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Valorant Team Comp Builder with live rating

Which five agents actually make a strong team on your map? Pick a map, build your comp – and get an honest rating on every swap: role balance, map fit, the util combos your lineup enables (and which are missing), plus a comparison with real meta comps. With precise explanations so you understand why something is good or bad. No login, shareable by link.

🗺️ All 7 competitive maps⚡ Live rating🤝 Util combos explained🔗 Share by link
⚡ Quick answer

Pick a map and drop five agents into your comp. The builder rates role balance, map fit and util combos live – explaining what is good and bad, with a comparison to real meta comps.

Valorant Agent Omen

Your comp builder

Pick your map first, then tap agents into the five slots. The rating updates on every swap.

Agent pool

How the Team Comp Builder works

This tool answers a question a finished tier list never can: not “which agent is strong?”, but “which five together make a working team on this map?”. You pick one of the seven current competitive maps at the top, drop five agents into the slots – one click from the pool on desktop, a tap on mobile – and get a fresh rating on every single swap. No login, no cookies, no server storage: your comp lives only in the address bar so you can share it by link.

The rating has several layers. A score from 0 to 100 sums everything up, and below it you see the concrete role balance, a list of strengths and weaknesses with reasons, the utility combos your five agents enable (each with an explanation and the spot on the map where it is strongest), and a comparison with a real reference meta comp for the chosen map. The “Load meta comp” button shows you at any time how pros typically fill the map – a starting point you can adapt.

What makes a good comp

A strong lineup is not five favourite agents by accident, but the sum of four jobs that have to be done on the server. Every round needs someone to open space (entry), someone to gather information and break defences (setup), someone to control sightlines (smokes), and someone to anchor areas and cover flanks. Those four jobs map onto the four roles. Miss one and the round is not impossible, but much harder: without smoke, open sightlines choke every push; without info you walk blind into traps; without an anchor the flank breaks; without an entry the team waits for an opening that never comes.

The classic guideline for most maps is: one controller, one sentinel, one or two initiators and one or two duelists. It is not a law – some maps reward a second controller or sentinel – but it is a reliable starting point. That is what the builder checks first: whether all four roles are present, warning you when three duelists fight over the same kills and praising a balanced spread. Unsure which role suits you? Try our “Which Valorant agent fits you?” quiz first, and find a full strength ranking in the build-your-own Agent Tier List.

The four roles – and what they bring to the team

Duelist: the spearhead

Duelists like Jett, Raze, Reyna, Neon, Phoenix, Yoru, Iso and Waylay are built for gunfights. Their kit is about self-sufficiency – dashes, blast packs, blinds and escapes – so they can enter a space first and open it for the team. A good entry duelist turns a single kill into a numbers advantage. Too many duelists are a problem, though: if three players all hunt the first kill, nobody is left for smoke, info or anchoring. So most comps want one, sometimes two.

Initiator: the enabler

Initiators like Sova, Fade, Breach, Skye, KAY/O, Gekko and Tejo create the conditions under which the entry is safe. Their recon darts, flashes and scans reveal enemy positions and briefly take away control. A flash initiator (Skye, KAY/O, Breach) is the most important building block of many comps, because it opens a blind window for the duelist – exactly what the builder flags when an entry duelist stands there without flash support.

Controller: the architect of space

Controllers like Omen, Brimstone, Viper, Astra, Harbor, Clove and Miks control the field of view. Smoke walls split the map, block angles and force enemies to move blind. Without at least one controller, an organised attack is barely possible on most maps. On large, open sites a second controller pays off – above all Viper, whose toxic wall plus a regular smoke seals even the longest sightlines.

Sentinel: the anchor

Sentinels like Killjoy, Cypher, Sage, Vyse, Chamber, Deadlock and Veto hold areas, cover flanks and slow enemy pushes. Their traps, cameras and slow fields turn an entrance into a bottleneck one player can hold while the rest pressures elsewhere. On defence they are the foundation; on attack they lock down captured ground after the plant. Miss the sentinel and the flank stays open and the post-plant wobbles – the builder reports that too.

Map by map: comp basics for every competitive map

Each map has different demands. The overview below covers the current competitive pool and names a proven reference lineup for each. These comps are compiled from public sources (VLR.gg pro matches, ValoHub, esports analysis) and serve as orientation, not gospel – the meta shifts with every patch.

Ascent

A medium two-site map where mid control decides the round. Whoever holds mid dictates rotations. A classic reference is Jett, Omen, Sova, KAY/O, Killjoy: grab mid info, then take a site with recon and a clean entry timing while Killjoy delays mid or B. Sova is especially strong here because his recon covers the many long angles.

Lotus

A three-site map with rotating doors and a silent stone that swallows sound. It rewards information and post-plant control. Reference: Raze, Omen, Viper, Fade, Killjoy – a double controller (Omen + Viper) covers the wide angles, Fade provides info, and Killjoy plus Viper make the post-plant brutal. Whoever plants should layer utility onto the spike, not in front of it.

