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How to Play VALORANT Map Corrode

How to Play VALORANT Map Corrode

10 Jul
Foo Zen-Wen

VALORANT’s newest map, Corrode, has been out for just over 2 weeks now, and understanding of the map continues to evolve the more exposure we gain on it. When first released, the map appeared incredibly defender-sided, with powerful positions for multiple defenders to decimate rushing attackers. This has shifted dramatically in the last week, and the map is now one of the most exciting to play tactically. Let’s break it all down in our guide to Corrode.

General Map Layout

Corrode is a 2-site map (A and B) that adheres to the simple three-lane design approach. B-site, the smaller of the two sites, features a narrow chokepoint and an array of positions to aggressively hold it from on the defender side. A-site is far more open but compensates with long travel distances from your initial start point to deep into A. The open space also makes it far more threatening as smokes and initiator utility lose some effectiveness against it.

However, Mid presents the true challenge when attempting to master Corrode. A long corridor effective for quick duels, it also offers a much faster rotation into the exterior of A-site.

Corrode Layout
Corrode's challenging layout tests teamwork and rewards good rotations. Credit: Riot Games

Where it differs from other VALORANT maps, lies in its more complex design layered on top of it. The most notable feature of Corrode is the sheer number of angles, cubbies, deep corners, and nooks to clear. In ranked especially, this provides a unique challenge that few other VALORANT maps offer, that being options.

Both playmaking and critical decision making are tested on Corrode through these options. Aggressive push down mid? Which angle, which cubby. Pathing into site? Choice is the name of the game for Corrode and how you pilot on the map will greatly influence the final outcome of your matches.

Site Breakdown

A-Site

There are a total of 3 entryways into A-site: A-Main, A-Link, and A-Crane. While A-Crane will be the primary entryway for Defenders and A-Main for Attackers, A-Link is the power position both sides will contest for. The side that retains control of A-Link will more often than not determine whether a site can be taken or held down.

Corrode A-Site
Corrode A-Site entryways. Credit: Riot Games

Pathing

Once Attackers pass the threshold of A-Link/A-Main, they will be met by A-Yard. Here, there are two further options to progress. A-Site can be entered either through a quick doorway to the left of A-Yard, or the safer route is generally to seize control of A-Pocket and then A-Elbow. This clears the extremities of the map and allows for Attackers to retain a defensive fallback position in the post-plant. Whereas the first option offers a far quicker alternative into the site, in the case where speed is of the essence, however, the threat of getting squeezed by retaking Defenders is far higher.

Holding

Holding A-site is a massive undertaking and one we generally recommend the higher count of Defenders to lean towards. A-Link is a crucial first step towards negating one of the most immediate threats to the site, however, A-Elbow control is of greatest importance should the Defenders wish to retain some level of control over the site. Should the Attackers push Defenders all the way back to spawn, the multitude of crossfires from Attackers in the ensuing seconds will make it extremely difficult to fight your way back in.

B-Site

For B, there are 3 entryways into the site, that being B-Main, B-Link, and B-Arch. B-Main and B-Arch play similar functions for Attackers and Defenders as they do on A-site, while B-Link plays the role of pivot position into B especially, making B-Link the power position for the site.

Corrode B-Site
Corrode B-Site entryways. Credit: Riot Games

Pathing

B-Site is fairly straightforward for Attackers. Attacks can either be carried out through a combined Main push, a Mid into B, or a split, seizing Mid-Top and B-Main before meeting back up on site. Once Attackers make it onto the site, in terms of pathing, there are fewer options, however, they exist. The immediate threats on B are plentiful and require coordinate teamwork to properly take space on the site. Moreover, unlike A-site, there are few fallback positions for Attackers on the map, making B-Elbow the crucial position for both Defenders to retain and Attackers to seize control.

Holding

Defending B-site is fairly straightforward. Thanks to its narrow entryway and multitude of angles, Defenders have a plethora of angles to select from to get that crucial first pick and buy time for the rotates. Should control of the site be lost, it is vital to retain control of either B-Elbow in most cases as it provides Defenders with 2 avenues at the very least to flood back in, that being B-Elbow and B-Tower.

Key Areas of Control

The most important contest on Corrode is undeniably Mid. Control over Mid Stairs presents Attackers with a quick pivot into A-Site. Control over Mid-Top grants the same into B-site. For Defenders, retaining control over either prevents the same from fruition. Moreover, it grants Defenders a far faster alternative to reinforce whichever site is under siege.

