Rainbow Six Siege Map Guide

R6 Bank Callouts Guide 2026: Map Layout, Sites and Attack Plans

Bank is the map that punishes lazy roam clear. Learn Lockers, CCTV, Server, Vault, Tellers, Archives, Open Area, Staff, CEO and Executive so your team can stop getting lost in the building before the execute even starts.

ALVIRAN Editorial14 min read
Map statusUbisoft lists Bank for Quick Match, Ranked, Unranked and Team Deathmatch.
ModernizedBank was modernized with Siege X in June 2025.
Core sitesLockers/CCTV, Tellers/Archives, Staff/Open Area and CEO/Executive define ranked plans.
Contents
Quick Answer

What are the most important Bank callouts?

The most important Bank callouts are Lockers, CCTV, Server Room, Vault, Blue Stairs, Main Stairs, Garage, Tellers, Archives, Open Area, Staff Room, CEO Office, Executive Lounge, Stock Trading, Lobby and ATMs. Those names cover the most common bomb sites, roam paths and execute routes on Bank.

Ubisoft lists Bank as a Los Angeles, California map from the base game, with Quick Match, Ranked, Unranked and Team Deathmatch playlist support. Bank was also modernized with Siege X in June 2025, which keeps it relevant for current ranked and returning-player map learning.

Clean takeaway

Bank is a roam-clear map first. If attackers do not clear top and middle floors before basement pressure, defenders can waste half the round and still return through stairs or hatches.

Map Overview

Why Bank still matters in R6 Siege

Bank is large, vertical and full of long corridors. SiegeGG describes Bank as one of Siege’s important maps, with many rooms, corners, roam routes and destructible areas. That is the core identity: attackers must spend time and resources clearing roamers, opening hatches and turning vertical pressure into a real execute. Defenders win when they make that process slow and confusing.

Bank also teaches a different type of ranked discipline than Clubhouse or Oregon. Basement attacks need hatch pressure and Server control. Open Area attacks need vertical pressure and careful flank watch. CEO attacks need top-floor window, rappel, lobby and stair awareness. The map is not mechanically complicated, but it is brutally punishing when a team skips structure.

Map detailBank statusWhy it matters
LocationLos Angeles, CaliforniaThe fortified bank theme creates hatches, vault pressure and layered interior clears.
ReleaseBase game, December 2015Common callouts and default strategies are widely established.
PlaylistsQuick Match, Ranked, Unranked, Team DeathmatchUseful to learn for both ranked and casual playlists.
ModernizedSiege X, June 2025Updated lighting, materials and destructible ingredients keep Bank current.
Comms Rules

How to make Bank callouts useful

Bank callouts should always include floor or route when the location could be ambiguous. “Blue”, “Main”, “Lobby”, “Square”, “Garage”, “Open”, “Server” and “Vault” all tell teammates how an enemy can rotate. Bank is big enough that vague calls cost too much time.

1
Call stairs earlyBlue Stairs, Main Stairs and Square/Lobby pressure decide many flank timings.
2
Say basement or topBank has long vertical layers. “Server” and “CEO” require very different reactions.
3
Call hatches by destination“Open hatch”, “Lobby hatch” or “Server hatch” is better than “hatch open somewhere.”
4
Use route plus action“Blue flanking”, “Garage pushing”, “CEO rappel”, “Open prone” gives playable info.
5
Do not skip roam callsBank roamers can disappear for a full minute and still win the round from behind.
Common Bank mistake

Saying “he is upstairs” on Bank is almost useless. Say CEO, Stock, Square, Open, Archives or Lobby so your team knows the route and the threat.

Basement

Bank basement callouts: Lockers, CCTV, Server and Vault

Basement is the site most players associate with Bank. Lockers and CCTV create a defense built around hatches, Server pressure, Blue Stairs, Garage and late plant denial. Attackers cannot simply walk down the stairs and hope. They need roam clear, hatch control and utility that forces defenders out of protected basement positions.

CalloutWhat it meansWhy it matters
LockersBasement bomb room and common anchor area.Core site callout for late plants, anchor positions and denial.
CCTV RoomBasement site room paired with Lockers.Defenders use it to hold crossfires and deny basement entry.
Server RoomBasement route and pressure area near stairs/hatches.Attackers often need Server pressure to split the defense.
VaultFortified basement room/area near objective flow.Common reference point for anchors, rotates and plant routes.
Blue StairsStair route into basement pressure.Important for attackers pushing and defenders retaking or flanking.
Main StairsCentral staircase linking basement to upper map.Key rotate and flank route after roam clear.
GarageExterior/entry pressure into lower Bank.Useful for split pressure and defender escape routes.
ElevatorsVertical shaft/connector area used for pressure and rotations.Helps teams call central movement and surprise drops.

The basement rule is simple: hatches and stairs must work together. If attackers open hatches but never pressure Server, defenders can wait. If attackers walk Server with no hatch pressure, defenders stack utility. Bank basement rewards timing more than bravery.

