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VALORANT · Sides · Attack

VALORANT Attacking Guide (2026): Defaults, Executes, Lurks and Plants

How to attack in VALORANT: the 100-second round clock, defaults that earn information, when to call the execute, how to lurk without throwing, where to plant, post-plant positions and the side data from Champions 2026 — with a checklist for solo queue.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • 100 seconds to plant
  • 4-second plant
  • Plant pays every attacker 300
  • Attack won 51% of rounds at Champions
Sides · Attack · The round clock

100 seconds to plant. Spend them on purpose.

Most lost attack rounds aren't lost on aim — they're lost on time: a slow default with no plan, an execute that starts too late, a lurker who never moves. Here's the clock.

The attack clock A 100-second ring split into five phases: take space from 0 to 20 seconds, find the weakness from 20 to 55, execute from 55 to 80, last call from 80 to 96 and the plant window from 96 to 100, because a plant takes 4 seconds. An outer ring shows the 45 seconds the Spike then needs to detonate. 100 s to start a 4 s plant then 45 s on the Spike
  1. 0–20 sTake space

    Spread out, take the safe ground in every lane and listen. Nobody dies for free.

  2. 20–55 sFind the weakness

    Trade information for nothing: a reveal, a sound, a pick. Count the defenders on each site.

  3. 55–80 sExecute

    All utility, one site, together. Smokes, flash, entry, trade — then the Spike.

  4. 80–96 sLast call

    No more information rounds. Hit the site that's open; the plant has to start by 96 seconds.

  5. 96–100 sPlant window

    The Spike needs 4 seconds of holding the key. Start later than this and the round is lost.

+300credits to every attacker on a plant
51%attack rounds won at Champions 2026

Phase lengths are BoostPirate's coaching model. 100 s to plant, 4 s plant and 45 s Spike: Beebom's Spike guide. Plant credits: our economy guide. Side data: vlr.gg, VALORANT Champions 2026.

Attacking in VALORANT is a time problem dressed up as an aim problem. You have 100 seconds to get the Spike down, five players who each have a different idea of how to do it and five defenders who only need to delay. Teams that win attack rounds don't necessarily shoot better; they use the clock better. This guide breaks the attacking round into phases, explains defaults, executes, lurks, splits and fakes, shows where and when to plant and how to play after it, and gives you the side data from the best teams in the world — plus a checklist that works in solo queue, where nobody has practised anything together.

Short answer: Use the first 20 seconds to take safe space, the next half-minute to find where the defence is weak, and execute by about 55–80 seconds with all your utility on one site. A plant takes 4 seconds and has to start before the 100-second round timer runs out, so the last call is around 80 seconds. Always try to plant: it pays every attacker 300 credits even if you lose, and attackers who survive a lost round without planting get only 1,000. After the plant, play away from the Spike from angles that cover it — the defenders have 45 seconds and need 7 of them to defuse.
Key takeaways
  • The clock is the enemy: a plant takes 4 seconds and releasing the key resets it — start by about 96 seconds at the latest.
  • Defaults are for information, not for kills: take space, listen, and don't trade a player for nothing.
  • Executes are about order: smokes, then flash, then entry, then trade, then the Spike — together.
  • Lurks need a timer: move when the execute starts or you're the fifth player who never arrives.
  • Plant every round you can: 300 credits per attacker, win or lose, and an ult point for the planter.
  • Attack isn't weaker: attackers won 51% of rounds at Champions 2026 — 61% on Split, 46% on Lotus.

The attack clock

Every attacking round runs on three fixed numbers. Attackers have 100 seconds to plant after the barriers drop; planting takes 4 seconds of holding the plant key, and letting go resets it; and once the Spike is down it detonates after 45 seconds. Everything else — the default, the mid-round call, the execute — is how you spend the 100 seconds.

The ring in the hero above is BoostPirate's coaching model for spending them. The exact second marks aren't rules, but the order is: first space, then information, then a commitment, then the plant. Teams that lose on attack usually break the order — they execute in the first ten seconds with no information (and run into a stack), or they gather information for 80 seconds and then sprint onto a site with no utility left and no time. If you only remember one number, remember about 35 seconds left: that's when your team should already be moving toward the site it's going to hit.

Defaults: taking space without dying

A default is the spread-out opening most teams use: one or two players in each lane, utility used sparingly, and everyone listening. Its job is to make defenders show themselves. A defender who peeks a default player, uses a utility to stop a fake push or makes a sound has told you something; an attacker who dies in the first 15 seconds has given the defenders a free 5-on-4.

