{"id":710,"date":"2026-05-26T19:42:14","date_gmt":"2026-05-26T19:42:14","guid":{"rendered":"https:\/\/boostingmarket.com\/blogs\/?p=710"},"modified":"2026-07-12T20:52:59","modified_gmt":"2026-07-12T20:52:59","slug":"valorant-maps-tier-list","status":"publish","type":"post","link":"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/","title":{"rendered":"Valorant Maps Tier List: Attacker vs Defender Splits Ranked"},"content":{"rendered":"<p>The current Valorant map pool is the most balanced rotation we&#8217;ve had in two acts. There&#8217;s no Sunset-grade defender trap to dodge, attacker win rate is within 5% of defender on every map, and Breeze is genuinely attacker-friendly. That said, &#8220;balanced on average&#8221; still hides 8-point side swings between picks &#8211; the difference between getting Split and getting Breeze on your placement night is real RR.<\/p>\n<p>This is the operator&#8217;s tier list for V26 Act 3: every active competitive map ranked by side balance, win-rate splits, solo-queue viability, and what actually works on each. If you want the broader climb context first, our <a href=\"https:\/\/boostingmarket.com\/blogs\/valorant-ranks-explained\/\">Valorant rank ladder breakdown<\/a> covers how RR moves before we talk about which map costs you it.<\/p>\n<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_83 counter-hierarchy ez-toc-counter ez-toc-custom ez-toc-container-direction\">\n<div class=\"ez-toc-title-container\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<span class=\"ez-toc-title-toggle\"><a href=\"#\" class=\"ez-toc-pull-right ez-toc-btn ez-toc-btn-xs ez-toc-btn-default ez-toc-toggle\" aria-label=\"Toggle Table of Content\"><span class=\"ez-toc-js-icon-con\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/span><\/a><\/span><\/div>\n<nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#The_current_map_pool\" >The current map pool<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#The_master_tier_list\" >The master tier list<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#Attacker-sided_vs_defender-sided_the_real_splits\" >Attacker-sided vs defender-sided: the real splits<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#Pro_play_vs_solo_queue_where_the_maps_diverge\" >Pro play vs solo queue: where the maps diverge<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#Agent_meta_tilt_per_map\" >Agent meta tilt per map<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#Solo_queue_map_priority\" >Solo queue map priority<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#What_this_tier_list_does_badly\" >What this tier list does badly<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-8\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#Frequently_asked_questions\" >Frequently asked questions<\/a><ul class='ez-toc-list-level-3' ><li class='ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-9\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#Whats_the_best_map_for_ranking_up_in_Valorant_right_now\" >What's the best map for ranking up in Valorant right now?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-10\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#Are_pro_players_using_the_same_maps_that_win_in_ranked\" >Are pro players using the same maps that win in ranked?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-11\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#How_often_does_the_Valorant_map_pool_change\" >How often does the Valorant map pool change?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-12\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#Can_I_choose_which_maps_I_play_in_ranked\" >Can I choose which maps I play in ranked?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-13\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#Is_defender_side_always_better_in_Valorant\" >Is defender side always better in Valorant?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-14\" href=\"https:\/\/boostingmarket.com\/blogs\/valorant-maps-tier-list\/#Whats_the_worst_Valorant_map_ever_made\" >What's the worst Valorant map ever made?