First Floor

Bank first floor callouts: Tellers, Archives, Open Area and Staff

First floor is where Bank becomes a vertical chessboard. Tellers/Archives and Staff/Open Area can be active sites, but even when they are not, first floor decides whether basement hatches are safe and whether roamers can return. Attackers who ignore first floor often lose basement attacks to a defender nobody cleared.

CalloutWhat it meansWhy it matters
TellersFirst-floor site/room near public-facing bank space.Common site callout and entry pressure area.
ArchivesRoom paired with Tellers in bomb mode.Important for defenders holding site and attackers clearing close corners.
Open AreaLarge first-floor office-style area.Vertical pressure and site control revolve around this room.
Staff RoomRoom paired with Open Area in bomb mode.Used for anchors, rotates and late plant denial.
LobbyCentral public area connecting entrances and vertical routes.Tracks movement, flanks and hatch pressure.
ATMsEntry-side area near Lobby/front pressure.Useful callout for attackers entering and defenders peeking early.
SquareCentral stair/lobby reference area used by many teams.Important for calls around middle control and rotations.
Garage RampLower exterior approach and entry pressure route.Connects outside pressure with basement and lower map movement.
First-floor shortcut

Open Area is both a site and a vertical pressure layer. Learn it as a fight zone and as a way to control basement hatches.

Second Floor

Bank second floor callouts: CEO, Executive and Stock Trading

Second floor is Bank’s long-angle layer. CEO and Executive are the main site names, but the round is often decided by Stock Trading, top-floor hallways, janitor-style corners, lobby rappels and stair pressure. Attackers need to clear angles before planting, and defenders need to avoid being trapped in pretty offices with no escape route.

CalloutWhat it meansWhy it matters
CEO OfficeTop-floor site room and power position.Core bomb room for top-floor defenses and plant pressure.
Executive LoungeTop-floor site room paired with CEO.Important anchor space and crossfire room.
Stock TradingTop-floor room/area near long-angle pressure.Attackers and defenders use it for rotations and angle control.
ConferenceTop-floor meeting-style room near CEO/Executive flow.Useful for clearing defenders tucked outside site.
Janitor / ClosetSmall top-floor hiding or hold position.Common corner callout during CEO clears.
Top MainMain Stairs top landing.Important for flank calls and retakes.
Top SquareUpper central area near square/lobby pressure.Helps teams call vertical movement and hallway control.
Skylight / RoofRoof and skylight pressure over top floor.Attackers use it to freeze defenders and watch rotations.

CEO attacks fail when attackers only rappel windows and never clear the stair routes. Defenders can survive behind long angles until a teammate rotates through Main, Square or Stock. If your team owns the stairs and calls the office positions, the top-floor execute becomes much calmer.

Basement Attack

Simple Lockers/CCTV attack plan

The clean Bank basement attack begins above the site. Attackers should clear roamers, open hatches, pressure Server or Blue, and then plant when defenders are forced to watch too many angles. If your team starts by walking into basement with no hatch pressure, you are giving defenders the easiest version of the round.

1
Clear top and first floorBank roamers can hide in CEO, Open Area, Archives, Lobby and stair routes for a long time.
2
Open the important hatchesHatches force basement defenders to move and make plant denial harder.
3
Pressure Server or BlueA basement attack needs a real entry route, not only players staring through holes.
4
Cut Main and Garage returnsLate defenders win Bank rounds by returning through routes nobody watched.
5
Plant with crossfiresCover Lockers, CCTV, Vault, Server and stair swings before committing the defuser.
Hard breachHibana, Ace, Thermite

Bank’s hatches and reinforced surfaces make hard breach a core attacking job.

Roam clearDokkaebi, Lion, Jackal

Bank is large enough that information operators can save huge amounts of time.

Vertical pressureBuck, Sledge, Ram

Useful for Open Area, Archives and hatch pressure above basement.

Flank watchNomad, Gridlock, Claymores

Stops Main, Blue, Garage and late roamer returns.

Open Area Attack

Simple Staff/Open Area attack plan

Staff/Open Area is a site where vertical pressure matters more than many teams expect. Attackers need to decide whether they are taking top control first or hitting Open with quick pressure. Slow, uncoordinated pushes give defenders time to rotate between Staff, Open, Archives and Lobby.

StepCallouts involvedGoal
Check top floorCEO, Stock, Square, MainStop defenders from playing above Open for free.
Pressure OpenOpen Area, Staff, LobbyForce defenders to move from office positions and site cover.
Cut rotationsArchives, Lobby, SquarePrevent defenders from re-entering site after the first clear.
Watch stairsMain Stairs, Blue, SquareStop late flanks after attackers commit to first floor.
Plant or collapseStaff, Open, Tellers sidePlant only when the side rooms and rotate paths are under control.
Open Area mistake

Do not ignore the floor above. Bank’s destructible layers let defenders punish first-floor attackers who never clear top control.

CEO Attack

Simple CEO/Executive attack plan

CEO/Executive attacks look simple because windows and roof pressure are obvious. The hard part is converting that pressure into safe plant space. Defenders can hide in Stock, Conference, Janitor, Executive corners and stair routes while attackers stare through windows. You need room control, not only rappel pressure.