  • Hold, don't peek: in the default you're the one being peeked. Stand where a defender must swing you, not where you swing them.
  • Use one utility, not three: a single reveal or a smoke to cross a gap is enough; save the rest for the execute.
  • Say numbers, not stories: "two A Main", "one Mid, Viper wall", "nothing B" — counts are what the caller needs.
  • Take Mid when the map has one: on Summit and Sunset Mid touches both sites — read the Summit and Sunset guides for where.

Five ways to attack a site

PlayWhat it isUse it whenIt fails when
DefaultSpread out, take space, gather infoYou don't know the defenders' setup yetNobody makes a call and it runs to 80 seconds
ExecuteAll five on one site with all the utilityA site looks thin or you have the ults for itUtility goes in one by one, or the entry isn't traded
SplitHit one site from two directions at onceMid or a link is yoursThe two halves arrive seconds apart
FakeShow utility at one site, hit the otherDefenders rotate fast or stack on soundThe fake costs too many players or too much time
LurkOne player away from the team, timing a flankDefenders rotate through one predictable pathThe lurker dies alone or arrives after the round

Executes: the order matters more than the agents

An execute is a short, violent sequence. The agents change; the order doesn't. BoostPirate's five steps:

  1. SmokeCut the long angles and the rotation

    The controller smokes the defenders' main sightlines onto the site and the path their help arrives from.

  2. ClearReveal or stun the close corners

    The Initiator's reveal, stun or drone goes in next, so the entry knows where to look.

  3. FlashBlind as the entry moves

    A flash that pops as the first player swings — not three seconds before, when it only warns defenders.

  4. EntryFirst in, second right behind

    The entry takes the first duel; the second player is close enough to trade within a second if it's lost.

  5. PlantSpike down, then positions

    Plant in cover of the smokes, then everyone takes a post-plant angle — not five players on the Spike.

Patch 13.00 shortened the signature cooldowns of Sova, Fade, Skye, Breach and KAY/O from 60 to 50 seconds, so Initiators have their main tool back sooner in a round. Our initiator guide and duelist guide go deeper on the clear and the entry.

Neon, the VALORANT duelist, in a blue and yellow suit with electric energy crackling around her, against a dark blue background
Neon was the most-picked Duelist at Champions 2026. She was in 65% of team compositions across the event's 86 maps, per vlr.gg — speed is what an entry needs when the execute starts.Image: Riot Games

Lurking without throwing

A good lurk wins rounds the scoreboard never explains: the defender rotating to the hit site dies in a corridor, the retake comes in four players short, the Spike goes off. A bad lurk is a player wandering on the other side of the map with no information and no timing. The difference is three rules:

  • Have a target: a rotation path or a flank the defenders will use once your team hits. Lurk where they will walk, not where they are.
  • Have a timer: agree when you move — "when we smoke A" or "at 40 seconds" — and move then, even if you've seen nothing.
  • Give information: if a defender walks past you and you can't kill them, the call "one rotating from Mid" is worth as much as the kill.

In solo queue, BoostPirate's advice is simpler: don't lurk unless the team knows you're doing it. Say "I'm lurking Mid for the A hit" so four teammates don't count on a fifth gun that isn't coming.

The mid-round call

Somewhere between 30 and 50 seconds into a default, someone has to decide. Good calls come from simple counts: if you've seen three defenders at B and nothing at A, A is the hit; if a defender died in Mid, the side that player came from is a player short; if a Sentinel's gadget was found on one site, that Sentinel is probably anchoring there. When nobody calls, BoostPirate's rule for solo queue: follow the first player who says a site with confidence. A mediocre plan done by five beats a perfect plan done by two.

Where to plant and how to play after it

The plant is where attack rounds are really won. Once the Spike is down the defenders have 45 seconds, and a defuse takes 7 of them — with a checkpoint at 3.5 seconds that lets a defender stop and come back. The Spike's beeping tells everyone how much time is left: once a second for the first 25 seconds, twice a second until 35, four times until 40 and eight times in the last five seconds.

  • Plant for your post-plant, not for speed: choose a spot you can see from the positions you'll hold. A Spike in the open is easy to watch from three angles.
  • Get off the Spike: the retake knows where it is, so it's the first place they shoot. Play from cover that sees it, not next to it.
  • Play the sound: a defender who starts defusing makes noise. Swing on the sound, or use a molly or an ultimate on the Spike.
  • Know the half-defuse: if a defender stops at 3.5 seconds, the next attempt only needs 3.5 more — it's often bait.
  • Count the clock backwards: once fewer than 7 seconds are left, any defender who hasn't started defusing has lost.

