[0:00] What's up, Goober? When I was trying to [0:01] get to level 10, I wished that I had a [0:04] level 10 friend or person to show me how [0:07] they did it, for them to tell me the [0:09] details of what they did to get to level [0:12] 10. And that idea is kind of the basis [0:14] of my channel. Most of my videos, I'm [0:16] just imagining myself talking to my past [0:20] non-level 10 self and telling him how to [0:23] get to level 10. So, that's what this [0:25] video is. This video is me explaining to [0:28] pass me how to play Mirage like a level [0:30] 10. And I can't do that in 10 minutes. I [0:32] can't do it in 20 minutes. I'm going to [0:33] do it in however long this video is. I [0:36] hope you enjoy it. And if you do, if [0:37] this video does well, I'll make one of [0:38] these for every single map. Please do [0:40] make use of the chapters below. You can [0:42] bounce around, figure out, you know, [0:44] what sections would be most important [0:46] for you and watch those. Or you could [0:47] just watch the entire thing. I wouldn't [0:49] be upset about that. But before we [0:50] begin, thank you to Skins Monkey for [0:52] sponsoring this video. Skins Monkey is a [0:55] trusted automated CS2 trading site. It's [0:57] super easy to use. All you have to do is [1:00] pick something in your inventory, check [1:02] how much it's worth, and then go get [1:03] something new from the monkey. What's [1:05] also super nice is the filters you can [1:07] use to narrow down your searches. You [1:09] can either use your skins to trade for [1:11] new ones or deposit money with their 30% [1:14] bonus offer. This becomes 35% when you [1:17] use my code Wilson. Please use it. Using [1:20] my code, you can also get up to $5 for [1:22] free. Use my code Wilson. Link is in the [1:25] description. If you don't know the [1:27] timings of a map, then you're going to [1:29] struggle on that map. So, let's talk [1:31] about the important timings of Mirage. [1:34] The best CT spawn will beat the best [1:36] T-spawn to window for this midfight. But [1:39] if the CT jumps out of window, then the [1:41] best T-spawn will be able to spot [1:44] them. In fact, the best T-spawn only [1:47] beats the worst three CT spawns to [1:49] window. With the best spawns, a CT [1:52] player will beat a T player to swing [1:56] underpass. When running up to short, a [1:58] CT could have a T right up in their [2:04] face. Insta smokes will plume and window [2:07] just around 147, a couple seconds after [2:10] the CT can make it to window. [2:15] CTS with the best spawn for connector [2:17] will get to con around 145. At this [2:20] point, T's can already be boxes and even [2:23] towards chair. [2:27] Oh, okay. Yeah, you made it all the way. [2:29] Did you know that your timing to get [2:31] over to [2:32] twitch.tv/wilsoncs2 and follow me is [2:34] remarkably fast and very worthwhile? [2:37] Let's [ __ ] go, dude. Good flashes. [2:39] Good flashes. as a CT swinging short [2:41] with the best spawn. T's can't make it [2:43] to chair even with their best spawn, but [2:45] they can be quite close to [2:48] it. Okay, a sight timings. Now, if you [2:51] run ramp and a CT runs to underbalk, [2:53] you'll hear each other right about when [2:55] you get to bottom [2:58] ramp. If you peak palace on CT side, T's [3:01] can't cross to the cubby without being [3:03] spotted. You also hear them if they try. [3:10] A CT running to under Balk can hear a T [3:13] in palace once they reach the top of the [3:15] second flight of [3:19] stairs. A T with the best spawn running [3:22] up ramp won't be able to catch a CT with [3:24] the best spawn crossing towards Khan. [3:26] However, the best T spawn will always be [3:29] able to spot the cross. The timing gets [3:31] spookier the worse the spawn is for the [3:33] CT. For B timings, the best spawn for [3:36] short will hear a B- rush coming in [3:37] before the T's get into [3:43] apps. Lastly, a CT jumping on top of van [3:46] will be able to peak T's before they get [3:48] into close apps. Well, there are the [3:51] timings for you. Now, let's talk about [3:53] CT side Mirage. Before we jump into how [3:56] to play each specific CT position, I'm [3:59] going to give you just a brief overview [4:00] of the CT side default. For some reason, [4:03] I could only spawn T-bots, so please [4:05] imagine that these are chunky CTs [4:07] holding these angles. Uh, your first [4:09] player is the A site anchor. Their job [4:12] is to control A. Our second player is [4:14] the connector player. They're going to [4:16] be aggressing mid early and then also [4:18] helping out this A player hold A. Our [4:20] third player is the window player. This [4:22] is typically the oper. This player could [4:25] start window, but they also have the [4:27] freedom to kind of go wherever they want [4:28] on the map, wherever they think they're [4:30] going to have impact. Our fourth player [4:32] is the short player. This player is [4:34] going to help out mid early, similar to [4:36] the connector player and window player, [4:38] but they're also responsible for helping [4:39] out their B anchor with B executes and B [4:42] rushes. Our last player is the good old [4:44] B anchor. This player is going to be [4:46] playing for info in apps, looking to see [4:49] is there a lurk, are they rushing B? And [4:51] they're going to try to stay alive as [4:52] long as possible if the T's do come [4:54] towards B. So, you've probably noticed [4:56] the typical default on Mirage is very [4:58] mid-heavy, and that's because this is [5:00] the space to fight for. Outside of that, [5:02] they're just choke points. And choke [5:04] points, you can play for info, you can [5:06] play retake on sights, but middle, this [5:08] is where the timings really matter. This [5:10] is the space that you want info on and [5:12] you want to fight for on these defaults [5:14] in your [5:19] pugs. Let's start with how to play A. As [5:21] an A player, your spawn doesn't really [5:24] matter all too much. But what does [5:25] matter is that on gun rounds, you are [5:28] flashing mid from triple like this. I [5:30] come around CT and I aim at this Woodbit [5:32] and I run jump throw that flash. The [5:34] reason why you throw that flash right as [5:36] you get to triple at the beginning of [5:37] the round is because the timing works [5:39] out where this flash is going to pop [5:42] right as T's are swinging top mid after [5:44] you throw the mid flash. And you're [5:45] going to throw that every single by [5:46] round, right? And if you're not throwing [5:48] it on a buy round, then you tell your [5:49] team, I'm not flashing mid. Okay, very [5:51] important. After you throw that flash, [5:53] give ramp a purposeful peak. The reason [5:55] why you want to do this is that a common [5:57] play for TE's is to jump up and look for [5:59] this pick early. Your con player should [6:01] be mollying ramp for you. But one [6:03] problem is that there's often a gap [6:06] behind it like this. And you just need [6:08] to be ready for this. So after you throw [6:10] the mid flash, right, throw it, get [6:12] ready, and then swing this hard and be [6:14] ready for this fight. After you throw [6:15] the mid flash and after you give ramp a [6:17] purposeful peak, what now? Well, you can [6:19] play a in three different solid ways. [6:22] Number one is by playing for retick. [6:24] When you play for retake, you're going [6:25] to play ticket. Your job when you're [6:27] playing ticket is number one, getting [6:29] info, number two, staying alive, and [6:31] number three, maintaining this CT space. [6:34] This space is so important because this [6:36] space is what allows us to retake the [6:38] site after the bomb is down. When you're [6:40] playing ticket, you can jump spot ramp [6:41] like this and just get info on if [6:44] anybody's walking out ramp or if there's [6:45] util being thrown over ramp and the TE's [6:47] are exeing. Be cautious jump spotting [6:49] like this. This is not good. A te's [6:51] going to walk out Palace and just [6:52] destroy you. So jump spot like this. You [6:54] only need like one frame of visibility, [6:57] right? Every once in a while during your [6:58] jump spotting, give Palace a purposeful [7:00] peak because a Palace player on T-side [7:02] can hear you jump spotting from front [7:04] palace. So they might walk out and look [7:06] for this pick. That's why you want to [7:07] jump spot not exposed to Palace. So [7:09] you're jump spotting like this and then [7:11] give Palace a peak. Okay, nothing. Okay, [7:13] keep jump spotting. Keep jump spotting. [7:16] Okay, give Palace a peek. Now, if you [7:18] see smokes, flashes coming over ramp, [7:20] your immediate reaction should be [7:23] throwing a defensive smoke in front of [7:24] you. Ticket. There are two reasons why [7:26] throwing the smoke is so good and why [7:29] you should never throw a ramp smoke if [7:31] you're playing CT. Reason number one, [7:33] this smoke prevents T's from taking CT. [7:36] Obviously, they can still push it and [7:38] try to take it, but it makes it so much [7:40] more awkward to push CT and take that [7:42] space. Reason number two, it provides [7:44] you with lurk opportunities now and [7:47] creates ambiguity for the T's. Now with [7:49] this smoke, even if they smoked UC, CT, [7:52] they have to worry about you lurking [7:53] through the the triple side, right? [7:55] Right here. They have to worry about you [7:56] lurking through this side. They also [7:58] have to worry about you just sitting in [7:59] the smoke and swinging off of sound, [8:02] right? This is super spooky for TE's and [8:03] it delays their executes. It delays [8:05] their plants. It's so good. So stop [8:07] smoking ramp when you're playing ticket [8:08] and save your smoke for that defensive [8:10] smoke. Now, if you're playing ticket, [8:12] don't feel like you have to 1v5 right [8:14] here, right? Use that defensive smoke. [8:16] But also, if your teammates are super [8:18] committed to mid and they're not [8:19] fighting through the jungle smoke or the [8:20] stair smoke, right? They're not really [8:22] doing much to make make stuff happen, [8:24] then you shouldn't be aggressive as [8:26] well. If they're quiet on the jungle [8:28] side, then you trying to do something [8:30] from CT isn't going to work because the [8:32] T's can just focus on you, right? [8:33] They're not distracted by anything. So, [8:35] in that case, you're going to play just [8:36] like fully for retake back up to about [8:39] here. play anti- flash, right? Don't [8:41] look, don't just hold CT. You definitely [8:43] can jiggle it and like time out peaks, [8:45] but for the most part, you should play [8:47] anti flash and then bang, if they flash [8:49] CT, boom, you swing and you you get [8:51] those kills. That way, you keep this [8:53] space, right? And you're not like in a [8:55] position where they can just 2v1 swing [8:58] you, 3v1 swing you, flash you, and then [8:59] swing you, right? You don't want to be [9:01] vulnerable here in CT if your teammates [9:03] aren't being aggressive jungle. So, you [9:05] flashed mid, you peaked ramp, and then [9:07] you went ticket. What else can you do? [9:09] You can flash mid, you peak ramp, and [9:11] now you're going to play sight. How do [9:14] you play sight? Well, there's a few [9:15] different ways. Number one, you can play [9:17] off angles. This is one really common [9:19] off angle here against this door is just [9:21] holding this ramp walk out here. Another [9:23] one is right here, holding this angle. [9:25] Another decent off angle is jumping up [9:27] firebox. Oops. And then holding this [9:29] angle here. You can play top default. [9:31] There's so many off angles on a site. [9:33] The big thing is that if you play an off [9:36] angle on a site that is designed to kill [9:38] a lurk