Teamplay and the different Roles
VALORANT is a team game. The more you progress in competitive mode ranks, the less you will be able to rely on your talent alone to win. In this guide, we will talk about the advantages of playing as a team, the different roles as well as the strategies to establish to increase your chance of victory.
The importance of cooperation
You should know that the more similar the level of players are in a game, the more collective qualities will determine the winning team. Since Valorant matchmaking places you ideally against enemies of your level, it’s teamplay that will make the difference most of the time. A team of average players with excellent synergy can beat a team of more talented players, but full of mavericks.
We talked about it in our Communication Guide, but it’s very important to talk to and get along with your allies to maximise your chances of winning. Be polite and diplomatic and everything should be fine.
You also need to quickly define who will be your shot-caller, the leader of the team who will make decisions. They will usually reveal themself during the game. But if no one shows up, it’s up to you to take control and tell your allies what strategy to take.
The different Roles within a Team
Teamwork begins with assigning roles. There are different roles to play, both in Attack and in Defense. Before going any further, in a first place, we advise you to read our guide on Attack and Defense in Valorant.
We’ll now list the different roles according to the sides in a game of Valorant. There are of course many similarities with Counter-Strike, but there’s still a big difference: the Agents. You can swap roles during a game of CS:GO, but the role you take on in Valorant greatly depends on the Agents you play.
There are several roles within an Attacking team:
Entry Fraggers's mission is to get the ball rolling. They’re generally between 2 and 4 in a team, divided into various groups (1-1, 1-2, 2-2 or 1-3). Each group must enter the bomb site simultaneously, via two different entrances, before taking over the site as much as possible.
Then come the Play Makers. Their mission is to enter the bomb sites shortly after the Entry Fraggers to pick up opponents still in the middle of a fight and with low health. Ideally, Defenders will have been forced to look away from entry points to the site by Entry Fraggers, which allows Play Makers to surprise them in their blind spots.
Finally, the Supports' mission is to assist Entry Fraggers and Play Makers using their various tools. We usually talk about smoke bombs and all the skills that handicap opponents.
The Lurker is a lone fighter. Their mission is to make a diversion around the bomb site that your team doesn’t intend to attack. They create confusion among opponents who might be tempted to ask for backup at the wrong place, allowing other Attackers to meet less resistance. They’re also there to prevent Defenders from rotating from one point to another once their allies have launched their assault.
Just like in Attack, there are different roles that Defenders can take on.
The Defenders are basic defenders and their mission is to monitor the various entrance points to a bomb site from several different angles. Whatever the situation is, they’re not supposed to leave their position, unless the Attackers are at another bomb site. There should never be two Defenders side by side. It’s useless, you’ll only get in each other’s way and get killed at the same time.
Defenders also have SupportsTheir mission is not much different from those in Attack. They must be placed in the backline to complicate the attackers’ attack, or even cut their retreat. Placing a smoke bomb at the entrance to a bomb site is very effective in making enemy’s break chaotic.
The AWPers are defenders equipped with sniper rifles (mainly the Operator) and who monitor very large and open lines of sight. They don’t necessarily place themselves on bomb sites, but anywhere with a long line of sight. Their goal is to eliminate at least one Attacker before they start their assault, in order to decrease the numerical advantage.
The Pivot/Rotating Player is a defender whose job is to spot the Attackers before they arrive at a bomb site. He must know the map inside out and be particularly attentive to sounds. Because of his more flexible position, he is usually the first to come to the bomb site under attack. Ideally, the Pivot is able to wait for his enemies to pass him before shooting them in the back. He then becomes a suicide commando whose mission is to take at least one player with him and injure others.
Synergy and Mutual Aid
The synergy in a team is made as soon as you’re selecting Agents. It’s important to have a balanced and complementary team. As we’ve seen above, some Agents combine better to the different roles than others. But some combinations of Agents work better and give dreadful results. Combining Sage’s Slow Orb to Raze’s Paint Shells is devastating, for example.
Teamplay also requires constant attention to the situation of your allies. Always be aware of the position of your allies, their objectives and their situations. To do this, simply keep an eye on the minimap and HP bars.
Also pay attention to small details, such as the economic situation of your allies. It’s important to manage your economy according to the roles assigned. A player with lots of credits can buy an Operator to their team’s AWPer if they need it, for example. Picking up weapons from enemy corpses to give it to your allies at the beginning of the next round is very often much appreciated. When it comes to cooperation, you always have to be pro-active.