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VALORANT · Map guide · Bind

VALORANT Bind Guide (2026): Teleporters, Callouts and Site Plans

Bind for ranked in Act VI: all 24 callouts, how both one-way teleporters work and how to fake with them, attack and defence plans for A and B, rotations without a Mid, and the agents pros played on Bind in 2026.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • Two sites, no Mid
  • Two one-way teleporters
  • 24 official callouts
  • Back in ranked since 13.08
VALORANT · Bind · back since 13.08

Pick leftorpick right

Two sites, no Mid and two one-way teleporters. Every name on the map is one of the game's 24 official callouts.

B — the left side52 m from the defender spawn*

Two ways in: B Long past Garden and Elbow, or B Short through Window (Hookah). B Long holds the teleporter to A.

No MidA ↔ B
~75 m*
A — the right side54 m from the defender spawn*

Two ways in: A Short past Lamps, or A Bath (Showers) from A Lobby. A Short holds the teleporter to B.

Positions: the game's callout data via valorant-api.com, attackers at the bottom; zones are outlines, not walls. Teleporter routes: The Spike's Bind page. *Straight-line distances from the game's coordinates (our arithmetic, 1 Unreal unit = 1 cm) — real routes are longer.

Riot's description of Bind is eight words long: "Two sites. No middle. Gotta pick left or right." Everything else on the map follows from that. With no Mid to fight over, attackers commit to a side early, defenders have no central lane to collect information from, and two one-way teleporters are the only shortcut across. Bind came back to the Competitive pool in patch 13.08 on 13 October 2026 after a spring and summer away, so a lot of ranked players are relearning it right now. This guide covers all 24 callouts, how the teleporters work (and how to fake with them), attack and defence plans for both sites, rotations and the agents pros used on Bind in 2026.

Short answer: Bind is a two-site map with no Mid. Its two one-way teleporters run from A Short (by Lamps) to B Short, and from B Long (by Garden) to A Lobby — and enemies hear every trip. Attack each site through two entrances at once (A Short + Bath, B Long + Window), use the teleporters for fakes and late rotations, and on defence spend utility slowing the two chokes of each site. Pros ran Viper on 90% of team-maps and Brimstone on 80% at Masters Santiago 2026.
Key takeaways
  • Back in 13.08: Bind and Corrode returned to Competitive and Deathmatch on 13 October 2026; Ascent and Split left.
  • 24 official callouts — ten on A, eleven on B, plus the attacker spawn, Cave and the defender spawn.
  • The teleporters are one-way, loud and pass objects: abilities, the Spike and dropped guns go through if they keep their speed.
  • The exit door opens as you approach, can't be opened from outside and doesn't stop bullets.
  • No Mid means fewer early fights: information comes from the chokes, sound and the teleporters.
  • Pros smoke heavily here: Viper 90% and Brimstone 80% at Masters Santiago (28 Feb – 15 Mar 2026, 5 maps).

Bind in the 2026 pool

Bind has been in VALORANT since the beta in April 2020. In 2026 it was in the pool from January, left in patch 12.08 on 28 April when Ascent came back, and returned in patch 13.08 on 13 October together with Corrode. Riot's 13.08 notes list no layout changes for Bind, and patch 13.09 on 27 October changed no maps — so if you played Bind in early 2026, the map is the one you remember.

Beta · April 2020Released

One of the original maps.

Jan – Apr 2026In rotation

Played at Masters Santiago in March.

12.08 · 28 Apr 2026Rotated out

Ascent came in; Bind went out.

13.08 · 13 Oct 2026Back in Competitive

With Corrode; Ascent and Split out.

Every Bind callout

These are the game's own location names. Bind's are worth learning precisely, because two of them — A Exit and B Exit — are the teleporter exits, and calling "B Exit" tells your team someone just teleported, not just walked in. Older names still float around voice chat, so the board notes the common nicknames in brackets.

B — 11 callouts

  • B Elbow
  • B Exit
  • B Fountain
  • B Garden (Arches)
  • B Hall
  • B Link (Market)
  • B Long
  • B Short
  • B Site
  • B Teleporter
  • B Window (Hookah)

Long and Short are the two attacker entrances; Hall and Elbow are the back of the site; Exit is where the A teleporter drops you.

A — 10 callouts

  • A Bath (Showers)
  • A Cubby
  • A Exit
  • A Lamps (U-Hall)
  • A Link (Market)
  • A Lobby
  • A Short
  • A Site
  • A Teleporter
  • A Tower (Heaven)

Short and Bath are the two attacker entrances; Tower and Lamps look onto the site; Exit is where the B teleporter drops you.

Spawns

  • Attack spawn
  • Cave
  • Defence spawn

Cave sits on the attackers' side between the two lanes.

