Maps
Agents on Ascent
Which agents solve the problems of Ascent, and why. Checked on October 5, 2026.

JettStrong
Wide sites and long lines: the dash to escape after a shot, Operator included, is worth a lot.

SovaStrong
Big sites and an open mid: a well-thrown bolt reveals many positions before you decide.

KAY/OStrong
The defense often holds sites with sentinel utility: the knife switches it off before the entry.

OmenStrong
Long-range, recharging smokes cover mid and the sites at different phases of the round.

KilljoyStrong
Wide sites held by one player: the gadgets do the work of several, and the post-plant is very strong.

CypherGood
Wires on the main entrances and on the mid flank give constant information.

FadeGood
Retakes on sites with hidden angles benefit from the eye and the knot.

BreachGood
Stuns and flashes through walls help take the mid courtyard and clear A's corners without exposing yourself.

BrimstoneGood
Tactical map smokes cover the lines from Mid Top and Market with no lineups, and the molly slows the mains.

ChamberGood
Alone on B site, the trap slows whoever enters and the teleport lets him fall back; the mid lines suit his weapons.

CloveGood
Long range smokes close the courtyard even from death, and the aggression after a kill helps retake mid.

GekkoGood
The creatures clear A's many corners and the one that plants and defuses helps in B retakes.

HarborGood
The water wall cuts the courtyard's long lines and the sphere covers an entrance, opening mid without covering every angle.

MiksGood
Overview smokes close the courtyard lines, and the sound pulse stuns to enter the narrow mains.

NeonGood
Her speed crosses the courtyard before the defense reacts and the side walls cover the flanks as she runs.

RazeGood
The bot and the grenade clear A's many corners, and the satchel takes you quickly to the raised position.

SageGood
The wall closes a main or a door and the slow stops whoever switches site; alone on B she holds the site well.

SkyeGood
The hawk and the dog clear A's corners and give info on mid, and the heals help in long duels.

TejoGood
Tactical map missiles hit A's high positions with no line of sight, and the drone reads the courtyard.

ViperGood
The toxic wall cuts the courtyard lines from Mid Top and Market, and the clouds close the mains for the execute.

AstraNiche
Useful as a second controller if the team wants concussions on mid, but not the default pick.

DeadlockNiche
Barriers and the sensor delay A Main and B Main, which are narrow, but the open mid remains the problem they do not solve.

IsoNiche
The energy wall lets you cross the open courtyard in a duel, but you need a team ready to follow.

PhoenixNiche
The curving flash and the fire wall help enter the mains, but in the open mid he needs a team plan.

ReynaNiche
She works if the team opens the duel in mid, but the courtyard's long lines expose her before she takes souls.

VetoNiche
The Interceptor stops the attack's grenades and flashes in a main, but the open mid is not his ground.

VyseNiche
Hidden traps isolate whoever enters from a narrow main, but controlling mid needs other abilities.

WaylayNiche
The dashes take you quickly into the courtyard or onto a raised position, and the return to the beacon saves a duel that goes badly.

YoruNiche
Fake and teleport use the courtyard's openness, but they are plan picks more than map picks.