The complete Fracture Valorant map guide
The zip lines on Fracture are a unique element that change how the map is being played. This guide will help you find success on the Valorant map Fracture.
The map Fracture is the seventh map added to the roster of maps that Valorant has, and once again Riot Games have outdone themselves. The design of this new map is unlike any other we have seen before in Valorant, and in this Valorant map guide we are going to break down every aspect of it. Every map so far has had something that makes it separate itself from the rest, and for Fracture, the zip lines seem to be that key ingredient. The amount of possible fakes, rotations and entry points on this map, make the gameplay even more intriguing.
Valorant Fracture Map Callouts
The Attacking Spawn covers two areas, at the top and bottom of the map, which are connected to each other through the zip lines. Above the zip lines, in the middle of the map, the Defender Spawn is located in an area that connects both sites.
When attacking the A Site, the attackers can have up to four entry points to the site, depending on which side they decide to stack. The most straightforward way onto the A Site is through the bottom side of the map, making your way through A Dish and A Drop. On the top side you will always be pushing up A Hall, from where you can spread out to attack the site from different angles. Sure you can run it down A Main, but going through A Door opens a lot of possibilities.
From there you can take control of Sand to get on the A Site, but the real kicker is going up A Rope to take control of the window and A Link. Not to mention that both these areas are connected to the Defender Spawn, giving you the fastest route to the B Site. From there you can get on the B Site through B Canteen and B Link, but if you don't have control of Defender Spawn, you will only have two more entry points to the B Site. From the top side in B Tree you can run it down B Main or take the B Tunnel to get on the bottom side and attack through B Arcade. B Arcade is a crucial entry point because it’s relatively close to both B Tower and B Generator. B Tower leads directly onto the spike site B, and can be a great flank opportunity. Meanwhile you can easily get from B Arcade to B Generator unspotted, and make your way to the Defender Spawn and the A Site.
Just looking at this huge octagon shaped map makes you dizzy, let alone coordinating your team on it. The Attacking Spawns are placed on the top and bottom of the octagon, while the spike sites are on the sides. The Defender Spawn is right in the middle, making it crucial for rotations. There are four Ultimate Orbs on this map, with the one in A Dish being the least contested for a multitude of reasons.
However this makes the tunnel under the B Site an area that heavily determines the outcome of each round, because there are two Orbs on each side next to it. I feel that just like the portals on Bind, many players will neglect the potential the zip lines offer, so make sure you are not one of them. As time goes on, players get used to playing on this map and the pro players show us some cool tricks., I'm sure a lot more emphasis will be put on the audio and deception concepts of this map. All it takes is a Killjoy Ultimate in B Tunnel to empty the A Site, so you can have the easiest plant of your life.
How to attack Bombsite A
The best strategy for attacking the A Site is probably the 1-2-2 setup, where one player is slowly pushing A Dish, while two players rush through A Door and A Main. We already mentioned why having control of A Rope is important, but another thing is how hard it actually is to attack through A Drop. Even if you are a Jett or a Raze, you are still jumping out of a tight corridor into a wide open area with lower elevation.
This makes it extremely easy for any defenders that are holding an angle to shoot you down. There are not a lot of good smoke spots on the A Site for the attacking team when they are rushing in, but there are great post plant spots. Some of them can also be good on defense as well. Smoking A Link is always beneficial for the team that’s on the site, while smokes on Sand and A Drop are great for post plant situations.
How to defend Bombsite A
Looking through the numbers, Fracture is a defensively favored map but you wouldn't think that after you’ve played a few times on it. Because there are so many entry points and the speed at which rotations can happen, defending a site after losing a player becomes almost impossible.
The design of the map makes on site defending considered suicide, because once you get pushed in, there is nowhere to go. One player should always slowly push through A Dish, to check the area, hopefully get the Orb and decide if he wants to take the risk and flank the B Push or come back to A. One player should always peek into A Hall, preferably your duelist, because contact here is most likely to happen.
Another player should be positioned in A Rope, prepared to counter the push into A Door or rotate quickly to the B Site. For post plant situations, you also want to play off the site for the same reasons. Most of the time, the attackers will try to hold a crossfire between A Main and A Drop, so make sure to have enough utility saved to counter that.
This is the area of the map where most of the fighting should be happening, because having control over it means so much. Apart from the Ultimate Orb that’s here, this is probably the best area on this map for an Operator. Generator should come in at a close second. A Hall leads directly onto the A Site so making a pick here, can decide the outcome of the map for both teams.
Attackers also love going through A Door because it gives them a ton of options and puts the entire defending team on it’s edge. Defenders on the other hand should do their best to protect A Door, using smokes, walls and any kind of utility available to them, to not let the attackers get to Sand.
Depending on the elo, this part of the map can be the most volatile or the biggest snooze fest. Apart from the usual ego peeks at the beginning of every round, from the player at A Gate and the player behind Star Wars, not much happens here. Attackers don’t like attacking the site through A Drop, but will always send at least one player there to keep the defense honest.
The Ultimate Orb here is extremely defender favored unless they greed for it and get one tapped. The players contesting this area are usually the lurkers, and the layout of the spot makes it great for Chamber and Cypher traps. Smokes and mollies do a great job of deterring pushes out of A Drop, so keep your team comp in mind the next time you play on Fracture.