The power positions mentioned above: A-Link and B-Link are therefore critical and will often participate in contesting Mid on Defense.

For Attackers, there is far less value in an early A-Main battle as Defenders have ample room to fall back to which Attackers will still have to clear as they make their way on to the site. However, the extremities of B and A Lobby are critical to an extent in the mid-round as flanking is extremely potent on a map this size.

Here, there are also a multitude of options for Attackers as to how to approach Mid, and what their end-round would ideally look like.

Corrode Mid Smokes
Plenty of options in Mid alone, much like an opening move. Credit: Valoplant

In Mid alone, there are 5 immediate smokes that can be utilised to help seize map control. Smokes 1-3 are the basics, while 4 and 5 are more advanced and would be better as a secondary follow-up smoke after some scaling has been achieved.

1: The basic mid smoke. This cuts off the long sightline and allows for an isolated duel into A-Link. This is best utilised for an A split paired with some A-Main control.

2: This grants control over mid, cutting off the A-Link player from quickly assisting his teammates in the Mid contest. This pairs well with a B split and can be coupled with the 4th smoke should that be necessary.

3: A deeper Mid smoke which allows for Attackers to scale much deeper into Mid, however, we would consider this intermediate difficulty as it does not immediately isolate either the Mid or Link player from taking separate fights into Mid.

4: This prevents the top mid fight and allows for quick scaling into B through B-Link.

5: The most unlikely of the smokes, in the right situation, this smoke can be utilised for a mid-round pivot through Defender Spawn into A through A-Crane. However, this is also the most dangerous and advanced of the suggested tactics.

Corrode Basic Mid Hold (Attacker)
Corrode Basic Mid Contest (Attacker) Example. Credit: Valoplant

Corrode Mid Contest
Corrode Mid Hold (Defender) Example. Credit: Valoplant

Attack Side

For Attackers, the general idea is to prod with a 1-3-1 setup early in the round, monitoring the extremities while contesting Mid for priority. Seizing picks can then help determine which site to hit! Split hits are particularly effective on Corrode thanks to this. Make use of the extremely long rotation times from Defenders to spread them out before the site hit.

Defense Side

Currently in Ranked, the general setup has continued to be 2-1-2, with 2 Defenders to each site and a single Mid player who will play the fast rotate to assist whichever site requires quick reinforcement. One Defender each plays hard anchor on the site itself while the other 3 battle for Mid, one from each link. The map’s layout is generally favorable to Defense and it is advisable to make use of this with aggressive setups that allow for you to gain a quick man advantage before falling back to a secondary position.

Sentinels can favor either bomb sites as each decision offers different benefits. For A, having your sentinel there ensures a far greater chance of retaining site control. Also, B remains the easier site to retake thanks to fewer options for Attackers in the post plant. However, on B, Sentinels can function fairly independently as the last rotate, anchoring down B-site while the other 4 can move around more dynamically.

It is also advisable that the controller player plays opposite to the sentinel, as they can function as the secondary stall agent on the other site. This frees up the remaining 3 to move and reinforce as they see fit.

Common Mistakes to Avoid

Direct B-site rushes remains the most inadvisable strategy to pull when the barriers drop as the narrow chokepoint and deadly crossfires means it is nearly impossible to take without extremely coordinated utility and entry pathing.

Many teams currently avoid Mid due to its many angles and long sightlines, favoring instead the extremities of the map such as A-Main and continued A-rushes. However, this allows Defenders the option of a far faster rotate time through A-Link, setting up a deadly crossfire with A-Pocket as you enter.

For Defenders, rotation times are the biggest obstacle. A crucial mis-rotation in the mid-round could end up costing your team. So, clear and correct communication is essential especially on this side.

Conclusion

That's all, gamers. You have all the necessary tools you need to begin battling it out on Corrode. Dynamic movement and smart rotations are pivotal for mastering both sides. Corrode is a challenging map to learn thanks to its equally beneficial and punishing layout. Teamwork is of paramount importance if you hope to gain round wins.

And finally, keep in mind that this is a basic breakdown of the map and far from a strict instruction as to how you should play Corrode. Good luck and have fun!

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Featured Image Credit: Riot Games

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