1
Use roof and windows for informationRappels are strong, but only if they reveal where defenders are actually holding.
2
Clear Stock and ConferenceThese rooms let defenders rotate or swing into the execute if ignored.
3
Control Main and Square routesTop-floor defenders love late stair movement when attackers over-focus windows.
4
Burn shield and bulletproof utilityCEO holds become much weaker once protected utility is removed.
5
Plant with office crossfiresCover CEO, Executive, hallway, Stock and stair swings before the defuser goes down.

In solo queue, call CEO rounds in plain language: “one CEO desk”, “one Executive”, “one Stock”, “one Top Main”, “one Square”. Those calls are enough to help teammates stop aiming at the wrong office.

Defense Notes

Defender setup notes for Bank

Bank defense is strongest when defenders waste time without dying pointlessly. A basement roam should force attackers to clear top and first floor, then retreat or get traded late. Open Area needs vertical awareness and protected rotates. CEO needs long-angle discipline and stair information. The map is big, but the defense still collapses if roamers die early with no value.

Lockers/CCTVProtect hatches and Server

Basement falls quickly if attackers get hatch pressure and Server/Blue control for free.

Staff/OpenRespect vertical pressure

Defenders need to know when top floor is lost and rotate before getting exposed.

CEO/ExecutiveHold stairs and Stock

Top-floor defenses need crossfires beyond the windows and office furniture.

All sitesUse information early

Cameras and sound calls help defenders decide when to return from the roam.

Defender jobGood operatorsWhy
Hatch and wall denialKaid, Bandit, MuteBank has many hatches and reinforced positions attackers want opened.
Roam pressureVigil, Caveira, Oryx, SolisBank gives roamers space to waste time and punish poor drone work.
InformationValkyrie, Maestro, Echo, MozzieLarge maps reward early information on which route attackers chose.
DelaySmoke, Lesion, Melusi, FenrirSlows Server, Blue, Open, CEO and late plant routes.
Site shapingMira, Castle, AzamiCreates stronger holds around Lockers, CCTV, Open Area and CEO.
Account Angle

What Bank knowledge means for R6 account buyers

Bank is a strong buyer-check map because it exposes whether an account has a real ranked operator pool. A flashy account without hard breach, roam clear, vertical pressure and defensive denial can feel weak on Bank. The map asks for practical operators, not only cosmetics.

For buyers, look for attackers like Hibana, Ace, Thermite, Buck, Sledge, Ram, Dokkaebi, Lion, Jackal, Nomad and Gridlock. On defense, Kaid, Mute, Mira, Smoke, Valkyrie, Wamai, Jager, Vigil and Solis give the account more flexibility across Bank’s sites.

Buyer checkWhy it matters on BankStrong signs
Hard breach poolBasement and hatch play are central to Bank.Hibana, Ace, Thermite and EMP/support options.
Roam clearBank defenders can waste huge amounts of time.Dokkaebi, Lion, Jackal, Iana and strong drone habits.
Vertical operatorsOpen Area and Archives pressure often depends on soft destruction.Buck, Sledge, Ram and flexible breaching choices.
Defender depthBank needs denial, info, delay and roaming options.Kaid, Mute, Mira, Smoke, Valkyrie, Vigil, Wamai.
Rank historyShows whether the account has real competitive use.Consistent ranked history instead of one suspicious peak.
Sources

Sources used for this Bank guide

This guide uses official Ubisoft map and season information for current Bank context, plus map-learning and strategy resources for room structure. ALVIRAN’s attack plans, defender notes and buyer checks are editorial recommendations for ranked usability.

Need an account ready for Bank ranked?

A strong R6 account should have hard breach, roam clear, vertical pressure, flank watch, denial, information and delay. Bank exposes incomplete operator pools quickly.

FAQ

R6 Bank FAQ

Is Bank in Ranked in Rainbow Six Siege in 2026?

Yes. Ubisoft lists Bank for Quick Match, Ranked, Unranked and Team Deathmatch. It was also modernized with Siege X in June 2025.

What are the most important Bank callouts?

The most important Bank callouts are Lockers, CCTV, Server Room, Vault, Blue Stairs, Main Stairs, Garage, Tellers, Archives, Open Area, Staff Room, CEO Office, Executive Lounge, Stock Trading, Lobby and ATMs.

What Bank site should beginners learn first?

Beginners should learn Lockers and CCTV first because it teaches basement hatches, Server pressure, Blue Stairs, Garage, Vault, roam clear and late plant denial.

How do attackers win Bank basement?

Attackers usually win Bank basement by clearing roamers, opening hatches, pressuring Server or Blue, controlling Garage and cutting late flanks before planting.

Why is Bank hard for new players?

Bank is large, has many hatches, long corridors, several staircases and strong roam routes. New players struggle when they rush site before clearing the map.

Related Guides

More Rainbow Six Siege guides

Need help choosing?

Open chat →
ALVIRAN AI
Online now
Support