Image via Riot Games

The best VALORANT agent comp to run on Ascent

Ascend up the ranks with the perfect Ascent comp.

Ascent is one of the few maps in VALORANT that has never left the active duty map pool and has never received any major structural changes. It’s one of the most popular maps amongst high level players, for its design, versatile composition options, and a map gimmick that isn’t too overwhelming.

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Ascent is extremely favorable to defenders, allowing teams to dominate early before switching to attack. On defense, players want to stall the enemy team for as long as possible, load up on sites with players and utility, and have either a player or an ability watching for mid. On attack, taking that mid control, smoking off the spots where rotating defenders could be waiting, and punishing the site anchors is key to winning.

To create the ideal comp, we’ll look at the best agent picks in solo queue while also considering pro team lineups utilized by some of the top pro players and teams. Here’s the best agent composition to run on Ascent in VALORANT.

Omen

Omen is the most reliable controller to take with you on Ascent. When attacking B site, Omen can smoke off the defender spawn and the door to Market, taking away crossfire opportunities for the defenders and allowing the attack to push into sit. With the width and length of Paranoia, he can blind a sizable area of the site, or use his Shrouded Step to teleport into the shed/workshop without crossing a potential defender on B Lane.

Basic Omen smokes on B site on Ascent.

On A, the concept is similar: Omen can smoke off the door to Tree and Heaven (or Rafters) on an execute. Paranoia can dissuade players in Garden or Tree from pushing, or it can be used to blind defenders still on site near Generator.

Basic Omen smokes on A site on Ascent.

On defense, Omen’s smokes are best used to smoke off the attacker side entrances to mid, to dissuade or at least slow down the attackers from taking fast mid control. Paranoia should be saved unless you know for sure they’re hitting the site you’re defending, or for the retake.

Killjoy

There’s no better agent at locking down a site than Killjoy—and Ascent is perfect for her. While Mid Courtyard might be vast, Ascent’s sites tend to be more cramped. This helps Killjoy fans set up devastating traps to prevent a push and catch opposing teams sleeping. And if your setup gets figured out, Killjoy can easily switch it up or even swap sites with an ally.

On defense, I like to place Killjoy’s Alarmbot in mid, providing even a basic amount of information if it catches someone or gets destroyed. Whether defending A or B, Killjoy’s turret should always be pointed toward the main entrance, with a dual setup of Nanoswarm grenades right past the chokepoint.

As for attack, there’s not a lot Killjoy can provide on executes other than setting up utility to watch flanks. She really shines in post-plants though.

Sova

With vast sightlines and long corridors, Sova is a must-have agent on Ascent.

Basic Sova attack recon arrow for B site, Mid, and A site on Ascent.

On attack, a well-placed Recon arrow lineup can provide a ton of information to your team. Whether it reveals someone or not, or whether it’s shot down or not, it always tells you something.

Sova’s Drone should be utilized to clear corners first before the rest of the team goes in, or to gather info prior to a retake. Shock Dart and his Hunter’s Fury ultimate are excellent tools for both denying plants and defuses.

KAY/O

With so many hiding options for the other team, having another initiator around to gather info and zone off areas is vital, so KAY/O is a great choice here. His flash is also ideal for taking crosshairs off the main entrance of a site to give your entry player chances to make a play.

A close-up of KAYO shooting a massive machine gun.
Kill mode activated. Image via Riot Games

On attack, players can stack up outside either A or B and a ZERO/POINT knife will reveal and suppress enemies holding up close angles. Both the A and B main entries have hiding spots that can be cleared out by a FRAG/MENT grenade, and his ultimate is the perfect catalyst for any aggressive site execute.

Both his ZERO/POINT knife and FRAG/MENT grenade are optimal defensive tools, as they can both slow down fast enemy executes to afford your teammates time to rotate.

Jett

Jett is your entry specialist, the agent taking gunfights first, ideally bolstered by the utility placement of the other agents. While nerfs have limited her ability to dash away at any time completely, she’s still more than capable of getting one or two kills and escaping.

VALORANT agent Jett posing with floating throwing knife.
Ascent is Jett’s home. Image via Riot Games

Since Ascent has those long sightlines, especially in the middle of the map, an Operator on Jett is a great way to snag an early pick. Her Updraft is also a great repositioning tool, allowing her to get up on top of boxes and reach angles the other team may not expect.


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Author
Scott Robertson
VALORANT lead staff writer, also covering CS:GO, FPS games, other titles, and the wider esports industry. Watching and writing esports since 2014. Previously wrote for Dexerto, Upcomer, Splyce, and somehow MySpace. Jack of all games, master of none.