[00:01] every game? >> [screaming] frustrating. I mean, there's just too much utility available, right? I know how it feels, but trust me, this video will make defending easier for you. [00:15] Specifically, we'll go over how to play as a rotator and anchor. And in the six quick rules to follow to win more rounds. Now, getting the basics right is crucial if we actually want to get good at defense. First of all, you pretty [00:28] much have two main roles when playing defense, anchors and rotators. The tasked with holding down a site and They basically have three jobs. Number one, first they delay the push to give [00:41] time for rotations to come in, helping them defend against the attacker's site hit. Second, [music] they gather info and call for rotations in case they hear enemy stepping or pushing on their site. And third, they should be able to sneak [00:53] in one kill to bring the team to a man advantage, making retakes easier. Now, deciding when they should give up the site versus when they should fight for this decision mainly depends on how winnable your retake will be. [01:07] Specifically, you should take more risk to fight early if the enemy team has post-plant alts ready. Otherwise, you'll be locked out of the site with little to spike. It's that simple. Now, to actually delay the site pushes as an [01:20] anchor, we need to understand the concept of stopping power. Now, stopping power is how much our agent can slow down, delay, or stop the site push. And that depends on our kit and how we use our utilities. Ideally, we need an agent [01:33] with strong stopping power on our team, like Sage, Viper, or Cypher. But since teammates don't have brains, here's how to handle site pushes and delay without smokes, you could smoke and play with a shotgun to scare enemies off and slow [01:47] down the push. If you're a duelist playing Raze, your nades perfect to buy Instead, if you're playing Clove, you can and your decay and smoke spam to get some kills and slow down the enemies. Finally, some initiators have a flash [02:01] and some kind of slowing ability. Like for example, Breach's stun, Skye's dog, or KAY/O's nade. See, what many players don't understand is that we don't need to delay for 30 seconds with a Viper wall. Even 5 seconds can be a lot of [02:14] time for our teammates to rotate and fight together. Keep this in mind when struggling to hold site pushes in your next games. Now, if you think that your but you're still stuck in the same ranks, our team of Radiant and VCT [02:28] coaches can give you feedback inside our premium 10-week Immortal Roadmap program. Our average student gains 500 RR in 10 weeks, and these are some of the things that our students have to say about us. We offer 100 hours plus of [02:42] personalized coaching with one-on-ones, mechanics drills, and even private scrims. We're so confident in our coaching that if you don't rank up 500 RR in 10 weeks, we'll give you a full refund. So, use the link in the [02:54] check your tracker and see if we'd be a good fit. Now, let's say we can hold the site well, but the enemies are not rushing in. In [music] that case, think about where the enemy like to go. Let's take Breeze for example. We usually play [03:07] Viper on B. Therefore, your teammates aren't usually going B main to look for opening kills. They are likely starting the round in mid, elbow, double doors, or A main. As the Viper anchoring the site, position yourself around the [03:19] pillar where you can take initial info towards B window and play to delay, but then move to mid if your team needs help here. This puts you in a better position to gain early round value when the enemy avoids your site. But, what about when [03:32] the enemy switches up and our teammates start far away from us? With how large Breeze is, the rotations are very long to help us in the case of a B rush. Luckily, Viper has great stopping power. She can smoke main and use her spit to [03:45] split up an initial rush. This buys her time to bunker into back site to isolate fights or position towards the broken wall to play for a pick and then retake. That basically means delivering on all three of our site anchoring goals. Now, [03:58] hold the site, they just rush me and kill me. If they have really good entries and you can't hold the site at all, either ask someone to join you, or if ranked players don't listen, as they usually don't, play for the one-and-done [04:10] mindset instead. This refers to getting a pick and escaping with your life. Continuing with the Breeze example, let's look at A site. On the left pyramid, we would consider this a committed position. If the enemy come A, [04:22] we would orb up, send our spit, then play to delay, and move around this section of the site while our rotators arrive. But, if we don't have rotators, where we have options to deal damage and then escape. Keep in mind that stopping [04:35] the enemies is useful only if you don't just die right after your stall is over. Now, anchoring is key, but what if enemies rush the other site? That takes us to the other role, rotators. [music] A rotator's job is, well, to rotate. The [04:48] role of rotating tends to fit Initiates best. But, again, [music] it doesn't apply here only. Initiates just fit really well into the rotator role utility for the site anchors, and most importantly, they have reach. Every [05:01] Initiator has abilities that can support their team from far away. Some help delay, some help the anchor get kills. So, a good Initiator can usually support a teammate as the opponents are running to the site, not just when they already [05:13] anchors with timely and effective support