walking out ramp, then you are [9:41] most likely going to be exposed to [9:42] palace. So if you want to play an off [9:45] angle on site, if you want to counter [9:47] lurks walking out ramp, you kind of need [9:49] your window player to support you from [9:51] from jungle or you need your con player [9:53] to support you from stairs or at least [9:56] you need one of them to smoke palace for [9:57] you. If neither are helping you, then a [10:00] slightly safer way to play it is by [10:02] timing out peaks. And typically what [10:04] this looks like is that you're going to [10:05] sit default. You're going to hold [10:07] palace, hold palace, hold palace, come [10:09] over, and then peak ramp. Okay, you're [10:11] going to come back, hold palace, hold [10:12] pal. Right, you get it. Come over, peak [10:14] ramp. The goal here is that if somebody [10:16] peaks palace, right, you're just ready [10:17] for it. And then you time out a peak on [10:19] ramp. So then if somebody's walked out [10:21] ramp, you hit a nice timing on them [10:22] where like they've already cleared [10:24] default and they're aiming somewhere [10:25] else and then bang, you swing in to kill [10:26] them. You could also, of course, play [10:28] under balk here. You also want to be [10:30] timing out peaks, right? You don't want [10:32] to just stand here and hold this angle. [10:34] If somebody's walking out ramp, don't [10:36] play just like a default angle. If [10:37] they're half decent, they're going to [10:38] clear these and just destroy you. Avoid [10:41] playing on angles against lurks. Time [10:43] out peaks or play off angles. When you [10:45] see an execute coming in and you're [10:47] playing a site or you're playing under [10:48] balk, don't be afraid of throwing a [10:50] defensive smoke just like if you were [10:52] playing ticket. Defensive smokes on A [10:54] are just so strong because they create [10:56] so much ambiguity for TE's. If I run out [10:59] ramp and the CT threw a smoke like this, [11:01] now instead of being confident, oh, he's [11:03] he's default, now he can be anywhere [11:05] from default to triple to CT and I like [11:08] have to swing him from this one angle. [11:10] It's super awkward. And it allows the CT [11:13] to isolate fights much more effectively [11:15] and to stay alive and delay, delay, [11:18] delay. You can see all that impact from [11:20] that one smoke. It is so much better [11:22] than just smoking ramp. TE's are going [11:24] to lurk through the ramp smoke. They're [11:25] going to execute through it. They don't [11:27] care. Everybody in their mother knows a [11:28] lamp flash, right? They're just going to [11:30] exec anyways if you smoke ramp. So use [11:32] smokes defensively on a site. Use them [11:34] to find little, you know, isolated [11:36] fights. Stay alive. Delay, delay, delay. [11:39] The third way to play a that I'm going [11:40] to tell you about is by being aggressive [11:42] and taking ramp or taking palace. Real [11:44] quick, how you take palace, you just [11:45] jump up default. All right, we're going. [11:47] We're going. We're going. It's good to [11:49] shift after you land. Otherwise, a T [11:51] could hear you if you make a step peek [11:53] in here. And then you're going to peek [11:54] this angle. You're going to hold it. I [11:56] don't like to hold on angles while [11:58] standing still. So, I do these little [12:00] silent strafe movements. And then if [12:02] nobody peaks me, I'm going to scale on [12:04] this left side. Peek this angle. Okay, [12:06] nobody. Peek this angle. Okay, nobody. [12:09] And then um peak this one. And then I'm [12:11] good. I'm good. I'm good. I'm clearing. [12:12] Okay, now I have palace. Right now to [12:14] take a fight ramp and to try to take [12:16] ramp. I'll come out CT. You can throw [12:17] mid flashes like that, too, on the run [12:19] if you're in a hurry. Um, I'll get to [12:21] default, gun out, go under, and then [12:23] peek like this, right? Because I'm [12:25] worried about a T walking out ramp [12:27] early. I'm not going to just hold W at [12:29] ramp and give them a free pick. I'm [12:31] still going to be ready for a fight as [12:32] I'm scaling towards ramp. Once I'm here, [12:34] I like to get mad close to the wall and [12:36] just wide swing. The reason why I do [12:38] that is because T's who are sitting here [12:40] ramp will either be holding jungle low [12:43] like this or stairs high up like this, [12:45] right? And if they're holding the [12:47] stairs, they're typically over towards [12:48] this side. For both of those crosshair [12:50] placements, if I get close to this wall [12:51] and wide swing, they're going to take [12:52] the fight way out here, which is like [12:55] really awkward for both of them, right? [12:57] So, for that reason, close to the wall, [12:58] bang, wide swing, ramp. Okay, nothing. [13:01] You can see people's feet from here, [13:03] right? Some people come here and hold [13:04] ramp like this. It's actually a terrible [13:06] spot because if you swing ramp, you can [13:09] see their feet right here and you can [13:10] shoot their little toes. Once you're [13:12] scaling ramp, just be careful of off [13:14] angles along here and of people on the [13:16] top, right? You don't want to get caught [13:17] off guard. And then you can make the [13:19] decision. Do I want to scale and push T [13:21] or do I want to stay ramp? If you want [13:23] to stay ramp, I recommend you play an [13:25] off angle like this. Sit right here, [13:27] right? They're going to pre-im ramp [13:29] right here and then bang, you're right [13:30] here. Free kill for you, right? And then [13:32] if the T's do end up coming A, you have [13:34] a very fast flank. Or even if they know [13:36] your ramp, this still makes the [13:38] situation super awkward for the T's [13:40] taking A. Also, please do if you play [13:42] for ramp or you play for palace, right? [13:44] You take one of the two, then tell your [13:46] teammates that the TE's could lurk out [13:48] the other, right? If I take ramp, I have [13:50] to tell my team, hey, palace is open. [13:52] They could walk out palace. Please do [13:54] that. Okay, now let's move on to how to [13:56] play connector. The connector player is [13:58] a very important part of your CT setup, [14:01] and that's because they're going to have [14:03] a hand in the midfights and in the A [14:06] fights. So, the two most active parts of [14:09] the map, the con player is going to be [14:12] aggressing and taking these fights. And [14:14] if they're winning those fights, then [14:15] you're probably going to have a really [14:17] good CT half. As a con player, when [14:19] you're in spawn, you have a decision to [14:20] make, and that is if you're going to get [14:22] to con via window or via a site. This [14:25] decision should be made by essentially [14:28] the spawn that you have. There are five [14:29] spawns. One, two, three, four, five. [14:33] There's two that are really bad for [14:35] going A. this back one and this one [14:37] right here. These two you should just go [14:39] window. Don't risk going A, otherwise [14:41] your timing is super bad and somebody [14:43] can be top ramp fighting you by the time [14:45] you're crossing. When you're running to [14:46] con from A, then you should be throwing [14:48] some util for your A player and that [14:50] consists of a ramped molly. Now I come [14:53] around the corner and I aim at the tip [14:55] of this kind of chimney or whatever that [14:58] is and just run through the molly. I [15:00] like this one because it blooms in the [15:02] far back and it gets kind of deeper [15:04] ramp. And so T's who are looking for [15:05] that pick that we talked about when we [15:07] were talking about the aside player, [15:08] they can't jump up and fight behind [15:10] here. They can't fight behind the molly, [15:11] right? They they're forced to stay down [15:13] here and only look for the cross. So [15:15] you're going to come up CT. You're going [15:16] to throw this molly into ramp and then [15:17] you're going to cross towards jungle. [15:19] Make sure you look towards ramp as you [15:20] cross just so that you get the info. Is [15:22] somebody there? Is somebody not there? [15:23] Once you've crossed, you can throw a [15:25] flash for mid like this. Avoid jump [15:27] throwing this flash. If you jump through [15:29] that flash, then it can just hop over [15:31] people's heads and like not do much like [15:33] that. Essentially, right as you cross [15:35] past this wall, you can aim up just in [15:37] the air here and as you're running, uh, [15:39] let that flash go. And that's going to [15:41] blind T's running out mid. Bang. That [15:44] should help you with whatever you want [15:45] to do next, whether you want to be [15:46] aggressive or not. If you don't want to [15:48] throw that first flash, you feel like [15:49] the T's aren't insta swinging mid, then [15:51] you can throw your bottom con smoke and [15:53] then throw a flash like this and then [15:55] fight up middle with this flash and look [15:57] for fights here. Your bread and butter [16:00] as a connector player is a bottom con [16:02] smoke. The reason for this is that it [16:05] makes your life so much easier and you [16:07] can do a lot of aggressive things with [16:09] it. For one thing, holding con is [16:10] naturally difficult because you have a [16:12] high low situation here, right? If a T [16:14] peaks down here at the same time as a T [16:17] peeking up here, you're a dunzo. There's [16:19] no world where you win that fight. So [16:21] having a smoke bottom con just isolates [16:23] this this fight on short for you. This [16:26] smoke also enables you to do a bunch of [16:29] aggressive plays and to get really [16:31] active in mid. When you throw this [16:33] smoke, it now allows you to lurk out [16:35] behind it, be safe from top mid, and [16:37] hold under if you want. Or you can just [16:39] use the smoke to try to isolate fights [16:41] towards top mid or towards valley. Or [16:44] you can jump up on the bench and hold [16:45] cat like this. And if you hear somebody [16:47] like spamming top mid, right, they're [16:48] shooting their their AK, then you can [16:50] spam through the smoke, get a kill, and [16:52] then fall back into it. It also gives [16:53] you this fight here towards top mid. If [16:56] the T's have an OP, I would generally [16:58] avoid this fight because this is just an [17:00] easy angle for an oper, right? You're [17:02] probably going to lose that fight. [17:04] Otherwise, if you're feeling confident [17:05] and you have a window player who's [17:07] fighting people running out top mid or [17:09] you have a cat player who's fighting, [17:10] then I would say go for it and go swing [17:12] and go fight with them, you can also try [17:14] to overswing this angle, right? [17:16] Overswing it and then take a fight here [17:18] and then swing back and over swing it [17:20] again. That way you just avoid that that [17:22] isolated fight that T's have against you [17:24] right here. Now, sometimes the T's are [17:26] going to mollycon at the beginning of [17:28] the round. Sometimes they're going to [17:29] nade it. Sometimes they're going to [17:30] smoke it like this. and you're just not [17:32] going to be able to get active like how [17:34] you want. I still recommend you throw [17:36] the bottom midm smoke. That way at the [17:38] least like you have the option to be [17:40] aggressive through it. Even if they [17:42] threw stuff con, still having the smoke [17:44] down allows you to be aggressive and [17:45] forces the TE's to respect the fact that [17:48] you can be aggressive. So it'll slow [17:50] down kind of whatever they're trying to [17:52] do mid. In terms of utility as a con [17:54] player, you can go flash or you can go [17:57] nade flash. It's