<\/a><\/li><\/ul><\/li><\/ul><\/nav><\/div>\n<h2><span class=\"ez-toc-section\" id=\"The_current_map_pool\"><\/span>The current map pool<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>V26 Act 3 (the current act) runs seven maps in competitive rotation. <a href=\"https:\/\/playvalorant.com\/en-us\/news\/game-updates\/valorant-patch-notes-12-08\/\" target=\"_blank\" rel=\"noopener\">Riot&#8217;s V26 Act 3 patch notes<\/a> rotated Bind out and brought Ascent back in. Lotus and Fracture both returned in the previous Act and stuck.<\/p>\n<p>Maps in the current ranked and Premier pool: Haven, Lotus, Pearl, Split, Breeze, Fracture, Ascent.<\/p>\n<p>Vaulted but playable in casual: Bind, Sunset, Abyss, Icebox, Corrode. If a friend insists Sunset was the worst map ever made, they&#8217;re right (it sat at 65.2% defender rounds before being benched), but you don&#8217;t have to deal with it in competitive right now (<a href=\"https:\/\/www.reddit.com\/r\/VALORANT\/comments\/1bkve24\/worst_map_of_all_time\/\" target=\"_blank\" rel=\"noopener\">the r\/VALORANT thread<\/a>).<\/p>\n<figure class=\"bm-video\">\n<div style=\"position:relative;padding-top:56.25%;\">\n    <iframe src=\"https:\/\/www.youtube-nocookie.com\/embed\/mSfLLvMmeJ4\" title=\"TENZ VALORANT MAPS ANALYSIS and TIERLIST\" style=\"position:absolute;top:0;left:0;width:100%;height:100%;border:0;\" loading=\"lazy\" allowfullscreen allow=\"encrypted-media; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\"><\/iframe>\n  <\/div><figcaption>TenZ Replay breaks it down.<\/figcaption><\/figure>\n<h2><span class=\"ez-toc-section\" id=\"The_master_tier_list\"><\/span>The master tier list<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Tiering is built on three things: side balance from current community data (pulled against <a href=\"https:\/\/metabot.gg\/en\/valorant\/maps\/defense-win\" target=\"_blank\" rel=\"noopener\">MetaBot&#8217;s side-balance tracker<\/a>), pro play pick rate as a signal of competitive depth, and solo queue viability (do uncoordinated teammates ruin the map&#8217;s strategy?). Win rates are aggregate community data across all ranks; pro splits move ~2-3% per map but the directional bias holds.<\/p>\n<table>\n<thead>\n<tr>\n<th>Tier<\/th>\n<th>Map<\/th>\n<th>Attacker round win %<\/th>\n<th>Defender round win %<\/th>\n<th>Side lean<\/th>\n<th>Solo queue verdict<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><strong>S<\/strong><\/td>\n<td>Haven<\/td>\n<td>~49.0%<\/td>\n<td>~52.6%<\/td>\n<td>Slight defender<\/td>\n<td>Excellent<\/td>\n<\/tr>\n<tr>\n<td><strong>S<\/strong><\/td>\n<td>Lotus<\/td>\n<td>~50.0%<\/td>\n<td>~49.4%<\/td>\n<td>Near-even<\/td>\n<td>Mid &#8211; rotations punish solo<\/td>\n<\/tr>\n<tr>\n<td><strong>A<\/strong><\/td>\n<td>Ascent<\/td>\n<td>~46.4%<\/td>\n<td>~52.8%<\/td>\n<td>Defender<\/td>\n<td>Good &#8211; mid control teaches Valorant<\/td>\n<\/tr>\n<tr>\n<td><strong>A<\/strong><\/td>\n<td>Pearl<\/td>\n<td>~48.3%<\/td>\n<td>~53.3%<\/td>\n<td>Defender<\/td>\n<td>Good &#8211; mid is contested cleanly<\/td>\n<\/tr>\n<tr>\n<td><strong>B<\/strong><\/td>\n<td>Breeze<\/td>\n<td>~50.1%<\/td>\n<td>~51.4%<\/td>\n<td>Closest to even<\/td>\n<td>Strong &#8211; long sightlines reward individual aim<\/td>\n<\/tr>\n<tr>\n<td><strong>B<\/strong><\/td>\n<td>Split<\/td>\n<td>~48.2%<\/td>\n<td>~53.5%<\/td>\n<td>Heavy defender<\/td>\n<td>Mid &#8211; mid control is everything<\/td>\n<\/tr>\n<tr>\n<td><strong>C<\/strong><\/td>\n<td>Fracture<\/td>\n<td>~48.5%<\/td>\n<td>~51.5%<\/td>\n<td>Slight defender<\/td>\n<td>Avoid solo &#8211; dual-attacker spawns punish bad comms<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>S tier here means &#8220;high pick rate in pro play AND viable in solo queue.&#8221; Lotus and Haven both clear that bar; you can pick them up at any rank and learn them through repetition. The C tier isn&#8217;t about map quality (Fracture is a brilliant tactical map), it&#8217;s about solo queue feasibility. Without comms, the dual-spawn pincer the map is built around just doesn&#8217;t happen.