How to attack Bombsite B
Everyone thinks that Fracture is an Attacker favored map because it’s so spacious and complex until they run into the choke entrances without cover and die to a spray. Although it is true that this map can be attacked in many different ways, the key to success is the preparation that's done before the execution. If you and your team are not faking pushes, baiting out utility, rotating and splitting up, you will find little to no success attacking on this map.
Even if the defense is out of place, you will need smokes, walls, and mollies to safely enter the B spike site. The most common smoke spots on the B Site are in B Link and B Canteen, to eliminate the crossfire and isolate the defenders that are on the site. There are a ton of Viper wall lineups for this map, while her smoke can be a game changer if your enemies are funneled through it. Viper mollies also help to get control of B Tower, stopping pushes and preventing defuses.
How to defend Bombsite B
The attackers biggest advantage on this map are their plethora of options from where they can attack. That is also the Defenders biggest weakness so they have to play around it accordingly. As we already mentioned, the map design makes defending on the site very dangerous. Usually you would want one player, preferably your duelist, anchoring on the B Site so he can peek aggressively towards B Main, score a pick and get out. He can also play in the back of the site and cover B Tower as well.
Apart from that you would want another player, preferably a Sentinel or a Controller, to be positioned in B Link, B Canteen or B Generator. This way, he can hold the B Arcade sightline and cover his duelist’s back, while being able to manage his utility from a safe distance without the fear of being pushed and stuck on the site. Molly usage towards both Ultimate Orbs to stop the push, and some one way smokes on the entrances can help you stall for long enough until the rotations arrive.
Just like A Dish, B Arcade is also an important area to control to balance out pressure coming through B Main. The long sightline from here to B Tower needs to be disrupted so you can safely take the Ultimate Orb. This need for multiple smokes and the design of the bombsites, make Astra and Brimstone almost necessary agents for this map.
Defenders can be hiding behind the box and in B Tower so any kind of AOE abilities need to be used here to clear these areas. Attackers have the option to attack B Tower for a fast entry to the B site, or to split off towards B Generator. Just be careful to not run into a Jett or a Chamber that was on top of Generator or the boxes in Canteen. Agents with mobility will always try to take advantage of the elevation, and with their instant repositioning these two can be the hardest to handle.
Along with the ziplines, this tunnel is the trademark of the map, yet many players continue to not use it to its full extent. The tunnel connects one side of the map to the other, going under the exit of the Defender Spawn and running parallel to the B spike site. It connects the wide open area of B Tree and B Main to the strategically important B Arcade.
Not only can you use it for a fast rotation to attack the B spike site from a different position, but it also helps in information gathering. You can hear the footsteps of your enemies rotating through Defender Spawn, which can be easily baited by just using a few abilities on the A Site. We have also seen it be useful for creative Ultimate usage, most notably: Killjoy , Breach and Sova Ultimates.
Finally we get to see a map in Valorant where the Attacking Spawn actually matters. Both sides of the Attacking Spawn along with the Ziplines, can be used to coordinate attacks on both sites. A common mistake most players on offense make is being predictable and doing the same setups every round.
Using utility and making noise in B Main to draw attention, and then taking the ziplines and going through A Dish, will almost always result in a free site take. These spots are also great for setting up flank watches in the form of Chamber and Cypher traps.
The Defender Spawn on Fracture is the fastest way to rotate from one site to another and that might explain why in Platinum+ this map is so Defender favored. Better players exploit these kinds of traits to their advantage, and you should too.
The corners around B Generator and in B Canteen are common spots for defenders to hide in, so make sure to clear them when pushing through the utility. On the other side, A Link and A Rope are two spots from where the defense will try to push and spread out on retakes, so proper smoke placement is crucial to deter them.
Tips and tricks for Fracture
Over the course of this article we covered some of the most important things to keep an eye on when playing this map. But now it’s time for some tips that will instantly give you better results if you haven't known them by now. The first one is going to be team composition, and we all know it’s better to play your main role than playing another agent to fit the composition. But if there is a map that requires you to drop the ego and learn some lineups, it's this one.
Please save yourself and your elo, by learning how to play some Controller or Sentinel agent and becoming a better Valorant player overall. Fracture is absolutely the worst map to try to play with five Duelists, and that might be some of the reasons why many of you don't like this map. With the spike sites being designed as they are, agents with AOE abilities thrive here. Astra or Brimstone are necessary as smoke agents, with Chamber or Cypher being the Sentinel pick that will hold flank watch duty.
Statistically, Reyna is the second best agent on this map, but ideally you would want a mobile entry fragger like Jett or Raze to storm onto the sites. I’m sure even Neon does a better job at this than Yoru. Viper is a must have on this map and you can choose between Kayo and Skye to round up your team comp.
Apart from that you can wallbang most of the boxes with glass on both sites, even the metal wall on top of the A spike site. But keep in mind, the angle you are shooting from matters for this wallbang. Some bullets won't go through.
You can also wallbang the ground below the B Site to destroy the Killjoy Tunnel Ultimate, but that means you have to be out in the open. You can also shoot through the wall on B Tower and many more spots, so hop into that custom game and try it out. You can use all projectile abilities to open A Door and scout out A Hall, and there are many one way smokes that can win you the game.