Nicknames come from community map guides (The Spike lists Showers, Hookah, Heaven, U-Hall, Arches and Market), not from the game — when in doubt, use the in-game name your minimap shows. For a system of short calls that works on every map, see the callouts and comms guide.

How Bind's teleporters work

The teleporters are the one thing every Bind round revolves around. These are the rules, as The Spike's Bind map page sets them out:

Step inA Short, by Lampscallout “A Teleporter”
Step outB Short — attackers' side of Hookah (B Window)callout “B Exit”
Step inB Long, by Gardencallout “B Teleporter”
Step outA Lobby — attackers' side of Bath (Showers)callout “A Exit”
It's loud

A teleport audibly alerts the enemy — and the sound plays whether an agent or an object went through.

The exit room

You arrive in an exit room whose door opens automatically as you walk up. Nobody can open it from outside.

Not cover

The exit door doesn't block gunfire, so a defender who heard you can shoot through it.

Objects travel

Thrown abilities, the Spike and dropped weapons pass through and open the door if they keep their velocity.

That last rule is where the creativity is. Because the sound plays for objects too, throwing a cheap ability or a dropped pistol through a teleporter sounds exactly like a player using it — a free fake. BoostPirate's teleporter habits for ranked: teleport before the enemy commits, not into a site they already hold; never take the teleporter alone late in a round unless it's the only way to reach the Spike in time; and on defence, treat every teleport sound as information, not as proof — count bodies before you rotate.

Bind teleporters: the A teleporter in A Short by Lamps leads one-way to B Short on the attackers side of Hookah, called B Exit; the B teleporter in B Long by Garden leads one-way to A Lobby on the attackers side of Bath, called A Exit; teleports alert the enemy whether an agent or an object went through; the exit door opens as you approach, cannot be opened from outside and does not block gunfire; abilities, the Spike and dropped guns pass through if they keep their speed; A Site to B Site is about 75 metres in a straight line
Bind's two teleporters on one card. Where each one goes, the four rules, and how far apart the sites are.Graphic: BoostPirate

Attacking on Bind

Every Bind site has two attacker entrances, and the best executes use both. Pros won 67% of attack rounds on Bind at Masters Santiago 2026 — only 5 maps, so a small sample, but in our experience a well-timed two-way hit on Bind is hard to stop. This is BoostPirate's ranked playbook:

Execute · AShort + Bath at once
  1. Smoke A Tower and Lamps so the site can only be held up close.
  2. Two players take A Short; two or three come through Bath from A Lobby.
  3. Flash the corner as both groups enter on the same call.
Execute · BLong + Window
  1. Smoke B Hall and Elbow to cut the back of the site.
  2. Clear Garden from B Long while one player pressures Window.
  3. Plant away from Window once Hookah is cleared.
Fake · either sideSell it with the teleporter
  1. Show utility at one site and throw an object through the teleporter.
  2. Let the sound pull a defender, then hit the other site.
  3. Keep one player near the teleporter for a late rotate.

After the plant, remember that the teleporters work for defenders too: the B Long teleporter drops a retaker into A Lobby, behind your A post-plant, and the A Short one drops them into B Short. Watch your exits as well as the site. For defaults, executes and lurks on every map, read the attacking guide.

Defending on Bind

Defending Bind is about the chokes. Each site has two entrances, and the defender spawn sits between the sites — roughly 54 m to A and 52 m to B in a straight line — so a two-two split with a flexible fifth is the natural start. BoostPirate's setup:

Setup · ATower + Short
  1. One player on A Tower or site watching Bath.
  2. One on A Short or Lamps, ready for the teleporter.
  3. A trap or molly on the Bath exit buys time.
Setup · BLong + Window
  1. One player contests B Long from Garden or Elbow.
  2. One holds Window and B Short (Hookah).
  3. Fall back to Hall instead of dying in Long.
Fifth playerThe ear
  1. Play near the defender spawn and listen for teleports.
  2. Rotate on utility and bodies, not on sound alone.
  3. On a retake, use the teleporter to hit the site from behind.

Retakes on Bind are where the teleporters shine: a retake through the B Long teleporter puts you in A Lobby, behind attackers who are watching the defender side. The defending guide covers holds, stacks and retakes in more detail.

Left or right: the two sites compared

On BindB (left)A (right)
Attacker entrancesB Long · B Short (Window)A Short · A Bath
Teleporter hereB Long → A LobbyA Short → B Short
Back of siteB Hall · B ElbowA Tower · A Lamps
From defender spawn*~52 m~54 m
From attacker spawn*~120 m~109 m
Smoke first (our advice)Hall, ElbowTower, Lamps

*Straight-line distances between callout points from the game's coordinates (BoostPirate arithmetic, 1 Unreal unit = 1 cm). Real routes bend around walls; use them to compare, not to time a rotation.

