All VALORANT Callouts: Every Map Location Callout You Need To Know

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Valorant is a competitive shooter that requires skill in both game mechanics and player knowledge to win games of Valorant.

One of the best ways players can learn the game and improve is simply by knowing the map callouts and using communication effectively.


We will help you get better at the callout side of the game with a full list of callouts for every Valorant map. Or use the links below to help navigate to the map you need the most help with.

Valorant Map Callouts

Table of Contents


Ascent is a map that is very familiar to CS:GO’s Dust II. The mid has Short and Long rotations to sites, along with a catwalk that needs a jump or two to get pathing towards A.

Other parts of the map are full of nooks and tuck away spots that need calls on their own to properly communicate, such as A’s Rafters and below it.


Simply saying Mid is not enough on a map like Ascent, as there are so many different sections to each significant portion of the map.



Bind is a unique map given that has generic callouts that players will know what you mean without having to open the map.

However, there are a few unique points about the map that getting the callout spot on the first time are key, such as the teleporters that can get you from one end of the map to the other.

Then there’s site specifics like Hookah or Lanterns that play a big role in locating targets.




Haven is a map that has three bomb sites, which is unlike pretty much any map that uses attack and defence bomb plants in any game.

Because there are three sites, there is plenty of rotates and off angles to keep an eye on.

So, calling specific rotation’s on Haven is important for getting into a post plant or cutting of rotations to other sites.




Icebox is the latest map released with Act III as a beta map and officially released in patch 1.11.

Knowing key calls on A is make or break since it seems this is the most maze-like of all the maps in Valorant. There is no doubt game knowledge is going to take an important part of taking and defending A.

On the other hand, B is a bit more open, with rooms that are easy enough to learn. The only hard part is calling ground floor or elevated plants.



Split is a defender sided map, but players have shown with good calls and map play that the attackers can get key wins on the map.


Because of the long angles on the map, getting clear calls on where players are will make or break a round.

Some of the key calls on the map are elevated position on A and B, plus all the important angles in the middle of the map.