Split

A tight, vertical map full of chokes and rope ascenders – here utility and close combat beat pure aim duels. Reference: Raze, Omen, Viper, Skye, Cypher. The idea: force close fights with double smoke, then crack the compact defence with Raze pressure. Cypher holds the flank, which turns lethal fast on such a tight map. Sentinels have always been especially valuable on Split.

Sunset

A two-site map with tight corridors that favour lurks and a large, important mid. Controllers and flash entries dominate. Reference: Raze, Omen, Gekko, Breach, Cypher – take mid with purpose, pair flashes (Breach, Gekko) with Raze pressure before the defence resets, and use Cypher against the many lurk paths. Omen has strong one-way smokes on Sunset.

Haven

The original three-site map. With three sites, information and rotation timing decide: rotate blind and you lose. Reference: Jett, Omen, Sova, Breach, Cypher – use info to avoid blind rotations, then retake with flash timing instead of risky solo peeks. The double-initiator idea (Sova + Breach) fits the many angles.

Abyss

Abyss’s quirk: the edges have no kill barriers – fall off and you die. Positioning is a matter of survival. Reference: Jett, KAY/O, Sova, Omen, Cypher – a solo duelist supported by a double-initiator setup for the many corners, and info before every push so nobody gets pushed blind into a pit.

Summit

The newest map, a three-lane layout with reactive walls you trigger mid-round by double-right-clicking, permanently changing sightlines. It is mid-centric – map control beats raw duelist value. Reference: Jett, Omen, Sova, Sage, Killjoy. Sage and Cypher are strong because their walls and cameras interact with the reactive wall system; Sova can even trigger a wall with a shock dart. As the meta on a new map is still settling, this comp is a balanced starting point.

Utility combos: the ability synergies in detail

What separates good comps from random groups of five are the combos – moments where two abilities together do more than either alone. The builder detects these synergies in your lineup automatically and explains them. Because ability synergies are stable and do not change every patch, this layer is especially reliable. The key patterns:

Flash → entry. A flash agent blinds (Breach with Flashpoint, Skye with Guiding Light, KAY/O with FLASH/drive), the duelist enters first through the blind window. This is the base combo of almost every site take, strongest on tight sites and mid. Info → take. Sova (Recon Bolt) or Fade (Haunt/Prowler) reveals the site; the team only commits once the angles are known – avoiding blind runs into traps.

Double smoke. Viper’s toxic wall plus a regular smoke (Omen, Brimstone, Harbor, Astra, Clove, Miks) seals large sightlines completely – ideal on open sites and wide mids. Post-plant lockdown. Killjoy’s Nanoswarm with Viper’s Snake Bite (or Cypher/Vyse traps) sits right on the spike and makes the defuse nearly impossible. Pull + area damage. Astra’s Gravity Well or Fade’s Seize concentrates enemies; Nanoswarm, Mosh Pit, Paint Shells or a Tejo rocket then clears the group.

Stun → dash. Breach stuns with Fault Line or Rolling Thunder, Jett dashes in with Tailwind and clears the stunned enemies before they recover. Combo ultimates. A wide stun/suppress ult (Breach Rolling Thunder, KAY/O NULL/cmd) bundled with a clearing ult (Raze Showstopper, Neon Overdrive) decides whole rounds – but only when both fire together, not separately. The builder surfaces exactly these details with a location so you know where and how the combo is meant – and it tells you when a key combo is missing, such as an entry without flash support.

A few concrete examples so it is clear how precise these combos are: on Split, Breach stuns through tight mid with Fault Line while Jett dashes up in the same moment – the enemy cannot counter through the stun. On Ascent, Sova fires a Recon Bolt over the wall into A Main, the team sees the defenders and only then commits. On Breeze or any open site, Viper lays her toxic wall across the long angle and Omen smokes the second angle – only this double smoke makes the take safe at all. And after every plant, Killjoy drops Nanoswarm onto the spike while Viper’s Snake Bite covers the same spot: whoever defuses stands in the damage. The builder detects exactly these pairs and names the location – and if your comp has no flash agent for the duelist, it says so too.

Meta comp and ranked reality

One important distinction: the reference comps come mostly from the pro and high-elo scene, where five coordinated players run clear roles and rehearsed routines. In solo queue that coordination is often missing. So agents that also work alone rise in value there, while some pro comp only shines in perfect teamwork. Take the meta reference as a map, not a rule: it shows you which structure demonstrably works, but the best comp is the one that fits your team and your rank. To understand the rank system behind it, see our overview of Valorant ranks and the RR calculator.

Attack and defence: one comp, two jobs

A comp has to work in both halves, and the roles shift focus. On attack, order matters: first info and smoke, then flash, then entry, finally plant and post-plant. On defence the jobs flip: the sentinel becomes the heart, holding a site almost alone with traps and cameras while the rest pressures elsewhere or rotates on info; the initiator gathers early information, the controller uses smoke defensively to buy time, and the duelist takes aggressive peeks or holds a flank. A good comp covers both modes – which is why role balance matters more than whether a single agent is momentarily “strong”. That balance is the first thing the builder checks.