kind of a tricky [17:59] decision. If the T's are smoking [18:01] connector consistently like every single [18:03] round, I would buy a grenade every [18:05] single round. That way you can nade it [18:07] and if they're running up short, you can [18:09] actually take those fights and help your [18:11] short player. Another good use of your H [18:13] grenade is to nade top mid at the very [18:15] beginning of the round. If they leave [18:17] con open and you can get to bottom con [18:19] and you're not worried about them insta- [18:21] swinging you, right, we know that the [18:23] timing, they can already be here by the [18:25] time you swing bottom con. So, don't do [18:27] this if you feel like they're insta like [18:29] dry swinging mid. Do this if they throw [18:31] a window smoke and they wait for the [18:33] window smoke, right? If they wait for [18:35] the window smoke, then you're going to [18:36] beat their timing to bottom con um [18:39] before they swing mid. So, that enables [18:40] you to then come out bottom mid and [18:42] throw nade like this that'll just nuke [18:44] them. If they're all sitting here [18:46] waiting for that window smoke to land, [18:47] you could do a ton of chunk damage. [18:50] Also, if the TE's are throwing a top mid [18:52] smoke quite often, then having an H can [18:54] be quite good because then you can nade [18:56] the top mid smoke and fight like that, [18:59] right? And this can also help your oper. [19:01] If you come con and your your oper [19:03] sitting window holding the smoke, then [19:05] you can n it for them. Um, that landed [19:08] weird, but still worked. You can n it [19:09] for them and the oper can just get a [19:11] pick through the smoke. You might be [19:12] wondering when should I fight mid versus [19:14] when should I not fight mid. Now, your [19:16] default should be fighting for a mid. [19:18] Mirage middle is incredibly important. [19:21] This is the space that the T's want to [19:23] fight for. This is the space that the [19:24] CTS want to prevent the TE's from [19:26] taking. But some rounds you're just not [19:28] going to be able to do that. When your [19:29] window player has an MP9 and they're [19:32] just sitting behind the window smoke, [19:33] not doing anything, your cat [19:35] player/short player is playing mega [19:38] passive to sitting here. Then you [19:40] swinging out mid being aggressive is [19:43] super risky cuz you're just full solo, [19:45] right? You're going to be taking like a [19:46] 1v3, 1v4. So try to prioritize fighting [19:49] for mid being aggressive when you know [19:51] that your window player or when you know [19:53] that your short player is going to do [19:55] something aggressive with you. You have [19:56] to be kind of vocal. Say, "Hey, let's [19:58] fight up mid this round." Ask your [20:00] window player to nade the window smoke [20:02] as you fight top mid. Ask your A player [20:04] to throw a second flash uh so that you [20:07] can fight mid once you're out bottom [20:09] con. Now, if your team is just, you [20:11] know, demuted, they're not saying [20:12] anything, they're not helping at all, [20:14] then you will kind of be forced into a [20:17] more passive play style of just playing [20:19] for info at con and you're more so going [20:21] to be playing for the mid round rather [20:23] than early aggression. You can [20:25] absolutely still get away with being [20:26] aggressive early. It's just against good [20:28] players. Like, if the T's are swinging [20:30] top mid together, then if you push up [20:32] mid, you shouldn't be getting that many [20:34] kills, right? You should probably just [20:36] die. So, here's a couple things you can [20:37] do to like make aggressive stuff happen [20:40] or make fights happen. Number one, if [20:42] they're not smoking window and they're [20:43] just insta- swinging window, tell your [20:45] window player to come double window with [20:47] you and you guys play high low, right? [20:48] They go here, you go here, and you just [20:50] bite them as they swing out mid. Another [20:52] coordinated aggressive thing you can do [20:54] to ask your teammates is, hey, let's [20:55] push mid this round, right? This is good [20:57] to do when you know that the T's aren't [20:59] insta swinging mid. As you saw in the [21:01] timing section, if the if the T's insta [21:03] swing mid, they'll spot you jumping out [21:05] window like this. So, if they're [21:07] throwing like a top mid smoke or they're [21:08] just waiting for the window smoke to [21:10] land and you guys have decent mid [21:12] spawns, then that's a good time for you [21:13] to push up mid, right? Run out, play [21:15] ante, and then hard swing. Another thing [21:17] for you to do is just go double cat, [21:19] right? In this setup, we can play one [21:20] window player, one A player playing [21:22] passive, and you're going to come double [21:24] cat with your cat rifler short, sorry, [21:26] cat short, interchangeable NA versus EU [21:29] lingo. Come double cat. You can throw a [21:30] flash like this or you can just left and [21:32] right click a flash behind you and then [21:34] just, you know, wide swing and just [21:36] double fight together. And then lastly, [21:38] if the teeth aren't throwing anything [21:41] con early and they're just swinging mid, [21:43] they can also ask your window player or [21:45] your cap player or a anybody, right? [21:47] Come double con with you and just double [21:48] swing high low here and look for fights [21:51] like that. You will, if you swing high, [21:53] like be isolated right here, right? So [21:55] keep that in mind. But you want to be [21:56] aggressive. You want to get kills. You [21:57] want to fight for mid. Those are some [21:59] options for you to do with your [22:00] teammates that are easy and easy to [22:01] communicate. Now, in the mid round, your [22:03] decision-making is going to highly [22:05] depend on the info you have. Let's say [22:07] the TE's have taken mid and you haven't [22:09] really a really been able to be [22:11] aggressive or fight through con. Then [22:13] what can you do? Option number one is to [22:15] reagro mid with your teammates. This [22:17] could be like your window player [22:19] swinging window and you flash over [22:20] window for them from stairs like this. [22:22] Or this could be you guys doubling con. [22:24] They just throw a flash towards bottom [22:25] con. Bang. And you guys go out and clear [22:27] mid again. Um you can also ask for your [22:29] A player to throw their oops to throw [22:32] their right their second flash over mid [22:34] like that. If you don't feel like you [22:36] can coordinate like a reagression into [22:38] middle. One option that's not that bad [22:39] is getting back into A. This is good if [22:42] the T's are like four or five middle and [22:44] you don't want to just be isolated right [22:46] here. Right? How we talked about how [22:48] this fight is really bad for you because [22:49] they can high low swing you. If you [22:51] don't want to just stand here and take [22:53] these really bad fights, then you can [22:55] just leave. Don't play Topcon. Commit [22:57] back into A and then get into a setup [22:59] with your A player. If you are able to [23:01] get over towards ramp and take ramp, [23:04] then you being ramp and your A player [23:05] being default is actually a pretty good [23:07] setup because your A player can just sit [23:09] here and hold palace while you're [23:10] holding the jungle cross for your A [23:13] player. And then once you take contact [23:15] on this cross from ramp, then your A [23:16] player from default can swing. they [23:18] should be getting, you know, at least a [23:20] double kill if the T's are running up [23:21] jungle onto a site. The third way you [23:23] can play around con the mid round is [23:25] more so from [23:27] jungle/topcon and just getting info, [23:29] right? You can jiggle here, see if any [23:31] T's are going to push you con. If not, [23:33] okay, good. That's good info to have. If [23:35] yes, maybe dropping a Molly Topcon if it [23:37] feels like they're going to rush you [23:38] after you see them. That can be good. [23:40] And then after that, you're more so [23:42] going to be playing from jungle. So back [23:43] here's not a bad fight. You just have to [23:45] be worried about your crosshair [23:46] placement here because if you hold this [23:48] angle, then if they wide swing con, your [23:50] crosser is going to be mega far away. So [23:52] holding an angle like this can be kind [23:53] of better. That way you're not stuck [23:55] between two different angles. You can [23:57] also play off angles kind of up here [23:59] too. These are okay for catching [24:01] somebody just lurking up con. But if [24:03] there's multiple T's pushing you con, [24:05] then you're very tradable here. So I [24:07] like this if you just think that there's [24:08] one con who's going to walk up and [24:10] you're just going to take an isolated [24:11] fight. Now, let's say instead of the T's [24:12] having taken mid early, you guys as CTs [24:15] took mid early from these T's, there's [24:17] not a soul here. What do you do? Well, a [24:20] good thing for you to do is come back [24:21] towards A and become a second A player. [24:24] If mid is empty, then that means it's [24:26] probably going to be a B exec or an A [24:28] exec. And in pugs and games with [24:30] randoms, people much prefer going A. [24:33] Now, how do you counter an A exec from [24:36] jungle? We're expecting a stair smoke. [24:38] We're expecting a jungle smoke. So, our [24:41] plays through jungle are going to be [24:43] surrounding these two smokes. One thing [24:45] you can do is if you come to this corner [24:47] here and you see this wood bit right [24:48] here, you just left click a molly and [24:50] you can shift walk, left click, throw a [24:52] nade. If the TE's are running out ramp, [24:55] this is going to do a [ __ ] ton of damage [24:56] to them through this jungle smoke. You [24:58] can make a ton of plays. Number one, you [25:00] can nade the smoke, right? And this is [25:02] especially good if you have your window [25:03] player here with you and you're just [25:04] fighting these TE's who are crossing for [25:06] sight. Number two, you can lurk through [25:08] the edge of the smoke and play around [25:10] here. Even if they throw a molly towards [25:13] here, benches, you can edge the smoke [25:15] and not burn from the molly. I took one [25:17] tick, that's unfortunate, but you can [25:18] sit here and look for a kill and then [25:20] fall back into the smoke. If you want to [25:22] be really aggressive, and this is [25:23] especially good if your A player is [25:25] playing on site, right, they need help. [25:27] You can do a flash over the palm trees [25:29] here. You can left click it or left and [25:31] right click it. And you can just push [25:32] this jungle smoke and just go and just [25:34] fight while your A player is fighting [25:35] from under default or wherever they are. [25:37] Another cheeky play you can make is [25:39] dropping sandwich while these smokes are [25:41] up. This is good to do if your A player [25:44] is on site fighting and you want to drop [25:46] and help them fight, right? You drop [25:48] sandwich and then you take these fights [25:49] as they're fighting from default or [25:51] under. And now you guys have a little [25:52] crossfire. If you're playing mid early [25:54] and you notice like, okay, the smokes [25:56] are coming in. One option you have too [25:58] is just to full clear under or full [26:01] clear top mid or do both. If you know [26:03] that your A player is playing really [26:04] passive and they're not going to fight [26:06] the A execute, they're going to play [26:08] fully for retake. Then you just full [26:11] clearing these lurks is really