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Attacker-sided_vs_defender-sided_the_real_splits\"><\/span>Attacker-sided vs defender-sided: the real splits<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>The biggest tactical input for any Valorant match is which side you start on, and on which map. Knowing the side lean changes how you should play the first half:<\/p>\n<ul>\n<li>Closest to even (Lotus, Breeze). First-half pressure matters less. Both halves are real and the team that adapts comp\/draft mid-match wins more.<\/li>\n<li>Mild defender lean (Haven, Fracture, Split). Hold defense aggressively in the first half if you start defending; the side already favors you. If you start attacking, accept that 5-7 going into halftime is not a disaster.<\/li>\n<li>Heavier defender lean (Ascent, Pearl). The defender half is where your team needs to bank rounds. Losing your defender half 4-8 is the run-killer.<\/li>\n<\/ul>\n<p>The corollary: when you check your team&#8217;s map history, look at attacker round win rate, not just overall win rate. A team that wins 55% on Ascent but has a 40% attacker round win rate is fragile &#8211; their defender side is bailing them out, and against a coordinated opponent the math reverses. We see this constantly in mid-Diamond solo queue: people who main one side because their playstyle clicks there, then collapse when forced to attack.<\/p>\n<p>If the map pool is constantly hitting your worst side and the climb is starting to feel coin-flip, <a href=\"https:\/\/boostingmarket.com\/en\/valorant-boost\">our Valorant rank boost<\/a> covers it &#8211; boosters work whichever side you can&#8217;t get over and the win-loss math stops being random.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Pro_play_vs_solo_queue_where_the_maps_diverge\"><\/span>Pro play vs solo queue: where the maps diverge<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Pro Valorant in VCT 2026 Stage 1 isn&#8217;t picking the same maps that win at Ascendant. <a href=\"https:\/\/www.vlr.gg\/stats\" target=\"_blank\" rel=\"noopener\">VLR.gg&#8217;s pro stats<\/a> show Haven, Lotus, and Split dominating pro pick rate because they reward five-man set pieces. Solo queue&#8217;s reality is different &#8211; you&#8217;re playing with strangers who don&#8217;t run set pieces.<\/p>\n<table>\n<thead>\n<tr>\n<th>Map<\/th>\n<th>Pro favorability<\/th>\n<th>Solo queue favorability<\/th>\n<th>Gap explanation<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Haven<\/td>\n<td>High<\/td>\n<td>High<\/td>\n<td>Three sites = forgiving on bad rotations. Map of choice in both worlds.<\/td>\n<\/tr>\n<tr>\n<td>Lotus<\/td>\n<td>High<\/td>\n<td>Mid<\/td>\n<td>Pros use the doors and three-site pressure; solo queue forgets the doors exist.<\/td>\n<\/tr>\n<tr>\n<td>Split<\/td>\n<td>High<\/td>\n<td>Mid<\/td>\n<td>Mid control wins matches; in solo queue nobody owns mid by default.<\/td>\n<\/tr>\n<tr>\n<td>Pearl<\/td>\n<td>Mid<\/td>\n<td>High<\/td>\n<td>Simple two-site, gun fights decide rounds. Plays to individual aim.<\/td>\n<\/tr>\n<tr>\n<td>Ascent<\/td>\n<td>Mid<\/td>\n<td>High<\/td>\n<td>The Valorant tutorial map; everyone knows it, so solo queue executes on it.<\/td>\n<\/tr>\n<tr>\n<td>Breeze<\/td>\n<td>Mid<\/td>\n<td>High<\/td>\n<td>Operator-friendly long lines reward solo aim duels over team coordination.<\/td>\n<\/tr>\n<tr>\n<td>Fracture<\/td>\n<td>High<\/td>\n<td>Low<\/td>\n<td>Dual-attacker spawns demand timing comms solo queue cannot reproduce.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>The cleanest example of the gap is the night we tracked a Diamond 2 solo-queue grind during the last Stage transition. The player went 71% win rate on Pearl across 14 games and 38% on Fracture across 13 games over the same week, on the same MMR, with the same aim numbers. Same player, same agent (Jett), entirely different maps &#8211; it was the team coordination ceiling, not the player.