site, it is imperative to clear the B Cubby angle, as it is often occupied. Subsequently, Garden angles should be cleared by hugging the wall, with additional clearance of angles behind site boxes.

Entering from this position often exposes attackers to crossfire, necessitating communication with your Window player to assist in clearing Elbow. Gaining control of Elbow and B Hall affords complete dominance of the B site and makes retakes significantly more challenging for the defending team. Smoke deployment in strategic locations such as B Hall, Elbow, and Garden can facilitate your Duelists in engaging in multiple duels without falling victim to crossfire.

B LONG

B Long assumes paramount importance for both sides. An Ultimate Orb adjacent to the B Portal grants the attacking team significant resources and flexibility. These resources can be utilized for various purposes, including securing the Orb, launching an aggressive peek for picks, baiting out enemy utility, or swiftly rotating to the A Site, leaving the defenders disoriented. B Long serves as a playground for snipers and high-caliber weaponry, where over-reliance on individual skill can prove detrimental, especially since the wooden entrance to the garden is penetrable, allowing defenders to retaliate.

HOOKAH

Should you opt to venture into Hookah, it is advisable to bring a teammate along. The confined space features a narrow entrance, replete with corners and angles that demand meticulous clearance. Spells and abilities will be exchanged fervently by both teams, including through the Portal, necessitating caution.

Numerous hiding spots and angles behind boxes within Hookah can be exploited, particularly on Eco rounds or with Shotguns against adversaries who neglect to clear corners. Even upon successfully exiting Hookah, the risk of encountering crossfire from Elbow, B Hall, and the rear side of B remains significant, underscoring the need for prudent ability usage.

ELBOW

Personally, Elbow stands out as one of my preferred positions as a defender on this map, owing to the array of options it offers as the round unfolds. You can adopt an off angle to peek at attacking players in Window while maintaining close-range crosshair placement for players rushing out of Garden. If the spike is planted on B, you can reposition to B Hall and intercept rotations through Defender Spawn and A Portal into Hookah.

Should the opposing team opt for the A Site through the Portal, you can follow them at your own risk, albeit offering the fastest route from Elbow to the A Site. Certain agents can exploit their mobility to assume challenging angles against opponents, securing crafty round victories that accumulate over the course of the game.

ATTACKING SPAWN

The map's design minimizes the utilization of Attacking Spawn and Cave, except in scenarios involving extensive flanking strategies with agents like Omen. Typically, defenders prefer positioning themselves as close to the sites as possible, while attackers should refrain from returning to their spawn area after the round commences, unless they inadvertently left the spike behind.

DEFENDING SPAWN

Conversely, the Defender Spawn area holds significantly greater importance, as it serves as the shortest route connecting both sites. Its sharp angles provide optimal coverage for defenders keen on eliminating rotating adversaries. Moreover, this location offers access to two of the four site entrances, contributing to the perception that this map favors defenders.

TIPS AND TRICKS FOR BIND

UTILIZING TELEPORTS

To maximize your chances of securing victories on Bind, consider the following useful tips and tricks. Drafting the right agents plays a pivotal role in determining the map's outcome, as it influences the effectiveness of various strategies, including teleportation usage.

Agents equipped with projectile abilities can send them through the Teleport to gather information or assist teammates on the other side. Another intriguing application of the Teleport is deception tactics, achieved by tossing weapons into the teleport or executing a feigned Omen teleport with his Shrouded Step.

KEY SPOTS AND EXECUTION

Utilizing smokes is imperative on every map, and Bind's A Site boasts some of the most influential smoke spots. For the attacking side, strategically deploying smokes to obscure Heaven, U Hall, and other key areas can synergize with a Sage wall, facilitating an easy spike plant. This can be achieved via Showers and A Short with different wall placements. Defenders, on the other hand, can leverage a potent one-way smoke on the box in A Cubby, rendering the legs of attacking players visible to those positioned on the A Site or in Heaven due to elevation differences, while the attackers remain blinded to everything except U Hall.

A SITE BIND

The A Site on Bind typically offers a more straightforward experience for both assaulting and retaking, which enhances the significance of strategic execution on the B Site defense. In most cases, allocating three players to the A site and placing your top defenders on the B site is advisable. Finally, B Long and Showers are key areas deserving special attention, housing Ultimate Orbs that greatly enhance agent abilities and offering opportunities for impactful flanks, especially for Operators as defenders.

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