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This neighborhood used to be so much better without this Kingdom shit.

— Yoru, Match Start on Split

Split (codename Bonsai) is a launch map in VALORANT.


"If you want to go far, you’ll have to go up. A pair of sites split by an elevated center allows for rapid movement using two rope ascenders. Each site is built with a looming tower vital for control. Remember to watch above before it all blows sky-high."

Map Features

Split was the first map to use ascenders. There are three sets on the map:

  • Two that allow players to get up from Sewer to A Lobby
  • One that allows players to get up from B Hell to B Tower
  • Four that allow players to navigate through Vents


  • A Site
  • Alley
  • B Site
  • Back
  • Bottom
  • Garage
  • Link
  • Lobby
  • Mail
  • Main
  • Rafters
  • Ramps
  • Screens
  • Sewer
  • Site
  • Spawn
  • Stairs
  • Top
  • Tower
  • Vent

Update History

  • Fixed a bug where attackers at A Lobby could hear gunshots from A Ramps during the buy phase


  • Increased the width of the B Main doorway
    • This should make the space easier to navigate for attackers, and make it more difficult for defenders to stall Attackers
    • There is a crate for attackers to utilize on the other side of the doorways as cover, which allows for utility to be thrown into the site from a new angle
  • Added an additional trash pile on B Site to prevent defenders from hiding in too deep a nook outside B Main doorway
  • Increased Spike plant zone boundary on B Site
  • New material stack for cover in B Site that allows you to isolate angles more effectively and breaks up a vertical 50/50 angle when peeking into the site from B Main
  • Reduced depth of a corner in Alley to allow pushing into defender spawn from B Site with more safety
  • Removed the cubby in Alley to allow pushing through this area more safely
  • Increased the width of the Vent Room entrance
  • Added a sloped wall in the Vent Room, which removes a 50/50 check when entering Vents from Mid
  • Removed a section of wall in the Ramen/Scuttle Crab (B Link) area to make it more open and allow you to push through and clear without having to rely as heavily on utility
  • Reduce depth of cubby in Sewer to allow pushing through this space more safely
  • Increased the width of the doorway to A Tower
  • Removed parts of the wall in A Tower to reduced safety of defenders
  • Adjusted angle of sloped wall on A Site to allow the back corner to be cleared slightly earlier from attackers
    • This angle is still safe from A Tower, however you can now successfully clear this spot by stepping out onto the Rafters without having to drop down towards site
  • Increased wall depth near Screens, which allows you to move out of Screens more safely without the use of utility


  • Ascender acceleration adjusted to prevent sudden shifts in direction
    • This was only listed in the Patch 1.10 notes due to the change also mentioning ziplines, which didn't exist at the time until Icebox's addition later on in 1.10
  • Added weapon tagging when shot while on Ascenders


  • Adjusted Defender Spawn to allow clearing angles to be a bit more straightforward


  • Restructured mid chokepoint
    • We felt like Defenders were able to effectively plug up the main choke point in mid for a large percentage of the round. The new layout hopes to alleviate this issue. These changes open up the space quite a bit and provides an additional path to get around stalling abilities on the stairs. It also gives Attackers a few different angles to help siege B Tower and Vents.
  • Expanded our new system that combats map exploits to all other maps—this will eradicate anyone trying to escape the playspace
  • Continued to fix level collision in order to enhance the smoothness of the gameplay space
  • Completed draw call optimizations
  • Also continued to block spots for Cypher's Spycam.png Spycam that prevented counter-play


  • Barrier locations (those clear blue walls) have been adjusted across the map to provide attackers more of a foothold into territory control across the map.
    • Defender barrier in B Mid has been pulled back. New barriers are in the entrance to Vent and atop the staircase in B Tower.
    • Defender barrier has been pulled back at A Ramps.
    • Attacker barrier has been pushed forward at A Main.
    • Attacker barrier has been pushed forward slightly at B Main.
  • Angled the wall on the left interior of B Tower when pushing up the stairs from Mid
    • This removes a 50/50 angle check when pushing into this space, which should make it more approachable for you to try and gain control of B Tower.
  • Radianite crate in B has been changed to a metal crate to provide more cover when planting the Spike.
  • Revised art to improve performance throughout the map.
  • Added fixes for Cypher Spycam.png Spycam exploits
  • Backside of spawn barriers are now opaque to prevent some abuse cases
  • Added ability for Spike to automatically fall from elevated boost positions
  • Fixed multiple spots where Sova’s Recon Bolt.png Recon Bolt could over-penetrate map geometry


  • Multiple fixes to geometry to fix exploits and help optimize gameplay


  • Several exploits fixed
  • Orb moved from B Mid to B Main