---
title: 'Your Defense Sucks... Here''s how to fix it'
source: 'https://youtube.com/watch?v=pimi8UNJqBM'
video_id: 'pimi8UNJqBM'
date: 2026-08-03
duration_sec: 645
---

# Your Defense Sucks... Here's how to fix it

> Source: [Your Defense Sucks... Here's how to fix it](https://youtube.com/watch?v=pimi8UNJqBM)

## Summary

This video provides a comprehensive guide to improving defensive play in Valorant, focusing on the roles of anchors and rotators. It outlines six key rules for winning more rounds, emphasizing the importance of stopping power, utility usage, and strategic positioning. The content is aimed at players looking to enhance their defensive strategies and decision-making.

### Key Points

- **Introduction to Defensive Roles** [00:15] — The video introduces two main defensive roles: anchors and rotators. Anchors hold down a site, while rotators support other sites. The basics are crucial for effective defense.
- **Anchor's Three Jobs** [00:28] — Anchors have three primary jobs: delay the push to allow rotations, gather info and call for rotations, and sneak in a kill to gain a man advantage for easier retakes.
- **Decision to Fight or Give Up Site** [01:07] — The decision to fight or give up a site depends on how winnable the retake will be. If the enemy has post-plant utilities ready, take more risk to fight early; otherwise, you'll be locked out.
- **Stopping Power Concept** [01:20] — Stopping power is how much an agent can slow down, delay, or stop a site push. It depends on the agent's kit and utility usage. Ideal agents with strong stopping power include Sage, Viper, and Cypher.
- **Handling Site Pushes Without Smokes** [01:47] — If you lack smokes, use other utilities: smoke and play with a shotgun, use Raze's nades, Clove's decay and smoke spam, or initiator abilities like Breach's stun, Skye's dog, or KAY/O's nade.
- **Delaying for 5 Seconds is Enough** [02:14] — You don't need to delay for 30 seconds; even 5 seconds can be enough for teammates to rotate and fight together. Keep this in mind when struggling to hold site pushes.
- **Promotion of Coaching Program** [02:28] — The video promotes a premium 10-week Immortal Roadmap program with Radiant and VCT coaches, claiming an average student gains 500 RR in 10 weeks, with a full refund if not achieved.
- **Adapting to Enemy Positioning** [02:54] — If enemies are not rushing, think about where they like to go. For example, on Breeze with Viper on B, position around the pillar to take info towards B window, then move to mid if needed.
- **Handling Long Rotations on Breeze** [03:32] — On Breeze, rotations are long. Viper can smoke main and use her spit to split up an initial rush, buying time to bunker into back site or position for a pick and retake.
- **One-and-Done Mindset** [03:58] — If you can't hold the site, play for a one-and-done: get a pick and escape with your life. This is useful when teammates don't rotate or listen.
- **Committed Positions on A Site** [04:10] — On A site Breeze, the left pyramid is a committed position. If enemies come A, orb up, send spit, delay, and move around the site while rotators arrive. If no rotators, deal damage and escape.
- **Rotator Role** [04:35] — Rotators rotate to support other sites. Initiators fit well due to their reach and utility that can support from far away. Timing utility based on enemy Duelist's entry is key.
- **Timing Utility with Duelist Entry** [05:28] — Always time your Initiator utility based on the enemy Duelist's entry. If the Duelist goes in, that's the exact timing for your utility. Have decisions ready before the execute happens.
- **Rotating as Non-Initiators** [05:42] — Sentinels are usually last to rotate. Controllers can rotate but need to pay attention to starting position. Duelists can start however they want and rotate if they think it'll get consistent.
- **Example of Rotator Positioning** [06:23] — Using Breach scenario, Sova plays top mid in nest, runs bridge, and reveals above A main. If enemies go B, he drops down and reveals above B main for Viper, aiming to play off utility and positioning.
- **Simplifying to Other Maps** [07:03] — Ask yourself: If they go B, how can I help my anchor before they die? If they go A, how can I help my A anchor? Have options for common scenarios like A rushes and B rushes.
- **Utility Tips for Support** [07:31] — Flashing high behind the anchor is low risk and doesn't blind your teammate. A reveal above and behind the site is awkward to shoot. The goal is to make the site push awkward, not perfect lineups.
- **Rule 1: Don't Die Instantly** [07:58] — As an anchor, you can't die instantly with no warning. Always have ways to spot choke safely, pay attention to ultimates, and have delay abilities ready before an execute.
- **Rule 2: Show Resistance in Retake** [08:24] — If you said you would play a retake, still show some resistance safely, like jiggling and taking shots into your own smoke. This is more important when you have ults that make retaking easier.
- **Rule 3: Commit to Your Site** [08:37] — If you lean your team towards one side of the map, you fight for that site. For example, playing 113 towards C on Haven means you cannot suddenly run off and sell the site.
- **Rule 4: Back Your Duelist** [09:03] — Give your duelist freedom to change positions and go for openings. The duelist must feel that his team has his back, otherwise they won't take the risks the duelist kit is designed for.
- **Rule 5: Avoid Playing Too Passively** [09:17] — Playing too passively leads to no information and poor rotations. Mix aggressive and passive rounds to keep attackers guessing. Don't show obvious patterns.
- **Rule 6: If It Works, Disregard All Previous Rules** [09:57] — The most important rule: if a strategy works, disregard all previous rules. Valorant is dynamic, so be willing to think outside the box and adapt to the situation.

### Conclusion

Improving defensive play in Valorant requires mastering the roles of anchor and rotator, understanding stopping power, and applying six key rules. The video emphasizes adaptability and real-time decision-making as the ultimate keys to success.

## Transcript

every game? &gt;&gt; [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.
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
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
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
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.
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
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
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
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
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
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
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
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
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
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
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
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
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,
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
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,
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
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
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
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
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
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
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,
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
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.
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
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
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.
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
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
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
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
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
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
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.
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
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
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
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?
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
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
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
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
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.
