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The Best Yoru Teleports On Ascent

The Best Yoru Teleports On Ascent
Written by: Weeii

This will be the only guide you need on the best TP spots for Yoru on the map Ascent.

While Yoru has always been an underwhelming agent in the duelist role, many still believe that his abilities can open up room for creative and unstoppable plays.

Ascent is one of the overwhelming maps that require smart strategic ways to approach on both defensive and attacking sides. Uniquely, it is one of the few maps that allow duelists like Yoru to shine and frag out.

In this article, we will explore his abilities and highlight the best teleports for each key location on Ascent. Whether you're a veteran player or just starting out, this guide will provide you with the knowledge to control and dominate your opponents with Yoru effectively. Get ready to take your gameplay to the next level!



Teleport Lineups - Attacking Side


While duelists are often associated with aggressive playstyles and flashy plays to open up sites and get entries, it might not be the case with all such as with Yoru. This agent leans more to the deceiving playstyle; mastermind of games and tricks to get to the desired goal. With your kit, you don’t want to just run in looking for aim duels, you rather create a play where your enemy is completely unable to react. We will show you the best set of plays to do on Yoru:


A Site:


Starting with A site on Ascent: In this setup you aim to deliver a strike to the most common played angle on site, Generator. While you may ignore closer corners which can easily be cleared with any initiator utility you focus on getting that entry frag on those playing Generator or dice. With a flash bouncing of the ground next to GEN, you will almost always catch enemies off guard with this setup. 


Aim at Generator just like the picture above. It isn't pixel perfect so you don’t really need to worry but it does affect you teleport’s momentum so keep in mind to follow the instructions as much as possible. 


Remember that the flashes shown in pictures is where you’re supposed to BOUNCE the flash from. Not where it should land! 


Alternatively, you can teleport into the boxes right under heaven. This is best used to alternate between your setups and not have your teleports destroyed or held by enemies everytime. To avoid repeating them, you should always use different ways to attack. 


Throwing a flash towards the wall of A main is more useful as it distracts the enemy and clears close corners for your team if they were pushing accordingly. 


Doing this lineup is very simple. Look around that shadow of the lamp on A main and place your teleport then wait for it to arrive. Best part is that you’re completely safe and you don’t really need to peek to perform this TP. However, taking A main control is definitely a necessity if you’re going to push site as a team. 


B Site:


Now to attack B site, you will aim to take control of the most tricky area which is: Boat House. It might sound like it’s a difficult thing to do but with Yoru that completely changes. Although you might not be able to flash for yourself or to initiate for your teleport, it is still useful to do it for distraction or for your teammates. 


Simply get to the right corner of B main and aim at the switch house just like shown in the picture. Then wait until your teleports gets to its desired location and then execute your play as a team. 


When you teleport to that side of Boat house you will also be exposed to stairs, which is great for you as normally players on stairs will never expect such a play. 


An alternative way to execute B site is by using your teleport close to the green boxes on site to catch enemies on stairs off guard while maintaining cover from anyone playing boat house. If this scenario seems like something you’ve went through, here’s how you can do this


Look into stairs just like so and make sure you’re cautious of anyone peeking. Usually defenders peek either early on the round or jiggle to get information later on the round so make sure to find a proper timing to place your utility. 


Then following up just flash stairs against the ground and teleport. 




To attack Mid it can be tricky or possibly pointless but here’s a way where you can make great impact following up your teleports on Mid Market. This will almost always catch any defender off guard as it’s in an off angle and uncommon. 


Stand on top of Stairs on mid and aim towards the edge of the entrance into Mid and then wait for it until it reaches market. Then flash against the wall and execute your teleport and beware of any CT players or pizza crossfire defenders. 


To get A short control it usually is hard against utility like mollies or stacked up defenders from A site so here’s how you as a Yoru can make a massive shift. In this setup you will teleport under the breakable glass of A heaven with a flash on Garden to instantly flank anyone on A garden and tree. 


Aim at the graffiti just like shown in the picture. Try to be more towards the right side to give your gate crash (teleport) enough momentum to get into A tree like the desired location is on the picture. Follow it up with a flash against the wall and you should be good to go. 

Teleport Lineups - Defending Side


Duelists don’t serve much compared to other roles on defense. Or do they? In a defensive side your job as a duelist is so to be the aggression firepower so you can still maintain pressure on the enemy whilst not overextending. With Yoru, you can be a flank machine and place unbelievable pressure as long as you use your utility the right way. Here’s how you can do that: 


A Site:



The most optimal teleport to instantly flank A site attackers is wine. It is right behind the enemy, no need to walk up the distance and will always have you covered from anyone on A long. This give you the extra edge in every way possible. 


Good news, it is also pretty safe to do as all you need is to be on this corner aiming at that line of the wall just like in the picture above. You can do that as soon as the round starts and wait for enemies to push A site. You can use your flash either against the wall or not at all depending on what you find suiting to the situation. 


B Site:


Moving onto B site, best teleport you can go for is right next to the hut on B lobby. As it covers everyone on Mid Link (the common location for killjoys or cyphers who decide to late lurk into the round) and everyone on B main and it doesn’t take long before you reach the enemy. 


Simply stand here on market and place your teleport as soon as the round starts. This will travel all the way into the location explained above and then you’re free to flash against the wall or ground then execute. This is the best way to instantly flank attackers on B site.

Pro Tip: For any of the setups above, you can always fake teleport if you just want to change your pace or confuse the enemies. Best done after you’ve already performed them once to make your enemies believe into the fake.


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