Double controller or double sentinel – when deviations pay off

The one-of-each standard is a start, not a dogma. A second controller pays off on large, open maps with long sightlines, where a single smoke is not enough and Viper’s wall plus a regular smoke fills the gaps. A second sentinel – Cypher plus Sage or Killjoy – makes sense on tight maps with many flanks, where information and slows are worth more than another entry; Split is the classic double-sentinel case. Conversely, a second duelist can work on very aggressive three-site maps like Haven, where fast breaks onto multiple sites create tempo. The builder marks a double controller as a strength, but warns as soon as the duelist count crowds out utility – so you can tell whether your deviation is deliberate or risky.

Step by step: building your first comp

If you do not know where to start, a fixed order helps. First: pick the map you actually play and read its character at the top – open or tight, two or three sites. Second: place the controller first, because almost nothing works without smoke; two on large maps. Third: add a sentinel that suits the map – Cypher and Killjoy for info and traps, Sage for slows and walls. Fourth: add one or two initiators, ideally one with a flash so your entry has support. Fifth: finish with the duelist who opens the first space – preferably one you master. Then read the rating: are all four roles green, is there at least one clear util combo, and how high is the meta overlap? Refine until the score is right and the weakness list is empty. “Load meta comp” shows how pros fill the same map, so you can swap individual agents for your favourites.

A final practical tip: don’t build a new comp every round – learn two or three fixed lineups for your favourite maps properly. That way you internalise the combos and rotations instead of spreading yourself thin. For a coordinated team it pays to collect the shared comp links and agree before the match who takes which role – exactly what the share function is for.

Common mistakes when building comps

Three pitfalls recur. The first is duelist overload: three or four duelists look aggressive on paper, but without smoke and info the team opens no site and everyone fights over the same kills. The second is the missing role you only notice mid-game – no controller on an open map, no sentinel for the flank. The builder catches exactly that before the round starts. The third is blindly copying a pro comp without accounting for your own environment: what carries a coordinated five-stack on Radiant can fizzle in solo queue, where the combos are never fired in sync. Build around two or three agents you truly master and fill the missing roles on purpose.

Conclusion: understand why a comp works

The Team Comp Builder is more than a click-together tool – it is a learning tool. Because you see what changes in balance, map fit and combos on every swap, you gradually understand why some lineups carry and others do not. Build your comp for the map you actually play, watch the four roles and at least one clear combo, compare with the meta reference – and share the result with your team to start a discussion. And if you want to know what your skin collection is worth along the way, Valorant-Spind tells you in seconds.

Valorant Team Comp Builder: key facts at a glance

  • The interactive builder covers all 7 current competitive maps (Ascent, Lotus, Split, Sunset, Haven, Abyss, Summit) and rates your 5-agent comp live on every swap.
  • It evaluates role balance (duelist, initiator, controller, sentinel), map fit, detected utility combos with location and explanation, and the overlap with a real reference meta comp.
  • The classic guideline is 1 controller, 1 sentinel, 1–2 initiators, 1–2 duelists; large/open maps reward a second controller (e.g. Viper).
  • Ability synergies like flash → entry, double smoke, post-plant lockdown and combo ultimates are stable and patch-independent; meta numbers are shown with source and date.
  • Everything runs without login or server in the browser; your comp is encoded in the address bar and shareable by link.
Sources: official Valorant game data (valorant-api.com), meta references from VLR.gg, ValoHub & esports analysis · As of: September 10, 2026
Does the comp builder rate my lineup live?

Yes. On every agent swap the tool recalculates instantly: role balance, map fit, overlap with real reference comps, and the util combos your five agents enable – each with a reason. It runs entirely in the browser, no login.

Where do the reference comps and ratings come from?

The role and combo logic is based on the fixed agent abilities (official game data). The per-map meta reference comps are compiled from public sources like VLR.gg, ValoHub and esports analysis and stored with a date; they are updated per patch.

Are the ratings official from Riot?

No. Riot publishes no official comp rating. The builder evaluates the structure of your lineup (role balance, utility coverage, map fit) and compares it with common meta comps. The result is informed orientation, not an official verdict.

Why are meta details not presented as eternal truth?

Because the meta shifts every patch. So the rating rests on stable knowledge (roles, abilities, map structure) – numbers like win rates always come with source and date and are refreshed regularly.

Can I share my comp?

Yes. The builder encodes the map and your five agents in the address bar. Via “Share” the link is copied; whoever opens it sees your exact lineup and rating – with no server or account.

Does the tool show util combos too?

Yes. It automatically detects the ability synergies of your five agents (e.g. flash → entry, double smoke, post-plant lockdown) and explains what the combo does and where on the map it is strongest – and it flags missing combos like “no flash agent for the entry”.

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