effective [26:13] because you're going to catch a T down [26:14] here just walking under or you could [26:16] catch a T trying to lurk out mid early. [26:18] That way once you clear both of those [26:20] then you can full focus on the retake [26:22] and not have to worry about a T walking [26:24] up con late. One util set you can throw [26:26] from jungle if you're playing for retake [26:28] or you're trying to contest the bomb [26:29] plant is you come into this corner. You [26:31] see this right window right here. Bottom [26:33] right you throw your molly. Top right [26:35] you throw your nade. Bang. This is going [26:37] to absolutely nuke default and kill [26:39] anybody who's planting right here in [26:41] this corner. If you aren't smoked stairs [26:43] or jungle and the T's are coming out [26:45] ramp and they're fighting your A player, [26:47] you can throw a flash like this just [26:48] against the wall and then swing with [26:50] that and that'll pop down here. You can [26:51] also do the same from jungle, right? [26:53] just run through your flash there and [26:54] then swing with that and that's going to [26:55] be really hard for the TE's to react to. [26:57] Also with your flashes, just flashing [26:59] behind your A player is really good. Or [27:02] flashing for ramp just around here, [27:04] right? Just flashes in front of them. [27:05] Those are really solid as well. Just [27:07] communicate them and tell them, "Hey, [27:08] I'm flashing for you. Tuck. Okay, [27:10] flashing. Bang." And then tell them to [27:12] swing. So flashing for your A player. [27:13] Really solid as a con player. Let's move [27:15] on to how to play window. Window is the [27:18] oper position. And the title for this [27:21] position being window is a bit [27:22] misleading because if your window player [27:24] is playing window every single round, [27:26] then they're doing something wrong. What [27:28] I mean by that is that the oper should [27:30] be going where they feel like they're [27:32] going to have impact where they're going [27:34] to go get a kill. It's not key that you [27:36] have a player in window every single [27:38] round, right? I'm not defending a bomb [27:41] site here. I'm just defending space. [27:43] However, window is just a very powerful [27:46] position and it's the best timing to mid [27:48] that the CTs have. So, starting your [27:50] half by defaulting towards window and [27:53] playing in window is good. And then once [27:55] you recognize what the T's are doing, [27:57] then you branch out and you mix it up [27:58] and you do stuff that you think is going [28:00] to work against what the T's are doing. [28:02] So, let's start with plays that you can [28:04] make from window. Let's look at early [28:06] round spawns, right? We have middle [28:07] spawn, we have this spawn, and then we [28:09] have this spawn. these two spawns on the [28:10] against this wall that are closest to [28:12] window, they're going to beat every [28:13] single T-spawn. But this middle spawn is [28:16] going to lose to the best T-spawn [28:18] window. So if I use that middle spawn [28:20] and I peak window, the T could already [28:22] be out in this space and that's quite [28:24] spooky. So if you don't have one of the [28:26] good spawns, either A just don't peak [28:29] window, right? I don't want to swing [28:30] window with my OP if I think an oper [28:32] could already be posted on me, right? [28:34] They're just most likely going to win [28:35] that fight. They should. or B, ask your [28:38] A player to flash mid. As this window [28:40] player, you have to be very conscious [28:42] about is my short player fighting mid. [28:44] Is my con player fighting mid? Is my A [28:46] player flashing over mid for me at the [28:48] beginning of the round? Your job when [28:49] you're sitting window is not to 1v5 T's [28:52] running out mid. It's impossible with an [28:54] OP. You can just get one and then fall [28:56] off, right? But re- peaking into four [28:59] more people, you're probably just going [29:00] to die. You need help. Middle on Mirage [29:02] is a group effort. It's not the window [29:05] players job to hold mid. That's [29:07] ridiculous. So, your reaction if your [29:09] team is not helping you mid early, [29:11] right? They're not flashing mid, they're [29:12] not fighting mid, and you have an OP and [29:14] you have a good spawn, absolutely come [29:15] up and hold for the peak and try to get [29:17] one. Uh depending on what you see, you [29:20] can repeat peak, right? If you get one [29:21] and then like you see another one swing [29:23] and you're feeling good, then totally go [29:24] for the rep. In general, you're probably [29:26] going to get one and then have to fall [29:28] off. And this is assuming they're not [29:30] even smoking window early. If they are [29:31] smoking window early, sometimes you will [29:33] just be able to catch them swinging [29:35] before the smoke pops. Otherwise, this [29:37] is the must know util as a window [29:39] player. You're going to come into this [29:41] corner right here. Crouch. I aim at the [29:44] corner of this splot right here. Right [29:46] there. And then right click, jump [29:48] through. And this is going to explode [29:51] any window smoke and let you peek [29:54] middle. Bang. And then I'm peeking [29:56] middle. What you can also do is the same [29:58] lineup with a flash. This is [30:00] significantly better in the mid round [30:02] when you think that T's are going to be [30:03] scaled down towards bottom con valley, [30:05] right? They're going to be in this area. [30:07] If you throw this at the very beginning [30:08] of the round, it's not going to blind [30:10] top mid people really at all. It doesn't [30:13] do anything, right? If they're boxes and [30:14] you throw this flash, it's just not [30:16] going to blind them. So, save it for the [30:18] mid round, right? Use the nade early. [30:20] Save your flash with that lineup for [30:21] later on. Another way you can counter [30:23] the window smoke is by coming against [30:25] this pillar, right clicking, and then [30:27] jumping onto the pallet here in the [30:29] corner. It blows the smoke open, and it [30:31] gives you an opportunity to get a pick [30:33] top it. If the TE's are smoking window, [30:35] and they're not swinging mid until the [30:37] smoke lands and plumes, and you don't [30:39] get any opportunity for a pick, then [30:41] here's a couple things you can do to [30:43] counter that. Number one is going for [30:45] the cat jump or the short jump for you [30:47] EU folk. This is really good when you [30:50] think that the T's aren't going to insta [30:52] swing mid. If you watch the timing [30:54] section at the beginning, best CT spawn [30:56] versus best T-spawn, the best T-spawns [30:59] are going to be able to catch you [31:00] jumping in the air and you're just going [31:02] to be dead. Never do this against a team [31:04] that is just dry swinging, insta [31:06] swinging mid. It's super spooky. Once [31:08] you're here, you can either stay here [31:10] and hold above a top mid smoke. That is [31:13] a really nice play and an easy way to [31:14] get a pick. Right. If you're here, you [31:16] can look here and look against the back [31:17] wall, get a kill, fall. If they're not [31:19] throwing a top mid smoke and they're [31:21] just waiting for window smoke to land, [31:22] then I would recommend instead of [31:24] staying up here and holding this, then [31:26] you make the jump, you fall off, and you [31:28] get onto this angle here on short. This [31:29] is so strong because your timing here is [31:32] so much faster than any short player [31:34] could ever make it here. So, as they're [31:36] swinging, they're going to be looking [31:37] con. Nobody's going to be looking at you [31:39] because it's just impossible for you to [31:41] be here unless you did the exact play [31:43] that you just did. The other movement [31:44] play that you can make is jumping into [31:46] ladder room. Now, I'm not going to go [31:48] into like how to make these jumps. I [31:50] think that'd be a little bit of a waste [31:51] of time because there's a lot of videos [31:53] about how to make these cat jump, the [31:54] ladder room jump. I'm sure CS2 Kitchen [31:56] has some good ones. If you make this [31:58] jump and once you're here on short, your [32:00] timing once again is so good, especially [32:02] if the TE's are delaying their midtake. [32:05] That would kind of be the only time that [32:06] you're making this play that you're here [32:08] on short peaking way faster than they're [32:10] ready for. And if you're, you know, [32:12] scared to go for this jump or you don't [32:14] feel confident in it, you can have [32:15] somebody crouch right here and then just [32:17] boost you up into ladder. It's not as [32:19] fast, but you still get there on a [32:21] timing that the T's won't expect. Aside [32:23] from the short jump and the ladder room [32:25] jump, you can just jump out window [32:26] towards bottom mid. And there's a few [32:28] things you can do. Number one, you can [32:30] jump out and then you can just play [32:31] towards under, right? You can play here, [32:33] hold this angle or you can just play [32:34] here and hold this right side angle. [32:36] It's risky because of course somebody [32:38] could be under. So either you have a [32:40] hard read, right? I don't think they're [32:41] playing under at all. Or you just smoke [32:43] under and then you be ready for somebody [32:46] to nade this or to run through it or to [32:48] try to fight you through it after you [32:49] get a kill. If you don't want to go [32:50] under, then your plays should kind of [32:52] center around going towards con. So if [32:54] you're jumping out window and you want [32:55] to do a play towards con, ask your con [32:57] player to throw a bottom con smoke. That [32:59] way you can play around it, right? You [33:00] can hold this cross here. You can also [33:02] push mid off rip and play in front of [33:04] the smoke here. play this angle and then [33:06] bang, you get a kill and then you [33:07] immediately fall back into the connector [33:09] smoke. It's just key that if you're [33:10] jumping out bottom mid with an OP, your [33:12] con player throws a smoke. That way you [33:15] have an out. You can't be stuck bottom [33:17] middle, no con smoke, bang, and then [33:20] you're just going to get traded, right? [33:22] You're just going to die. So, make sure [33:23] they're throwing a bottom con smoke or [33:24] just ask them to very politely and [33:26] purposefully, can you please throw [33:27] bottom con smoke for B? One play that [33:29] you wouldn't want your con player [33:30] throwing a bottom con smoke for would be [33:32] if you want to do the bench peak. This [33:34] is kind of best if the TE's are smoking [33:36] in connector like this. Some teams, some [33:39] players you play against will just throw [33:41] the smoke every single round. And if [33:42] they throw that and window, then one [33:44] thing you can do is jump out window, [33:45] jump on top of bench and hold this [33:47] angle. And once the T swings, bang, you [33:50] get your kill and you just fall back [33:51] into, you know, the smoke that the T's [33:53] through and you use that as cover. The [33:55] reason you don't want your con throw [33:57] player throwing a smoke is because then [33:58] it'll just cover the angle and you won't [34:00] be able to see this cross here. [34:02] Sometimes as a window player, you're not [34:04] going to want to just throw your body [34:06] out at mid, right? You're going to be in [34:08] a more of a info supportive trying to [34:11] help your team type role. So when you [34:12] come window and you hold early and [34:14] nobody swings, then maybe you get smoked [34:16] window. If your team wants to still [34:17] aggro