The two sites sit about 75 m apart in a straight line, and both are similar distances from the defender spawn — which is why Bind punishes slow information. If you hear nothing on one side, that is information too: four attackers can't walk through Long and Short silently.

Agents for Bind

Bind wasn't in the pro pool at VALORANT Champions 2026, so the latest big-event data is VALORANT Masters Santiago 2026 (28 Feb – 15 Mar 2026), where teams played Bind 5 times. The bars show the share of team-maps each agent was picked on — pro play from early 2026, so treat it as a direction, not a rule:

Viper agent icon ViperController90%
Brimstone agent icon BrimstoneController80%
Yoru agent icon YoruDuelist70%
Fade agent icon FadeInitiator70%
Waylay agent icon WaylayDuelist40%
Raze agent icon RazeDuelist40%
Neon agent icon NeonDuelist30%
Skye agent icon SkyeInitiator30%
Astra agent icon AstraController20%
Chamber agent icon ChamberSentinel10%
Harbor agent icon HarborController10%
Gekko agent icon GekkoInitiator10%
Viper, VALORANT Controller, in a dark green suit with toxic green gas curling around her, official agent art
Viper — 90% of team-maps on Bind at Masters Santiago 2026.Image: Riot Games
Brimstone, VALORANT Controller, in a red beret and tactical vest with a heavy gauntlet, official agent art
Brimstone — 80%: three quick smokes for two-entrance sites.Image: Riot Games
Why double controller?

Each Bind site is entered through two chokes and watched from deep positions like A Tower and B Hall. A wall plus three smokes can cut a site in half, which is what Viper and Brimstone together do. In ranked, BoostPirate's advice is at least one controller who can smoke both of a site's back positions, an initiator with a flash or stun for the chokes and a sentinel who watches the teleporter you're not using.

More on each role: controllers · sentinels · team comps.

Common Bind mistakes

Do
  • Hit a site through both of its entrances on one call.
  • Throw an object through a teleporter to fake a rotation.
  • Count enemies before you rotate on a teleport sound.
  • Watch the teleporter exits during your post-plant.
  • Fall back to Hall or Tower instead of dying in a choke.
Don't
  • Teleport into a site the enemy already holds.
  • Hide behind the exit door — it doesn't stop bullets.
  • Look for a Mid fight that doesn't exist.
  • Stack five on one site on a single sound.
  • Send one player through Long alone every round.

A 15-minute Bind routine

  1. 4 minRide both teleporters

    A custom game: take each teleporter, note where you land and how long the exit door takes to open as you walk up.

  2. 3 minThrow through them

    Throw an ability and drop a gun through each teleporter so you know what a fake looks like from the other side.

  3. 3 minWalk both entrances of each site

    A Short, Bath, B Long and Window — say the callout at every corner.

  4. 5 minDeathmatch on Bind

    Bind is in the Deathmatch pool again since 13.08: learn its angles without risking RR.

Then check your Map Rating on Bind after ten games: a big gap between attack and defence shows which half to work on. Our Abyss, Corrode, Haven and Lotus guides cover four more maps in the pool, and the map pool guide has all seven.

Relearning Bind after six months away? A coaching session goes through your Bind rounds with an Immortal+ coach, or a net-wins order keeps your rank moving while you practise. Boosting is against Riot's terms — read is VALORANT boosting safe first.
Sources
Free: VALORANT RR Calculator Your rank, RR, RR per win and loss and win rate in — the RR, net wins, games and days to your target rank, and the live booster quote.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

Where do the teleporters on Bind go?
There are two, and both are one-way. The one in A Short by Lamps takes you to B Short, on the attackers' side of Hookah (B Window). The one in B Long by Garden takes you to A Lobby, on the attackers' side of Bath (Showers).
Can enemies hear you use the teleporter on Bind?
Yes. Using a teleporter audibly alerts the enemy team, and the cue plays whether an agent or an object went through. Thrown abilities, the Spike and dropped weapons can pass through if they keep their speed.
Is Bind in the VALORANT map pool right now?
Yes. Patch 13.08 on 13 October 2026 put Bind and Corrode back in the Competitive and Deathmatch queues and took Ascent and Split out. Bind had been out of rotation since patch 12.08 in April 2026.
What agents are best on Bind?
Pros at VALORANT Masters Santiago 2026, the last big event before Bind's spring rotation, picked Viper on 90% of team-maps and Brimstone on 80%, with Yoru and Fade at 70%. In ranked, BoostPirate's advice is a double-smoke or Viper-plus-controller setup, because Bind's sites are entered through narrow chokes that walls and smokes cut off.
Does Bind have a Mid?
No. Riot sums it up as two sites and no middle: attackers pick left or right. The defender spawn sits between the two sites, and both teams can use the one-way teleporters to cross the map faster than on foot.

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