Split's mid is the most important mid on any Valorant map. Unlike other maps where mid is a supplementary path, Split's mid directly connects to both A heaven and B tower — if you control mid, you control access to both sites. The mid area features two parallel paths: the upper ropes (which can be rappelled up and down) and the lower sewer (a dark, close-quarters tunnel).
The ropes and sewer create a double threat that attackers must manage simultaneously. An attacker peeking from ropes has height advantage but limited cover, while sewer offers full cover but restricted sightlines. Good teams use both paths together — sewer player pushes first to draw attention, ropes player peeks during the distraction. This combined push is extremely difficult to counter without specific utility.
Winning mid control on Split gives attackers two critical advantages: information on defender positions (mid is visible from both sites) and the ability to split the defense. A team that controls mid can simultaneously pressure A heaven and B tower, forcing defenders to guess which site will be hit. The team that wins mid wins Split.
Heaven control is the first priority for any A site execute on Split. Heaven is the elevated platform overlooking A site from the defender side, and a defender in Heaven can see every corner of the site. Taking Heaven requires clearing the heaven box and the ramp leading up to it — both are common hiding spots for defenders. A smoke on Heaven's entrance blinds the defender while letting attackers push up.
Screens (the metallic barriers on A site) must be cleared before planting. Screens provide cover for defenders peeking from Heaven or rotating from mid. A common defensive play is to hide behind Screens and peek as the attacker is planting. Use a molly or grenade to clear Screens before committing to the plant.
Elbow hold refers to the corner near A Main where attackers enter the site. Holding Elbow prevents defenders from peeking A Main and catching attackers during their execute. Once Elbow is controlled, the remaining attackers can focus on clearing Heaven and Screens without worrying about their flank. Elbow is typically held by the team's Sentinel or Controller.
B site on Split is defined by Tower — the elevated structure in the back corner of the site. Tower gives defenders a commanding view of B Main and the entire site. A defender in Tower can call out enemy positions, delay rushes, and survive longer than any other position on the map. However, Tower is vulnerable to utility — a Sova shock dart or Raze grenade can force the defender out.
Garage is the room connecting B site to defender spawn. A crossfire between Tower and Garage is Split's signature defensive setup — an attacker pushing B Main gets shot from Tower on their right and Garage on their left. This crossfire is nearly impossible to break without multiple smokes and flashes. The Garage player should play passive (behind the boxes) while the Tower player peeks aggressively.
Raze's satchel charge is the ultimate entry tool on Split B site. A Raze player can double-satchel from B Main onto B site in under 2 seconds, bypassing all the dangerous crossfire angles. This instant entry is why Raze is the highest-win-rate agent on Split. If the enemy team has a Raze on Split, expect her to entry B site every round she has satchels.
Pro Tip: Split is the most defender-sided map in Valorant. Expect 8-4 defensive halves. On attack: mid control lets you split (hence the name) A heaven and B tower simultaneously.
Raze is the highest-priority agent on Split due to her satchel mobility. A Raze player can double-satchel onto A site from A Main in under 3 seconds or entry B site from B Main faster than any other agent. Pair Raze with a controller (Omen or Viper) who can smoke the elevated positions during executes. Viper's wall is particularly strong on Split — it can block Tower vision on B site or Heaven sightlines on A site from across the map. For pro match analysis and more details, refer to the Valorant Wikipedia page and Split page on Valorant Wiki.
Sage is also valuable on Split as her wall can block off B Main entirely, forcing attackers to take longer routes. Her slow orbs are effective at delaying B site rushes through the narrow entrance. Cypher's tripwires on B Main and A Heaven provide critical information about attacker movements. A Killjoy on Split can lock down B site with her nanoswarm covering the default plant position and her turret watching B Main from behind Tower cover.
Smoke management on Split is critical because both sites have narrow chokepoints that are easy to block. On A site, smoke Heaven and A Main during executes. On defense, save one smoke for post-plant to block retake vision. On B site, smoke Tower to prevent the defender from having free vision of the entire site. Flashes should be used to clear both Heaven (A site) and Tower (B site) before entry — these elevated positions are where defenders will hold their strongest angles.
Molotov and grenade usage on Split should focus on clearing cubby positions. On A site, the left cubby by default plant is a common hiding spot for defenders using shortys or judges. On B site, mollying the back of site and the area behind the default box forces defenders into open positions. Raze's grenades are especially effective at clearing Tower on B site — a well-placed nade bounces off the back wall and lands directly on the Tower cubby where defenders sit.
The standard defensive setup on Split is 2A / 2B / 1 mid. A site defenders typically play one in Heaven (the elevated platform) and one on site behind the boxes. Heaven is the most impactful position on A site — a defender there sees the entire site and can call out pushes instantly. On B site, the classic setup is one defender in Tower and one in Garage. Tower provides the best sightlines but is vulnerable to utility, while Garage offers safe cover and a fast rotate path to mid.
The mid player on Split is typically the team's duelist or initiator. Their job is to contest mid control without dying — using utility to slow down attackers while retreating to safety. A Sova in mid can provide recon darts that cover both ropes and sewer simultaneously. An Omen in mid can smoke off one path and force attackers through the other. The mid player's primary goal is information and delay, not kills. If they die, the defense loses their most flexible rotator and the attackers gain mid control for free. For professional team comps and stats, see the Valorant Wikipedia page and the Split page on Valorant Wiki.
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