mid or you still want to have a [34:19] little bit of impact mid, you want to [34:20] scare the TE's, you can come here into [34:21] this corner, aim at this line where the [34:24] roof meets the wall, and then shift. [34:27] Don't move your mouse. Once you get to [34:29] the middle window, run and left click [34:31] throw. Come here. Right here. Don't [34:34] move. I don't have my mini map, so I [34:36] might screw that up a little bit, but [34:37] yeah, there you go. So, if you tell your [34:39] team you're doing that and you molly top [34:41] mid boxes and then, you know, you have [34:43] two people swinging out con or your con [34:45] player swings and your cap player swings [34:46] at the same time, right? Everybody's [34:47] just trying to fight mid at the same [34:49] time. Your a player flashes. That's kind [34:51] of the dream scenario, right? In a pug, [34:53] people are actually fighting mid and [34:54] you're mollying boxes. You know, I I [34:56] wouldn't throw this every round. I [34:57] wouldn't fully trust your teammates to [34:58] make use of it, but it's definitely a [35:00] good one to know when you're playing [35:01] with a good team or a coordinated team [35:03] on middle outside of window. Dude, the [35:05] world is your oyster. The Mirage is your [35:07] oyster as an oper. There's so many plays [35:10] you can make. So, I I can't talk through [35:11] every single one, but I'm just going to [35:12] like rapid fire just spit off some plays [35:15] just so that maybe there's stuff you [35:16] haven't thought of. So, number one, Peak [35:18] Palace. Hold this peak. Bang. Get your [35:20] kill. Number two, just play ticket. If [35:22] you play ticket, this is a really [35:24] effective way to play retake A, right? [35:25] because you get your one and then you [35:27] can fall and you can stay alive and now [35:28] you're playing retake and now you can [35:30] enable two rifers to go towards Khan and [35:32] fight mid. It's very valuable for you to [35:34] be taken on some of these rounds. You [35:35] can go for a ramp peak. So this is [35:37] typically if you have the best a spawn, [35:38] you want to come here and you can just [35:40] double zoom and look for the head of the [35:42] person who's crossing. You can also open [35:44] the angle up for yourself by as you come [35:46] this way, you jump on the bench, twist [35:47] your OP and then double peak double zoom [35:49] from up here. Um that makes the shot a [35:51] little bit easier to hit. It just takes [35:53] slightly longer to do that. Of course, [35:54] you can just start connector with your [35:56] OP, right? You can just double con [35:58] early. Either you can smoke bottom con [36:00] and peak top con. You want to make sure [36:02] your A player is flashing for you when [36:03] you do this peak because this is just a [36:05] fully isolated fight. So, sometimes [36:06] you're going to have somebody with an OP [36:08] just holding you here and you don't want [36:09] to take this dry. Their timing is always [36:12] going to be better to this spot than [36:13] your timing to top con. So, kind of [36:15] disadvantageous if you don't have a [36:17] flash coming in from A to take that [36:18] peak. You can also just peak bottom con [36:20] without that smoke, right? Or you can [36:22] throw that smoke and then peek in front [36:24] of it like how you did when you're in [36:26] windows, right? Similar play, but this [36:28] time you're just coming through con, you [36:29] get your one and then you fall back [36:30] through the smoke, get back into con. [36:32] You can also just get into a bunch of [36:33] double A setups with your teammate, [36:35] right? So if you come towards A and you [36:38] start at triple and you hold ramp and [36:39] then your A player gets close to ramp, [36:41] you can flash them into ramp by aiming [36:43] at this bit of wood. Flash, bang, and [36:46] then the rifler here is just swinging [36:48] into ramp and taking the space. And that [36:50] way if the T's do like insta run out A, [36:52] you have two players here, right? You're [36:53] triple, your A players scaling up [36:55] towards ramp and you're helping them [36:57] take space ramp with that flash. Coming [37:00] towards B with your OP can be really [37:02] strong because if you know that the T's [37:04] are lurking one in apps a lot, then you [37:08] coming apps with your OP is just [37:10] essentially a free kill, right? They're [37:11] not expecting the OP to hold apps. So [37:13] you can either make this van jump, which [37:15] uh can be quite tricky. I still mess it [37:17] up sometimes. Um, or you can have [37:19] somebody boost you, right? They can [37:21] crouch here and then you jump on top of [37:22] their head and you go on top. Or if they [37:24] stand right here, just past this line, [37:27] you can jump onto their head from here, [37:29] right? So they'll be standing there, you [37:31] jump onto their head and then boom, [37:32] you're up. Alternatives, if you don't [37:33] want to get into apps, if that feels [37:35] kind of spooky, then you can just play [37:36] this angle right on bottom van. You can [37:38] play on top van. I wouldn't recommend [37:41] playing this angle. This angle just kind [37:43] of sucks. I would avoid coming towards [37:45] apps when you know your opponents are on [37:47] an eco, right? You don't want to get ran [37:49] over by tech 9 smack 10's. You also [37:52] don't want to give a deagle this kind of [37:54] opportunity to just 1v one you on a [37:56] headshot angle. So if it's an eco and [37:58] you really think it's going to be BB, [38:00] then I would play, you know, further [38:01] back towards sight and just hold window [38:03] or even just start short early, right? [38:05] Start double short and then if it is B, [38:07] you have these nice long range angles [38:09] that you can take for a B rush. Coming [38:11] short with your OP can be quite strong, [38:13] especially if you do something to get a [38:15] good timing out here, right? either the [38:17] window jump to short or the ladder jump [38:19] to short. But if you're coming through B [38:21] over to short, getting towards ladder is [38:24] still kind of ideal. The reason for that [38:26] is being around this area with an OP, [38:28] it's really restricting because these [38:30] fights for you if you look towards con [38:32] or bench are really bad. These headshot [38:34] angles are awful for you and then you [38:36] also have the possibility of somebody [38:38] swinging here. So that's kind of mid [38:40] round short is better for a rifler. [38:42] Early round, your your focus should be [38:44] getting picks towards top mid from [38:46] ladder or from a good timing and you're [38:48] peeking up this way. When you're rifling [38:50] window, you don't have the ability to [38:52] just sit here and just hold it dry and [38:55] get one and fall off with minimal risk. [38:58] Right? If you come here early and the [39:00] TE's swing four out mid without smoking [39:02] window, flashing anything, you're maybe [39:04] going to get one. Like maybe if you [39:06] really destroy one person fast, [39:08] otherwise you're just going to die. you [39:10] don't have that luxury that you do with [39:11] an OP to to take that fight. Um, [39:14] instead, as this window player, you got [39:16] to get a bit more creative. So, if you [39:18] want to hold the mid swing dry, it's [39:20] better to ask your connector player or [39:23] your short player to come window early [39:25] with you and you guys double hold it [39:27] with rifles, right? And then you guys [39:28] take those fights together. If the TE's [39:30] aren't into swinging, instead they're [39:32] throwing the window smoke and they're [39:33] waiting for it and then they swing, then [39:34] getting up mid with your rifle is really [39:37] strong. This is I mean you see Donk make [39:39] this play so much in his pugs. He just [39:41] runs up mid and kills people. This is [39:43] really good to do again together with a [39:46] teammate, right? Have somebody come with [39:47] you. You guys double swing and your A [39:48] player's flashing for you guys from A to [39:51] go for that peak. Coming double short [39:53] early too is good. Coming short with [39:55] your short player and then you guys [39:56] swing. You can left and right click a [39:57] flash like that above window to swing. [39:59] You can also bounce a flash just against [40:01] the blue bit right there. Bang. And then [40:03] you guys are double swing off short [40:04] together. That's really good to do if [40:06] you have a connector player who will [40:07] come window and throw the the boxes [40:09] molly, right? That'll make that play [40:11] even better. But the molly is kind of a [40:13] luxury and pugs, you can't really expect [40:14] people to do that. So even if it's not [40:16] there, still doing that double swing off [40:18] short can help you guys control mid. If [40:20] you don't want to do anything early, [40:22] then if you're rifling in window, [40:24] playing more so for the mid round is [40:26] better. And the reason for that is [40:28] because you can't take these early [40:30] fights. Once the T's are scaled up down [40:32] bottom valley up short, right? We're [40:35] we're in the mid round. Then they're [40:36] more vulnerable to more things. Right? [40:38] If I'm up here short, I'm exposed to [40:41] con, I'm exposed to window, and somebody [40:44] who's close short could just swing me [40:45] here. But early round, if I'm sitting [40:47] here, right, I'm only exposed to [40:49] connector. If I'm sitting here, I'm only [40:50] exposed to short. If I'm sitting here, [40:52] I'm only exposed to bottom con, right? [40:54] So, as the T's scale further down mid, [40:57] they become more and more vulnerable to [41:00] CT aggression, which means you want to [41:02] hit that timing where, okay, the T [41:04] smoked window, they took mid, they were [41:05] at boxes, and now they're scaling down, [41:07] and now they're trying to do something [41:09] mid. Right now, they're trying to push [41:10] short or they're trying to get up con, [41:11] whatever, but they're sitting in valley, [41:13] and they're figuring out what they're [41:14] going to do. That's when it's a really [41:16] good time to throw this nade and have [41:18] your connector player swing at the same [41:20] time and have your short player swing at [41:22] the same time. or you go double con and [41:24] let's say bottom con is smoked. That's a [41:26] good time for you guys to nate it or to [41:28] flash through and to get really [41:30] aggressive in retaking mid with your [41:32] rifles. Regardless of if you're opting [41:34] or if you're rifling, your positioning [41:36] in the mid round is incredibly important [41:38] because you are the rotate player, [41:40] right? You should be rotating towards A [41:42] or you should be rotating towards B [41:43] depending on what's happening on the [41:45] map. because of how frequent a hits are [41:48] or a splits are, you should typically be [41:51] rotating towards ticket instead of [41:53] rotating towards market. Now, if the T's [41:55] are in a really bad buy, then the [41:57] chances of them going towards B goes up [41:59] and then maybe okay, market's a better [42:01] decision. On full buy rounds, I would [42:03] kind of default towards rotating towards [42:05] ticket if you don't want to stay window. [42:06] Now, you would want to rotate off of [42:08] window if let's say you get one and then [42:11] bang, you're smoked window. Okay, now [42:13] it's a 5v4. You guys don't need to fight [42:16] for mid to win this round, right? The [42:18] T's are at a man disadvantage now. [42:20] Coming towards ticket, reinforcing A and [42:22] we kind of give space mid. That's really [42:24] strong. Another reason you'd want to [42:26] rotate is because you're sitting