utility is honestly pretty hard, especially as you often have incomplete information due to a lack of comms. But, mini map. Always try to time your Initiator utility based on the enemy [05:28] Duelist's entry. If the Duelist goes in, that is the exact timing your utility have decisions ready before the execute happens, otherwise we might be too slow. Think about the impact your arrow could have as Sova when the enemy Jett dashes [05:42] into B site Breeze. If your timing is good, your arrow from tunnel could you're not playing initiator? Unfortunately, as a sentinel, you're you'll be the last teammate to rotate in most scenarios. Controllers can rotate, [05:56] but they need to pay attention to their starting position. Some often start mid, allowing them to smoke the correct site at the right time and rotate quickly. bind, [music] allowing them to smoke either sites and rotate as quickly as [06:09] possible. And finally, duelists are able to start however they want. This means they have the ability on any barrier or play to rotate if they think that'll get consistently. Now, here's how rotating and retaking actually works in game. [06:23] Going back to our Breach scenario, Sova often plays top mid in nest, which is a he'll run bridge and reveal above A main. If the enemy are committed, he drops down and fights. If they aren't, he may have time to go back to nest and [06:37] drone mid to check for lurks. If instead they go B from the start, he drops down and reveals above B main for Viper, aiming to play off his utility and Viper's positioning to inform his positioning. If his Viper dies instantly [06:49] on B, his job now is to try and secure a pick back on site or down elbow, as he does not want to play a 4 v 5 retake. This position is perfect for Sova and is a great example of a rotator position. But this is just one agent and one map. [07:03] If you want to simplify this to other maps, the best way is to ask yourself your position at the start of the round, ask this. If they go B, how can I help my anchor before they die? If they go A, how can I help my A anchor? The goal is [07:17] to have options for any of the common rank scenarios. A rushes, B rushes, which utility is best to support your site player, simply flashing high behind the anchor is always a good option. It's low risk, won't blind your teammate, and [07:31] doesn't have to be perfectly timed to work. A reveal above and behind the also usually great because it's awkward to shoot. Think of the Haven A reveal from A link. The goal here [music] isn't to have a perfect lineup, but to broadly [07:44] throw a reveal that can make the site push awkward for the enemies. Next, I to make this video 1 hour, so let's go over six rapid-fire rules to consider when you're playing defense. Rule number one, as an anchor, you can't just die [07:58] instantly with no warning. It totally screws your team. Make sure you always have ways to spot choke safely, pay attention to ultimates, and have delay abilities out and ready before an execute. Executes happen fast. So, as an [08:10] anchor, you have to react quickly. You also need to be mindful of where the enemy have gone before to determine whether you should push as a solo site number two, if you said you would play a retake, still show some resistance. Do [08:24] this in a safe way, such as jiggling and taking some shots into [music] your own smoke to then exit the site. This is even more important to keep in mind when you have ults that make retaking easier, like a Killjoy ult or a Breach ult. [08:37] Oh, hell no. Rule number three, if you lean your team towards one side of the map, you fight for that site. No questions asked. For example, if you play a 113 towards C on Haven, you are making the rest of the map weaker to [08:50] make C stronger. This means you cannot suddenly run off the site and sell your hold it with you. Control the back site space and play off of their positioning as well. Rule number four, give your duelist freedom to change positions and [09:03] to sound wrong, but you need to allow them to go for openings even if you duelist must feel that his team has his back. Otherwise, [music] they will not take the risks the duelist kid is designed for. Back your duelist up. Rule [09:17] number five, playing too passively leads to no information and poor rotations. openings for the attackers. Just try not to show obvious patterns. If the always comes to them, what's the incentive for them to do anything else? [09:31] passive all the time, why would the attackers waste utility to clear around the barriers? They can just throw everything on site and overwhelm the aggressive and passive rounds throughout the half to ensure neither of these [09:45] mistakes are made. This applies to both you as an individual and the team as a whole. And as a side note, when I change position during defense, I'll usually ask my teammate if he ever pushed the same angle or not. That way I don't fall [09:57] into the trap of an enemy holding us for the sixth round. Now, moving on to our final rule, rule number six, by far the most important rule. If it works, disregard all previous rules. You might think this is a joke, but I'm actually [10:09] serious. Valorant can be so dynamic that you must be willing to think outside the as Viper on Breeze, but your team keeps getting owned on A, then who cares about all of this? Just position yourself to rotate early or start A as four. If [10:24] to change our strats. Improving our real-time decision-making makes us better players in the long run. I hope these tips were helpful. And if you want video here or check out our coaching program in the description.