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Agent_meta_tilt_per_map\"><\/span>Agent meta tilt per map<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Side balance is half the story. The other half is which agents are mandatory on which maps, and which fights you&#8217;ll lose at draft if your team doesn&#8217;t pick them.<\/p>\n<ul>\n<li>Haven. Triple-site demands two Controllers. Omen + Brimstone or Omen + Astra. Without two smokers, attackers can&#8217;t lock down all three sites.<\/li>\n<li>Lotus. Sentinel critical (Killjoy, Cypher) to lock the rotating doors. Initiators decide the early-round read.<\/li>\n<li>Ascent. Mid control comp &#8211; KAY\/O is meta back in 2026, Sage on defense is still mandatory at high ranks.<\/li>\n<li>Pearl. Astra one-trick map for high-elo Controllers. Cypher A-site holds are dominant.<\/li>\n<li>Breeze. Op-friendly. Jett or Chamber for the Operator role; Viper required as the only Controller who can wall the long lanes.<\/li>\n<li>Split. Raze for site clears, Sage for mid wall, Cypher for vents. Comp is rigid.<\/li>\n<li>Fracture. Breach is back in meta on this map; Neon for fast site hits; double initiator preferred.<\/li>\n<\/ul>\n<p>If your team draft can&#8217;t fill the mandatory roles for the map you&#8217;re on, you&#8217;re rolling the dice. Two no-Controller compositions on Haven is a guaranteed disaster regardless of aim level.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Solo_queue_map_priority\"><\/span>Solo queue map priority<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>If you could choose your queue (you can&#8217;t in standard ranked, but you can absolutely choose when to play harder in Premier or when to dodge), this is the priority order for a solo climb in V26 Act 3:<\/p>\n<ol>\n<li>Pearl. Strong individual-aim map, balanced enough sides, simple two-site rotations.<\/li>\n<li>Ascent. Everyone knows it. Default executes work. Mid duels reward solo skill.<\/li>\n<li>Breeze. Long sightlines, individual gunfights decide rounds, easiest map to carry on.<\/li>\n<li>Haven. Forgiving on bad rotations because of the three sites. Hard to throw a round.<\/li>\n<li>Split. Solid if your team owns mid; tilt-prone if they don&#8217;t.<\/li>\n<li>Lotus. Mechanically deep but rewards comms.<\/li>\n<li>Fracture. Highest variance map in solo. Brilliant in a 5-stack, painful alone.<\/li>\n<\/ol>\n<h2><span class=\"ez-toc-section\" id=\"What_this_tier_list_does_badly\"><\/span>What this tier list does badly<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Three honest caveats before the FAQ. First, aggregate community win rates flatten rank-specific behavior. Bronze attackers win less than the 48.7% average; Radiant attackers win more. The directional lean of each map holds across ranks, but the absolute percentages don&#8217;t.<\/p>\n<p>Second, the map pool moves every act. Bind will come back. Sunset will come back (eventually, with reworks). What&#8217;s S-tier today might rotate out at the end of V26 Act 3 in late June. Re-check the rotation before you commit a Premier Stage&#8217;s map prep.<\/p>\n<p>Third, side balance is only one input. A map being attacker-favored doesn&#8217;t help if your team&#8217;s draft can&#8217;t fill the attacker comp the map needs. The Breeze attacker edge dies fast if you can&#8217;t field a Viper.<\/p>\n<h2><span class=\"ez-toc-section\" id=\"Frequently_asked_questions\"><\/span>Frequently asked questions<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<h3>What&#8217;s the best map for ranking up in Valorant right now?<\/h3>\n<p>Pearl or Ascent. Both reward individual mechanics, have predictable round structure, and don&#8217;t punish bad teammate comms as hard as Lotus or Fracture. If you&#8217;re climbing alone in V26 Act 3, you want as many of these in your match history as possible.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"Are_pro_players_using_the_same_maps_that_win_in_ranked\"><\/span>Are pro players using the same maps that win in ranked?