window [42:28] and nothing is happening. It's super [42:29] boring, right? Nobody's swinging. It's [42:31] starting to feel like a sight hit is [42:33] going to come in. Then you should rotate [42:34] to where you think that sight hit is [42:36] going to happen. If you think it's a [42:38] then rotating jungle is okay. The reason [42:42] why it's not great is because you're [42:43] going to be facing right side smokes, [42:45] right? And you can't do a whole lot [42:47] through these as an offer unless you [42:48] have a nade and you get a good timing [42:50] where you nade it, bang, and then you [42:51] catch some crossing, you get a kill, and [42:53] then you tuck. Otherwise, you're going [42:54] to have you're going to have more [42:55] options to make plays via CT. The last [42:58] two things I'll say about window just in [43:00] general, number one, and you probably [43:01] picked up on it so far, you should OP. [43:03] You need you should be comfortable [43:04] opting if you're going to play window. [43:06] If you don't op as a window player, [43:07] you're kind of wasting the uh the role. [43:10] you're wasting the position in a way [43:11] because it's just you're limited by [43:13] rifling. Number two is that as this [43:16] window player and just in general as an [43:18] oper, you need to be very vocal about [43:20] what you're doing and what you expect [43:22] your teammates to do. So, if I'm making [43:24] a play where I'm jumping out window, I [43:26] need to tell my team that I need to ask [43:28] my con player to throw that bottom con [43:31] smoke if I want it. Otherwise, I might [43:33] just die out bottom mid. Right? When [43:34] you're making plays as an oper, you're [43:36] going to have to rely on your teammates [43:38] at times. And if you can't rely on your [43:40] teammates, then you're going to have to [43:41] play in kind of a bit more of a of a [43:44] passive way. You could still get away [43:46] with some aggressive stuff for sure, but [43:48] certain things just aren't going to work [43:49] without your teammates help. So, be [43:51] vocal. Ask for things. Ask for flashes. [43:53] Ask for smokes. Tell your teammates, [43:55] "I'm rotating here. Let's go do this, [43:57] right?" Come up with ideas. Be a vocal [43:58] player. It's going to help out [43:59] tremendously. Next, let's talk about how [44:01] to play short. Short is kind of similar [44:03] to connector where early round you're [44:05] going to be focused on mid and helping [44:07] your teammates with the midfight or just [44:08] taking these midfights and then more so [44:10] in the mid round or late round. Then you [44:12] become a bit more concerned about B or [44:14] you're concerned about lurks depending [44:16] on what's going on. But you're going to [44:17] have a hand in the B fights and a hand [44:19] in the middle fights. As a connector [44:21] player, unless you're making the window [44:23] to short jump or you're doing the ladder [44:26] jump, you have the worst timing to mid [44:29] compared to the connector player and the [44:31] window player. This means that unless [44:32] your team like has a plan for this [44:34] round, you need to be running up here [44:36] towards short staring at the mini map [44:38] looking at what is my con player doing? [44:39] What is my window player doing? Are they [44:41] fighting? Are they passive? What's up [44:43] with that? Because that's going to [44:44] inform you on how you should start this [44:45] round. If you see that your window [44:47] player is fighting, then you can come [44:49] around to this left side and throw a [44:50] flash like this that'll pop above window [44:52] and it won't blind your window player if [44:54] they're fighting right here. If they're [44:55] not fighting, but window isn't smoked [44:58] and you want them to fight and you say, [44:59] "Hey guys, let's go fight." Then you can [45:01] just throw a flash like this above the [45:02] blue building, bang, and swing with [45:04] that. And then that one your teammates [45:05] can swing off of. It's just these [45:07] flashes that are thrown deeper can blind [45:09] your window player. So make sure that [45:11] they're not just like holding it with an [45:13] OP and then you throw that. You're going [45:14] to full blind them. If the T's are being [45:15] really aggressive and like you can hear [45:17] your con player fighting, you want to [45:18] get out and you want to help as fast as [45:20] possible, then come up short, throw a [45:22] flash like this, and then just bang and [45:23] just insta swing off of this and look [45:25] for a fight. You can also just left and [45:27] right click a flash behind you like [45:28] this. That works totally fine, too. And [45:30] neither of those are going to blind your [45:31] window player. Now, in the timing [45:33] section, we saw that the short player, [45:35] even with a really good spawn, can get [45:37] up and then the TE's will be really [45:38] close short if they fullon rush it. So, [45:41] again, stare at the mini map. Think [45:43] about, is that a possibility for me [45:45] here, right? Do I hear a window smoke [45:47] land? Sometimes your window player is [45:48] going to get smoked off or not peek and [45:50] just not tell you. What do you know [45:51] about the round? If you know nothing and [45:53] you get up short and you hear some [45:55] footsteps up short, might be better just [45:56] to block. Just smoke close short. Don't [45:59] even mess around with that because you [46:00] could just be swinging short into a 1v5. [46:02] This is one of those positions where [46:04] it's just you really kind of depend on [46:05] your teammates's info because you're so [46:07] late to the party that if they don't [46:09] give you info, you kind of have to play [46:10] the role in a little bit more of a [46:12] passive way. Now, if the T's aren't [46:14] going out mid super fast and you have [46:16] the timing to get towards ladder, then [46:18] getting towards ladder is really strong [46:20] if the other team is a mid-heavy team. [46:23] if the other team is just lurking mid or [46:25] not really touching mid and they're just [46:27] going towards sights. Being in ladder is [46:29] really not that good because if they [46:31] throw an A execute, you're just going to [46:33] rotate, right? But if they go B, you're [46:35] leaving your B player just fully on an [46:37] island and that's a lot of trust to have [46:39] in a random random teammate as a B [46:41] player, right? If you're duoed with them [46:43] and you trust them more, then committing [46:45] harder into mid and getting into ladder [46:46] can be quite good. If you don't really [46:48] trust them to hold B, then you will want [46:50] to lean a bit more towards B. some pugs [46:53] like some games like the other team's [46:54] just never going to go B and you could [46:55] just full focus mid. So again, similar [46:58] to window, similar to con, it's one of [46:59] those roles where you really have to [47:00] analyze like what are the T's doing? [47:02] Where can I put myself where I'm going [47:03] to have a lot of impact? As a short [47:05] player, you're often going to be [47:06] reacting to fights or reacting to sound [47:09] that your teammates are making. One [47:11] example is sometimes you're going to be [47:13] playing close short like this and you're [47:14] going to be holding bottom con or [47:16] looking towards bench. And the reason [47:17] why it can be good to be up close like [47:19] this is because if somebody's being [47:21] loud, short, bang, you're just insta [47:22] swinging and you just kill them here if [47:24] they're fighting towards Khan. Of [47:25] course, you have to be worried about [47:27] chair, right? But you can also throw [47:30] util towards chair by coming here, just [47:32] lining it up kind of like this, like the [47:34] lamp is in the red and just shift walk [47:36] throw util towards the lamp or a little [47:38] bit above it. And then that's going to [47:40] land in chair and molly out chair. So [47:41] you can throw that and then if you want [47:42] to aggro up cat, you can just take like [47:44] a fight here. If you know there's [47:46] somebody chair, they're going to be here [47:47] or they're going to be dropped valley [47:48] and then that allows you to aggress [47:49] without somebody swinging you from [47:50] chair. As a short player, you can throw [47:52] a ton of really useful util for your [47:55] teammates and just in general. Firstly, [47:58] you have a really easy way to throw util [48:01] towards underpass, right? You just throw [48:02] them over the sign, bang, bang, and [48:04] you're going to do a [ __ ] ton of damage [48:06] to people who are close under. You can [48:08] also resmoke bottom con for your [48:10] teammate. There's this lineup that's an [48:11] old CSGO lineup where you come here and [48:13] you aim like imagine this is a box, you [48:15] just aim in the middle of it, left click [48:16] throw. I prefer just coming back here [48:18] and then at the bottom of this you just [48:19] left and right click jump throw. Um, [48:22] this one is much faster and kind of [48:24] plumes outwards more, which is what you [48:26] want from a bottom con smoke in CS2. So [48:28] if you want to respoke bottom con for [48:30] your teammate, come here, left and right [48:31] click jump throw at this dark spot. [48:33] That's the perfect bottom con smoke for [48:35] for con. If you have a teammate in duo [48:37] and you want to help them out, you can [48:38] get into this corner, aim at the left [48:40] side of this wood thing here and just [48:42] run left click throw. And this is going [48:44] to nade the window smoke out so your [48:46] window player can peek. You can also [48:47] throw a flash that pops right above [48:49] window. That's really effective. If you [48:51] just get back here, right close to this [48:53] door, you're not exposed to cat. You're [48:55] going to line it up where this line [48:57] you're aiming about in the bricks where [48:59] this line would meet it. Then you're [49:01] going to run, left click, jump throw, [49:03] and that flash is going to pop right [49:04] above window. and anybody that's [49:06] chilling in valley is going to get full [49:07] blinded from this. Okay, let's talk [49:09] about smokes that land on short. One [49:11] smoke that you're going to be throwing [49:13] occasionally will be this smoke here. [49:16] This smoke is really effective. I would [49:17] say not at the beginning of the round, [49:19] but more so when the TE's are going to [49:21] be going up con or they're going to be [49:23] going up short. At the beginning of the [49:25] round, it blocks your window player off [49:27] from getting info short. Somebody can [49:28] sneak up behind the smoke and kind of [49:30] use it to isolate fights towards Khan. [49:31] It just kind of restricts info mid when [49:33] if we want to take mid, we don't want to [49:35] restrict info mid, right? It's better in [49:36] the mid round where let's say T's are [49:39] grouping short. They just smoked Khan. [49:41] They want to go up short and then you [49:42] throw this smoke, right? And then this [49:43] is really spooky for them to push. Or [49:45] they do the opposite. They smoke you off [49:47] short. In reaction, you throw that smoke [49:50] and now if they want to go up con, they [49:52] have to worry about you pushing the [49:53] short smoke because nobody can hold that [49:55] that smoke from chair anymore, right? [49:57] You could just push it here and isolate [49:59] these fights towards con. It's better as [50:01] kind of a a stuffing tool or as like a [50:03] scary like, you know, oh [ __ ] now we [50:05] can't push con or now we can't push [50:06] short because of the short player threw [50:08] this smoke. The other smoke that you can [50:10] kind of make plays around