Best VALORANT Callouts to Improve Gameplay

Callouts are an integral part of any competitive FPS game. Similarly, VALORANT requires a high level of communication & understanding between teammates to secure the best result.

Whenever we talk about FPS titles, some things like callouts, map knowledge, movement mechanics, strategies, & executions are common across all games. Regardless of what FPS game you spend your time in, these basics will be required to achieve any sort of victory. VALORANT is also a 5v5 shooter, making it more prone to teamwork. 

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Why callouts matter 

The very core element of teamwork is communication. A team that can maintain effective communication in dire situations is bound to win. However, maintaining such communication can be tricky as everything a player sees cannot be described in a matter of seconds. In that case, knowing appropriate callouts for such situations are necessary. 

Appropriate callouts are structured, short, understandable & most importantly, simple. Top-tier teams often maintain some unique callouts of their own. Besides some basic callouts, we’ll be talking about some complex callouts to utilize in-game.

Best callouts to remember

Play Default 

It’s the most general term used by pros and casuals alike. Playing default simply means that the team should continue with their default plan for a map. In ranked lobbies, this call reminds players to take the most common approach for that specific map or side. For example, playing default on Ascent could mean a 3 man A or B rush while 2 others will hit the site from a different position.

Hold Default 

Holding default callout is specifically suited for the attackers, meaning attacking players should hold a position in common pre-fire angles to catch aggressive defenders off-guard. Otherwise, holding default can also confuse the defenders about such silence around the map. In defense, holding default is basically holding all the choke points or the commonly known entrances in a safe manner.

Dinked (Hit)

Dinked or Hit means a player or multiple players on the enemy side is very low on health. This callout allows your teammates to relax and continue gunfights with much more confidence knowing that the opponent is low on HP. It’s a huge morale booster.

Hard Right/Left

Hard Left/right callout applies when an opponent is exactly 90 degrees to your left or right. Simply saying Left/right means the enemy is somewhere to your left or right, but hard Left/right means the enemy is on your immediate Left/right.

1 HP 

1HP is a most misused callout in VALORANT, although it’s a crucial callout. It means the enemy you or your teammate just hit is only 1 shot away from being eliminated. Unless you’re absolutely sure, it’s best not to use the 1HP callout randomly.

Flash Me 

If you have supreme confidence in your teammate’s ability to utilize abilities, then the “Flash me” callout can be very effective. Basically, it’s useful when you decide to enter a certain area but you don’t have any flash and you also wish to waste no time. In that case, Flash me callout means your teammate has to Flash the area in front of you while you look away from the flash and immediately enter that location, eliminating anyone in the process.

A/B Commit 

It’s usually for the defenders to call. A/B Commit means the attackers are currently executing A or B sites. Usually, anchors are tasked with giving such calls since they are the ones to confirm a push from the attackers. The “A/B Commit” callout should only come when the anchor is sure about the push. Meanwhile, for the attackers, Commit means a full attack on a site without any intention to pause.

A/B Push

A/B Push callout is a lighter version of the previous “A/B Commit.” Attackers are bound to use this callout to initiate a push on any site. But this time, the IGL is not willing to fully commit to that area/site & willing to rotate if necessary. For the defenders, it means attackers are trying to push into the site, but it’s not a full execution yet.


Applicable for both sides, the Anti-flash is commonly used in higher-elo lobbies. Basically, playing anti-flash means you should be ready to dodge flashes, thus allocating yourself to such a location where you can avoid a flash and immediately shoot back.

A Split / B Split

This callout is one of the most used callouts among the pros. A split attack means the team has to divide and attack a site from two separate entrances. Usually, the team is meant to divide in a 3-2 formation, where three players will attack a site from the broader area while the remaining two will arrive late from a much narrow entrance.


Retaking a site means the defenders have to eliminate all attackers occupying a bomb site in order to defuse the spike. Playing retake is a vital ability that most players in ranked matches cannot perform. Controller & Initiator players have the most responsibilities while playing for retakes as their abilities are meant to assist the team in retaking sites.

Cut Noise 

An effective method to confuse the defenders & fake a bomb site. Cut Noise callout means you and your entire team have to bait the defenders’ utilities while making no noise. Upon passing some time, the whole team has to renew aggression on that site knowing that the defenders no longer possess lethal utilities. Sometimes, the Cut Noise callout can be used for slow rotations too.

Bait Me (Offering trade)

When the situation becomes desperate, the “Bait Me” callout effectively makes enemies pop out of their positions. It’s most useful during full on-site executes. Usually, the player in the front is the bait, and everyone behind must take his trade if he gets eliminated. The Bait Me callout is practical but risky & very handy in maps like Split, Icebox & Fracture.

Contact Play

The “Contact Play” is a really handy way to remind your teammates that they aren’t playing the game alone. Putting aside sarcasm, it means your teammate should only peek at a certain position after you get hit, thus confirming the presence of an enemy at that spot/direction. Good contact plays can ensure faster trades, improving the overall teamwork in the process.

Some uncommon callouts


Generally, it’s expected that someone from the enemy is flanking your team. So, the “Tails” or “We’ve got tail” means that the flank is going to come any moment now. This callout reminds everyone to care about their back & exposed angles. Usually, “Tails” is a CT-sided callout.


The Shroud callout is named after the infamous Michael “Shroud” Grzesiek himself. It means an enemy is located in an elevated position. Shroud can be used to point at an elevated position on any map if you don’t know the accurate callout for that spot.


Just like Shroud, this callout is also named after the pro-TSM Subroza. Subroza is known for his lurks & cheeky positions. Thus, the Subroza callout means that the player is hiding behind a very specific spot and waiting. Although there is a position in Ascent named “Subroza,” it can be used as a general term.

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Callouts are used to minimize white noise & unnecessary chatters during a game. The ability to talk, listen & process can be game-changing. While having a good aim can get you some kills, knowing what to call and when to call, can win you games. Pros are regarded as “Pros” because of their dynamic ability to process, shoot & move simultaneously, it’s not just about the aim. Knowing good callouts also requires practice & patience.

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