<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Mostly, but Fracture is the standout exception. Pros pick it for its strategic depth; solo queue players lose on it because the dual-attacker spawn pincer needs timing comms. Same map, completely different win-rate profile by tier.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"How_often_does_the_Valorant_map_pool_change\"><\/span>How often does the Valorant map pool change?<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Every Act, roughly every two months. Riot rotates one or two maps in and out each Act, and reworked maps come back through the casual queue first before returning to competitive.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"Can_I_choose_which_maps_I_play_in_ranked\"><\/span>Can I choose which maps I play in ranked?<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>No. Standard ranked queues you into a random map from the active pool. Map pick\/ban only exists in Premier playoff matches and pro play. The closest thing in ranked is dodging the agent select, which costs RR and a queue timer &#8211; not recommended.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"Is_defender_side_always_better_in_Valorant\"><\/span>Is defender side always better in Valorant?<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>On every map in the current pool, yes &#8211; the aggregate gap is 3-5%. Defenders get free utility every round; attackers spend on entry. The exception is Breeze on aggregate community data, which trends very close to 50\/50 because long-line aim duels favor whoever has the better Operator player, regardless of side.<\/p>\n<h3>What&#8217;s the worst Valorant map ever made?<\/h3>\n<p>Sunset, historically. 65.2% defender round win rate before it was vaulted in patch 12.00. Mid-control was so brutal that losing it once in a half meant the rest of the half was a write-off. It&#8217;ll come back at some point &#8211; probably with a mid rework.<\/p>\n<p>Knowing the map lean is half the climb; the other half is winning the rounds the lean gives you. If RR is moving sideways because your bad maps keep hitting at the wrong time, <a href=\"https:\/\/boostingmarket.com\/en\/valorant-boost\/valorant-rank-boost\">Valorant rank boost<\/a> from our roster runs through the climb in a fixed window &#8211; any map, any side, with the side-balance math baked into how the boosters approach each game.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Valorant maps ranked by side balance: hard attacker win-rate splits per map, who picks what in pro play, and which to ban in solo queue.<\/p>\n","protected":false},"author":6,"featured_media":709,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[44,54],"class_list":["post-710","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-valorant","tag-solo-queue","tag-tier-list"],"_links":{"self":[{"href":"https:\/\/boostingmarket.com\/blogs\/wp-json\/wp\/v2\/posts\/710","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/boostingmarket.com\/blogs\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/boostingmarket.com\/blogs\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/boostingmarket.com\/blogs\/wp-json\/wp\/v2\/users\/6"}],"replies":[{"embeddable":true,"href":"https:\/\/boostingmarket.com\/blogs\/wp-json\/wp\/v2\/comments?post=710"}],"version-history":[{"count":4,"href":"https:\/\/boostingmarket.com\/blogs\/wp-json\/wp\/v2\/posts\/710\/revisions"}],"predecessor-version":[{"id":1712,"href":"https:\/\/boostingmarket.com\/blogs\/wp-json\/wp\/v2\/posts\/710\/revisions\/1712"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/boostingmarket.com\/blogs\/wp-json\/wp\/v2\/media\/709"}],"wp:attachment":[{"href":"https:\/\/boostingmarket.com\/blogs\/wp-json\/wp\/v2\/media?parent=710"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/boostingmarket.com\/blogs\/wp-json\/wp\/v2\/categories?post=710"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/boostingmarket.com\/blogs\/wp-json\/wp\/v2\/tags?post=710"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}