is a top mid [50:12] smoke. If the TE's are consistently [50:13] throwing a top mid smoke, then sometimes [50:16] disrespecting it and getting up this way [50:18] can be really effective. This is just [50:20] like a cheeky sneaky little play. In CS [50:22] GO, people used to push this smoke all [50:23] the time. I feel like I haven't seen [50:25] somebody push a top mid smoke in CS2 in [50:27] like months. I don't know. people just [50:29] never do it for some reason. So, this [50:30] can be a cheeky way if they're super [50:32] heavy mid, right? Push up here. You can [50:34] even get into the smoke and then walk [50:35] out this way and just find a couple free [50:37] kills. Cheeky little play for you to do. [50:39] One thing to be cautious about when [50:40] you're swinging mid from short is that [50:41] you are just exposed to everything, [50:43] right? The connector player has the [50:45] luxury of swinging and not being exposed [50:47] to top left. So, they can isolate fights [50:49] a bit easier, especially if they have [50:51] their their smoke down bottom bid. On [50:53] short, when you swing, you have a [50:54] terrible timing to short and it's just [50:57] everything's open. So, if you're being [50:58] really aggressive short, try to either [51:00] get somebody to come with you or make [51:02] sure you're swinging like off somebody [51:04] else's info. Cuz if you swing and you [51:06] over swing, you take a fight here and [51:08] somebody swings here, you should just [51:10] die, right? You should just lose that [51:11] fight. So, what you can do if you have [51:13] teammates who are down to coordinate a [51:15] little something, uh, if you feel like [51:17] you're confident swinging off short, you [51:19] can ask your window player, "Hey, Molly [51:20] boxes once we get up to short, have a [51:22] teammate come with you short, and then [51:23] you guys just flash against the wall and [51:25] then double swing." And hopefully your A [51:27] player flashes as well and you guys [51:28] swing out and you take these fights once [51:30] boxes is mollyed. When you're being [51:31] aggressive, if you're confident that [51:32] you're going to take a fight in this [51:34] area, then you can throw just a flash [51:36] valley like that and then swing off of [51:38] that. It won't blind you and anybody [51:40] who's left side boxes or playing Dell [51:42] Plan or just out in the open, right? [51:44] They're going to be full blinded by this [51:45] flash and they can't really do anything [51:47] about it aside from run away and turn. [51:49] When you do have to turn back and focus [51:51] on B, don't feel like you have to 1v5 [51:53] T's running out of apps. This is a [51:55] repeating theme on Mirage I want you to [51:57] think about is that you don't have to [51:58] 1v5 people as they're swinging out and [52:01] taking space. Your job as a cat player [52:03] is more so to be the person who kills [52:06] people, but that means that you can be a [52:08] little bit more bity and a little bit [52:09] more picky choosy about how you take [52:11] fights, right? Your B player should be [52:12] the one who's jump spotting. They get [52:14] the info, they throw their smoke, and [52:16] they just try to stay alive, right? They [52:18] force the TE's to try to go find them. [52:20] you as this short player get to picky [52:22] choosy which fights do I want to take [52:24] and one way you can effectively do that [52:26] is if the T's are throwing good flashes [52:28] they're blinding you they're getting out [52:29] apps is to not fight them in apps but [52:31] instead fight them as they jump out [52:33] right you're going to catch T's swinging [52:35] this way who are trying to clear bench [52:37] try to find your B player once they're [52:38] out apps they're going to be more spread [52:40] out and you're going to be able to [52:41] isolate fights easier so if you're [52:42] playing around this right this is a [52:44] really strong place to play to hold apps [52:46] from if you're if you're a short player [52:48] when you play around this Right. Maybe [52:49] take one fight apps and then let them [52:51] drop and isolate fights from there. Make [52:53] them come get you and find you and make [52:55] them go chase the B anchor as well. If [52:58] you stand here and let them just fourman [53:00] swing apps with their Mac 10s, AKs out, [53:02] right? You're probably just going to get [53:04] traded. The other thing is that you can [53:06] throw really good util into apps from [53:08] short, right? You can throw that nade [53:09] that's just going to nuke everybody. You [53:10] can throw a molly from there. So early [53:12] on in the round, you're going to get B [53:14] info before your B player does because [53:16] you're coming up this way towards short, [53:18] right? you're going to default towards [53:19] mid early if you hear all those [53:21] footsteps in apps and make sure please [53:22] if you play short and you hear people [53:24] running in apps tell your B player so [53:26] you hear those footsteps okay you can [53:27] immediately come back and you can drop [53:29] you can just util dump it into apps [53:31] right like that and you can either tuck [53:33] or you can play towards here this is [53:35] really effective as well you can also of [53:37] course play back here this is better to [53:38] do if the T's are on an eco right you [53:41] know they're on pistols they're on Mac [53:42] 10s whatever and you want to maintain [53:44] that range advantage it's just if you do [53:46] this and they're on a fullby they're not [53:48] great fights and you're also super [53:50] separated from sight. So, it's a bit [53:52] tricky and sometimes you're going to get [53:53] smoked off short right here. The last [53:54] thing I'll mention is that as a short [53:56] player, your job isn't only to be [53:58] concerned about short and to be [53:59] concerned about B, but you're also um [54:02] responsible for helping your connector [54:03] player control. That's why T's always [54:06] have to throw util towards short, right? [54:08] They have to molly it or they have to [54:09] smoke it or they have to do something [54:10] when they want to go up connector. So, [54:12] however you can make it uncomfortable [54:14] for the TE's to go up con, whether it be [54:16] right, they smoke you short and then you [54:18] molly into con, you drop a nade bottom [54:20] con, or you throw this this smoke and [54:22] then you lurk out behind it and you push [54:24] and you try to, you know, catch them. [54:26] Whatever you can do to either get info [54:28] con or just make tease uncomfortable in [54:30] con is really strong. I don't want you [54:32] to think that short player, your job is [54:34] only short. That's all you have to be [54:35] worried about. You should be worried [54:37] about con 2 and help your con player [54:38] control that space. And that's why [54:39] having smokes ready to be able to [54:41] resmoke bottom con can be really strong [54:43] as well. The last CT position we're [54:44] going to talk about is the B anchor. The [54:47] most boring but also the easiest [54:50] position on Mirage is the Banker [54:52] position. And the reason for that is [54:54] because the floor of being a Banker is [54:57] really high when you know the utility [54:59] and you know how to jump spot correctly. [55:01] You can be like a really bad player or [55:04] just not really but you could be a [55:06] really bad player and still be a good [55:07] beanker. You can be at a lobby that's [55:09] significantly higher elo than you, [55:11] everybody's better than you, and still [55:12] be a good banker. One way you can make [55:14] efficient use of your molly is by coming [55:16] here early round like right off of [55:17] spawn. You're going to aim about here [55:19] and then you're going to run and left [55:20] click throw. It's a loosey goosey [55:21] lineup, but the goal is to get the molly [55:23] deep into apps. This denies TE's from [55:25] getting into apps early and it threatens [55:28] that, hey, now you could be on Balk, you [55:30] could be in apps. It's very spooky for [55:32] the TE's. What it also does is that if [55:34] they're just trying to lurk, maybe it'll [55:36] make a tick sound. Maybe you get info [55:37] off of it and your short player will be [55:39] able to hear that. And then if the T's [55:40] aren't rushing, then you want to play B [55:42] for info. The way you do that is by jump [55:44] spotting, right? Play for info and then [55:46] use your utility in an efficient way. So [55:48] there's a couple of different ways you [55:50] want to jump spot. And the reason I'm [55:51] talking about this, I know it's boring, [55:52] jump spotting, but you don't want to get [55:54] owned while you're jump spotting. If you [55:55] jump spot incorrectly, people can come [55:56] here, look for a pick, and just kill [55:58] you. The two ways you want to jump spot [55:59] is number one, jumping like this. Uh [56:01] when you do these side to side jump [56:03] spots, you want to make sure that when [56:05] you're coming from this way to that way [56:07] that you're jumping early enough where [56:09] you're just getting a glimpse of it. You [56:11] don't need full visibility for a really [56:13] long time. This is super unnecessary. [56:15] You just want a little glimpse. The [56:16] other way you can jump spot is by being [56:18] in this corner and then as you come [56:20] down, right, you're going to jump. As [56:22] you fall down, you're going to strafe to [56:23] the right towards the bottom of your [56:24] jump. And then that gives you a brief uh [56:27] lookie who into that angle right there. [56:30] You don't want to jump like this. You're [56:32] going to die. Jump and then strafe. Jump [56:34] and then strafe. Jump and then strafe. [56:36] That way you just get a brief glimpse [56:37] and you get the info and you're not [56:39] exposed for very long. When you're jump [56:40] spotting, you need to be aware of kind [56:42] of two things. Similar to a where either [56:44] you're worried about a execute or you're [56:47] worried about a lurk. If you see a lurk, [56:49] right, you're jump spotting and you just [56:51] see one person just walking up, then you [56:53] don't have to go full panic mode, [56:54] especially if there's no util coming in, [56:56] right? If you see one person and util [56:58] comes in, then you can expect it to be [56:59] an execute. If you see one person and [57:01] there's no util, then maybe it's just [57:02] one lurk and your reaction to that could [57:04] be a deep nade. Your reaction could be a [57:06] deep molly and then you want to take the [57:08] fight, right? Deep molly, jump up, look [57:09] for the fight. Okay, they fell back [57:10] behind the molly. Now you kind of [57:12] reclaimed that app space. You can smoke [57:14] it if you want. Jump balcony, be [57:16] aggressive, or if you don't want to be [57:18] as aggressive and you don't want to use [57:19] your util, you can fall back and just [57:20] get into an off angle either towards [57:22] bench. You can play up here. Oops. It's [57:25] right on the tip of this right here. And [57:27] hold this. This is a half decent off [57:29] angle too right here. As people walk out [57:31] this way, they're going to be clearing [57:32] this. They're going to be clearing [57:33] window and then they expose themselves [57:34] to you right there. There's a lot of [57:36] different off angles you can play. So, [57:38] it's kind of the decision between do I [57:40] want to, you know, use my util to block [57:42] them from taking apps or lurking in apps [57:44] and then I can get into apps or I can [57:45] just hold it from here, right? Hold the [57:46] smoke from here or would I rather save [57:48] my util and hold it expecting them to [57:51] lurk out. Now, if the T's are executing [57:53] B, you're