The plant is also money. Every attacker gets 300 credits when the Spike goes down, win or lose, and the planter gets an ultimate point. The economy guide covers what those credits buy next round; the ult orbs guide covers the point.

Is attack the harder side?

Not by default. At VALORANT Champions 2026 (24 September – 18 October 2026) attackers won 51% of all rounds across 86 maps. The split changes a lot by map, though — Split, out of the ranked pool now, went 61% to attack, while Lotus and Ascent leaned defence. The card below has every map of the event.

Two things follow for ranked. On maps where attack is strong (Abyss in today's pool), a good attack half can win you the map — play it with energy. On defence-leaning maps (Lotus), a 6–6 half on attack is a good result; don't panic and force. Patch 13.08's own Map Rating shows your attack and defence win rates per map, so you can check which side costs you more.

Attack and defence round win rates at VALORANT Champions 2026 by map: Split 61 percent attack and 39 defence over 10 maps, Abyss 55 and 45 over 8, Summit 52 and 48 over 18, Haven 51 and 49 over 10, Sunset 51 and 49 over 12, Lotus 46 and 54 over 15, Ascent 45 and 55 over 13; all 86 maps 51 and 49. Split and Ascent are not in the current ranked pool.
Which side wins where. The round split by map at Champions 2026, with the maps that are in today's ranked pool marked.Graphic: BoostPirate

The solo-queue attack checklist

Ranked teammates haven't practised together, so plans have to be short. BoostPirate's checklist for every attack round:

  1. Buy phase: say where you'll start. "I'm A Main" takes one second and stops three players stacking one door.
  2. 0–20 s: take space without dying. If you're first to see a defender, call the count and step back.
  3. 20–50 s: use one utility for information. Listen to the team's counts.
  4. Around 35 s left: if nobody has called, call the site with fewer defenders seen.
  5. On the hit: utility first, then go in pairs so every entry can be traded.
  6. After the plant: spread out, off the Spike, and count the clock backwards.

The attack mistakes we see most

Don't
  • Dry-peek in the first 15 seconds — that's the defenders' favourite trade.
  • Throw utility in one at a time; three smokes 10 seconds apart are one smoke.
  • Lurk without telling anyone.
  • Run onto a site at 90 seconds with nothing left — a 4-second plant needs cover.
  • Stand on the Spike after planting.
Do
  • Give counts, not stories.
  • Commit by about 35 seconds left.
  • Go in pairs so every entry is traded.
  • Plant every round you can: 300 credits each.
  • Play post-plant from three angles, not one corner.
Attack halves going 3–9? Queue with a Pro Teammate who calls the defaults and executes in your games, or book coaching to review your attack rounds — on your own account, no login shared.
Sources
  • Riot Games — patch notes 13.00 (23 Jun 2026: Initiator signature cooldowns 60 → 50 s) · 13.08 (13 Oct 2026: Map Rating with attack and defence win rates) · 13.09 (27 Oct 2026, the live patch)
  • Pro play — vlr.gg, VALORANT Champions 2026 agent and side table (24 September – 18 October 2026)
  • The Spike — Beebom, VALORANT Spike guide (updated 15 Oct 2025: 100 s round, 4 s plant, 45 s timer, 7 s defuse, 3.5 s checkpoint) · Mobalytics, Spike guide (beep intervals)
  • Credits — the figures in our economy guide (plant 300, lost-round survival 1,000)
  • Checked 8 November 2026 on patch 13.09. The phase model, the five execute steps and the checklist are BoostPirate's coaching advice.
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FAQ

Common questions

How long do attackers have to plant in VALORANT?
100 seconds after the barriers drop. Planting takes 4 seconds of holding the plant key, and letting go resets it, so BoostPirate's rule is to be on site with at least 15 seconds left.
What is a default in VALORANT?
A default is a spread-out opening where attackers take safe space across the map, gather information and wait for a defender to make a mistake before choosing a site. It turns into an execute, a split or a fake once the team knows where defenders are weak.
Should you always plant the Spike on attack?
Almost always. A plant pays every attacker 300 credits, even if the round is lost, and gives the planter an ultimate point. Attackers who survive a lost round without planting get only 1,000 credits.
Is VALORANT attack- or defence-sided?
It depends on the map. At VALORANT Champions 2026 attackers won 51% of all rounds, but 61% on Split and 55% on Abyss, while defenders won 54% on Lotus and 55% on Ascent (vlr.gg's event table).
How do you lurk well in VALORANT?
Lurk with a timer and a purpose: hold the rotation path defenders use toward the site your team will hit, and move when the execute starts. A lurker who has no info to give and dies alone before the hit has cost the team a player.

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