The best Valorant teams of each region (VCT 2021)

The best Valorant teams of each region (VCT 2021)With the Champions, the last VCT Circuit tournament is on the program. We take a look at the best teams of the scene!

You can say what you want. But what the last Valorant Esports year delivered to us is no longer normal – and that already in the official – Season ! Before the VCT Circuit even started, we saw completely different teams at the top. But as it is sometimes Predictions, one is also sometimes wrong with it. Many teams have established themselves, some previously unknown players have taken center stage (like Nivera or Yay). But which teams are next level? We took a closer look at the results of all VCT 2021 Masters Majors to determine the best teams in each region. Perhaps among them you’ll find the winner at Valorant Champions.

The best NA : Sentinels

Who else? If we had started here with any team other than Sentinels, we wouldn’t be taken seriously. These guys are simply on a different scale. Sentinels qualified for every VCT Masters event this – Season and even won two of them! Sentinels didn’t necessarily have it though, after the ban of Sinatraa the team had to find itself anew. But with the signing of dapr and TenZ they quickly got back on the winning track. At one point they didn’t even have a coach, but that didn’t stop them from dominating. Sentinels is one of the most consistent teams in the Valorant scene. That’s why they are the top favorites for the title.

  • Players: dapr, TenZ, ShaZam, SicK, zombs
  • Map Winrate: 22-5 (81.48%)
  • Best Map: Haven (9-0)
  • Worst Map: Split (3-3)
  • Overall Match Winrate: 11-2 (84.62%)

Best EMEA Valorant Team: Gambit Esports

One thing is clear – the EMEA region is not so easily outdone. But here, too, the results speak for themselves… Gambit Esports is by far the best team in EMEA. Similar to Sentinels, Gambit also won two majors, dominating teams like forZe and Envy. Gambit Esports probably even has the best Sova in the whole Valorant Esports scene with Chronicle.

  • Players: Chronicle, d3ffo, Sheydos, nAts, Redgar
  • Map Winrate: 17-3 (85%).
  • Best Map: Bind (5-0)
  • Worst Map: Split (2-2)
  • Overall Match Winrate: 9-1 (90%)

Best South America Valorant Team: KRÜ Esports

KRÜ Esports is the only team from South America to qualify for all three Masters. If you look at the LATAM standings, you can see how dominant the team is right now. A total of 495 VCT points, almost 300 more than second-place Six Karma. Boy, oh boy.

These guys know how to keep themselves at the highest level. Want a little taste? Then check out our “200 IQ Pro Play Analysis” where we take a look at Delz1k’s skill at Masters Berlin.

  • Players: Klaus, Mazino, NagZ, delz1k, keznit
  • Map Winrate: 10-9
  • Best Map: Bind (3-0)
  • Worst Map: Split (1-3)
  • Overall Match Winrate: 5-5 (50%)

Best APAC Valorant Team: Vision Strikers

Even though the APAC region doesn’t make headlines like Europe or the US, probably every Valorant Esports fan knows the Vision Strikers team. And they should not be underestimated. The team even has the potential to make it far in the Champions…. Maybe they will even make it to the big one. Vision Strikers is known for its 104-0 record in the APAC scene – which was surprisingly ended by F4Q.

  • Players: stax, Rb, k1ng, BuZz, MaKo
  • Map Winrate: 14-5
  • Best Map: Icebox (4-1)
  • Worst Map: Bind (0-2)
  • Overall Match Winrate: 7-1 (87.5%)

Valorant: How to put together the optimal team

Which roles do you need to fill? How do you divide up the positions? And who is the in-game leader? We have the answers!

Many roles for five positions in the team

You can roughly divide the roles and responsibilities in a team. There is the solo defender, who can hold a point alone. The Support, who makes room with that need to be respected. The In-Game Lead makes the calls and works with the information of his teammates. The Entry Fragger and the Secondary are the players who go together on a point and are not afraid of enemy contact. The Sniper, who preferably holds certain angles with an Operator and can get a big advantage for the round with a First Blood, can also be beneficial to the team. Last but not least, there is the Lurker, who preferably keeps opponents busy at the other end of the map and comes from an unexpected side after enemy rotations.

The individual roles can also partially overlap or can be left out entirely or can change from round to round. An in-game leader can also be a solo defender and can also focus on minimap and communication due to defensive play. A balanced team with the assignment of such roles has the advantage that the team members know what their tasks are in the current round and can thus also on the strengths of their agents.

The Spearhead: Entry Fragger & Secondary

The Entry Fragger is optimally the first player to make contact with the opponents around the Objective being targeted by the team. This can also be an important place on a map as a defender, e.g. to gain some control over the center in Ascent. By his push he makes room for the other mates, passes on the positions of the opponents and has the chance to get the point alone by nimble kills. The best agents for this role are Phoenix and Reyna.

As a secondary, you try to build on the moves, information and kills from the entry fragger. At a certain point, it pays to take a different position, hold different angles, or get behind enemy lines very quickly to take opponents who are rotating out of the action. Jett, Raze, Omen and Breach are particularly suitable for this role.

The Solo Defender

Since most maps have 3 main lanes, only two of them can be defended with a duo, the third “lane” then belongs to the solo defender. On Attack the role is obsolete, but an agent made for this role can here protect the team from flanks or focus on making sure the spike is well placed and defend them additionally with appropriate skills. Those who like this style of play might be satisfied with Cypher, Sage and Sova.

The Support

The main task of the support player is the optimal use of his abilities to make it easier for his own team to attack a point. This includes for example optimal placement of Smokes and the use of Flashes. As supports, many agents are suitable for this role: The solo defender agents can support well in the offense to get information or to cover some angles. Other agents are suitable as supports thanks to their sight-blocking abilities, like Brimstone and Viper, which can make it very easy to access a point. But Sova or Skye are also welcome in the role, as they can scout ahead with their Recon abilities.

The In-Game Leader

No team can function without an IGL. The game starts with the operator choice: Who plays which agent? How should the team split up on the map by default? Which agents do the opponents have? What do we have to pay attention to? How do we time the round? All this information and more have to be communicated to the team. If you want to take the role of the IGL, you should look for an agent who supports this role additionally like all agents who can get additional information by ability like Cypher, Sova and Raze.

The Sniper

Do you have an operator god in your team? Then let him take the role of the Sniper. Defensively, the Sniper can hold many angles where he can stand faster than the enemy team and get free kills especially against slow peeks. If it goes a bit offensive, he tries to move out after the spearhead, gradually covering positions where opponents can come. Good agents to support the sniper’s playstyle are for example Jett to play more offensive angles without risk or Cypher who rotates to other points after building up camera and tripwires to stay unpredictable.

The Lurker

Last but not least, there are the Lone Wolfs, who don’t like to hang out with the team, also called Lurker. This role is also useful in a team to avoid giving half the map to the opponents or to get impatient opponents when they don’t expect it because they rotate through their own spawn. Omen, Reyna and Jett are especially useful for playing off the enemy team, as their abilities make them less likely to fall victim to refrags or to escape from a bad position after a successful kill.

 

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