jump spotting, you see three [57:55] people, utils coming over, then your [57:58] instant reaction should be smoking right [58:00] here and getting out and staying alive. [58:02] The reason why the smoke is so good is [58:04] because if T's are coming out, right, [58:06] they can't see Jail, which is right [58:07] here. They can't see bench, they can't [58:09] see back sight. If they want to take the [58:11] space, they have to push the smoke or [58:12] they have to funnel themselves through [58:14] midsight, which exposes themselves to [58:16] both short and to bench, which is a [58:18] really tricky crossfire for them to [58:20] push. So once you throw the smoke, there [58:21] are many different ways you can play it, [58:23] right? You can throw it. You can come [58:24] here towards jail and just hold the [58:25] smoke push. You can play bench and hold [58:27] the van jump. You can get into sight and [58:29] play a crossfire right here with your [58:31] short player. You can get really cheeky, [58:33] throw the smoke, fake the runaway, and [58:34] then walk back and play towards van. You [58:37] don't want to do this if the TE's [58:38] mollied van, right? This smoke I don't [58:41] think really ever extinguishes the molly [58:43] unless it's like a really bad van molly. [58:45] So if they don't molly van, you can fake [58:46] it and do that and that could get you a [58:48] couple pretty sweet kills. Otherwise, [58:50] right, your job as a be anchor, stay [58:52] alive. If you didn't use your molly [58:54] earlier, you can drop the smoke and then [58:56] you can molly midsight like that and [58:58] then bang, you're staying alive. You're [59:00] delaying the TE's for an insane amount [59:02] of time. You're chilling. As a banker, [59:04] the longer you stay alive and the more [59:06] space you're able to control and keep as [59:09] CT space, the easier it is going to be [59:11] to retake this site or for your team [59:13] just to win this round. So what I mean [59:14] by that is that if you stay alive, [59:16] right, you spot somebody, okay, you [59:18] throw the smoke, you get out, maybe even [59:20] run all the way towards empty right [59:22] here. But if you can control this space, [59:25] right, this rectangle here, then your [59:28] retake is so significantly easier. [59:30] Retaking B is incredibly difficult when [59:33] T's are able to get up here towards [59:34] Ebox. When they're able to get up here, [59:36] right here close door, or even if [59:38] they're able to get into market, then [59:40] that retake is like almost impossible. [59:41] If you can keep this space and allow [59:43] your team to get out of market and [59:45] retake the site from the space that [59:47] you're going to win the round. So, [59:48] similar to the short player, that means [59:51] that you don't need to 1v5 spray them [59:53] down, go for a hero play. That means [59:55] that if you get back here, you stay [59:56] alive and you find ones, right? Find [59:59] one-on-one fights where you can isolate [60:01] them, kill them, stay alive, right? That [60:03] way you maintain the space, you take one [60:06] or two fights that aren't super risky. [60:08] If I just swing this while the TE's are [60:09] running out Balk, I could be taken 1v3, [60:11] right? That's a terrible fight for me. [60:13] So instead, maybe I drop my molly [60:15] default and then I stay alive here in [60:17] empty. And if my short player takes [60:19] contact with a guy midsight right there, [60:22] then bang, I'm going to swing off that. [60:23] I'm going to try to kill them and I'm [60:24] going to try to stay alive. And I'm [60:25] listening, okay, listening if they push [60:27] this smoke. I'm trying to keep a mental [60:29] image of where the TE's are on site so [60:31] that I can try to isolate these fights [60:33] as easy as possible and to stay alive. [60:35] One piece of utility you can use from [60:36] empty that's like surprisingly effective [60:38] is you just aim about straight up maybe [60:40] a little bit more behind you left and [60:42] right click through a flash. This is so [60:44] strong because TE's won't really be able [60:47] to see this. Like obviously a guy [60:48] default could kind of see it but [60:50] somebody over here won't be able to see [60:51] it because it's just covered by the [60:52] green. It's really difficult to react to [60:54] and it doesn't make any bouncing sounds [60:56] and in the flurry of a rush right T's [60:58] are running out like all of them get [61:00] blinded by it and they aren't likely to [61:02] be looking there or noticing a flash [61:05] coming out from empty pillar. Now that [61:06] we know how to play CT side Mirage let's [61:08] talk about the T-side and we're going to [61:10] start just again with a brief overview [61:12] of the T-side default. T-side defaults [61:15] are kind of less talked about in pugs [61:17] and games with randoms, right? You join [61:19] CT, everybody kind of says their [61:20] position hopefully like I'll play [61:22] window, I'll play con. That doesn't [61:23] happen on T-side. It's a bit more flowy, [61:26] less structured. But having a good idea [61:28] for what a T-side default looks like is [61:30] still a really good thing because then [61:32] it allows you to fill the gaps to know [61:34] where to play when you're not sure of [61:36] where you should put yourself. Also, [61:38] again, I was only able to spawn CT bots, [61:40] so imagine that they're they're T's. All [61:42] right, let's start with middle. On your [61:44] typical T-side default, you're going to [61:45] have three players towards mid. Two of [61:47] them are going to be aggressing while [61:48] one is often throwing supporting flashes [61:50] for them. Over towards A, you have your [61:52] A lurk. This player is trying to walk [61:54] out A and get a pick onto the A player [61:56] after these middle players are able to [61:58] take some space down mid. This player [62:00] can rotate, you know, either go ramp or [62:02] they can come through palace and try to [62:03] get a pick here. Either way, it's just [62:05] kind of up to them of which one they [62:07] think they're going to have more success [62:09] lurking at. Our fifth player is the be [62:11] lurk. they get to decide whether they [62:12] want to go underpass and help with mid [62:14] or if they want to go into apps. I'll [62:16] talk more about that decision in the [62:18] role specific sections. The first role [62:20] in the T-side default/ just a general [62:22] concept that's good to know how to do is [62:25] lurking towards a as this a lurk early [62:27] round. You don't really need your smoke. [62:29] Your job as an A lurk is to control ramp [62:31] or control palace and then walk out in [62:33] the mid round and try to get a kill or [62:34] in early round. We'll talk about it [62:36] more, but your smoke isn't super [62:37] important. Your mid players are going to [62:39] need your smoke more. So, if you know [62:40] how to do the instant window smokes, [62:42] it's best that you throw a window smoke [62:44] for your teammates or you just throw a [62:46] topment smoke for them or you throw a [62:49] connector smoke for them, right? If you [62:50] use your smoke for them or like you just [62:52] drop it to them, right? Somebody else [62:53] throws a smoke, you drop it to them, you [62:54] buy double flash, it's better that they [62:56] have those smokes to resoke stuff in [62:58] middle than it is for you to have that [63:00] smoke. Early round as an alert, you're [63:03] going to be doing like one of kind of [63:05] three different things. Number one, [63:06] you're just going to be chilling, right? [63:07] You're going to be just holding the push [63:09] and you're going to be waiting to [63:10] activate in the mid round. Number two, [63:12] if you have a good spawn, then you can [63:13] look for the ramp cross. You can run up, [63:15] come here, be loud, and then just hold [63:17] this cross. See if you can catch [63:18] somebody jumping towards jungle. Number [63:20] three, again, if you also have a good [63:21] spawn, then you can look for a pick ramp [63:23] early by jumping up and just looking for [63:25] this fight. Like we talked about on CT, [63:27] maybe you didn't see it, maybe you did. [63:28] A really effective play that you can [63:29] make is CT's molly ramp. Maybe they [63:32] don't throw a very good molly. So, it [63:34] can be good early on to like see how [63:35] they're throwing their mollies because [63:37] lots of times there's going to be a gap [63:38] here that you can jump on and you can [63:39] look for a fight right here. If you've [63:41] been taking the lurk pretty slow, then [63:43] what you can also do is just immediately [63:44] at the beginning of the round and look [63:46] for this fight. Come out and try to kill [63:47] them. This is especially good if they [63:49] are throwing those mid flashes early and [63:52] then they're resetting and going [63:53] somewhere else. You have a really good [63:54] time. You can just come out and just try [63:55] to take that fight while they triple. [63:57] when you're lurking A and you're playing [63:58] for the mid round, right? You're trying [64:00] to walk out after your teammates have [64:02] done some stuff middle after the CTs, [64:04] you know, one or two of them have died, [64:05] their focus is more so towards mid than [64:07] it is on A. It's really all about timing [64:10] for you. And how you get good timings [64:12] coming out of A is one of two ways. [64:15] Number one, the CT just tells you where [64:17] they are and you swing off that info. [64:19] Sometimes a CT will jump top ticket and [64:21] they'll look towards con like this. This [64:23] is especially common if their con player [64:25] dies and they'll look for this fight [64:26] because they think everybody's middle [64:28] and then you can just instantly swing [64:29] off that or you just hear footstep on [64:31] site and you just activate off of that. [64:32] If the CT isn't giving you any info but [64:35] your teammates are scaling up through [64:36] con, right? The Aplit is happening, you [64:38] need to activate, you need to do [64:39] something, then just dry walking out and [64:41] just searching for this player can be [64:43] really effective. You just have to be [64:44] worried about if you're walking out ramp [64:46] in the mid round and the oper still [64:47] alive, they could just be ticket holding [64:49] you right here. So give this a really [64:50] purposeful peak. Make sure if they are [64:52] opting. Okay, I'm just going to destroy [64:54] this guy if they're just standing there. [64:55] One thing you have to think about as [64:57] this a lurk is that you can't be uber [64:59] scared. If you want to have impact as [65:02] this lurk, you're going to have to take [65:03] risks. And one risk you're going to have [65:05] to take is you're going to have to walk [65:07] through smokes. You're going to get [65:08] smoked palace. Sometimes you're going to [65:10] get smoked ramp. And if your teammates [65:11] are being active, they're going up con [65:13] or you feel like you just have a timing [65:15] for a pick, then you should walk through [65:16] these smokes and not give not worry [65:19] about it, right? The goal here is that [65:20] you just catch a timing where they smoke [65:22] ramp and then they think, "Okay, because [65:24] I smoke ramp, I don't have to look at [65:25] ramp anymore and they feel really [65:26] comfortable with that. You walk through [65:27] the smoke, you get the kill, bang, you [65:29] guys just win the round because you got [65:30] that that entry." If you're lurking [65:32] towards A and your mid players run out [65:33] of util and you want to throw a [65:36] something to help them, then throwing a [65:38] top connector smoke can be really [65:39] effective. You're just going to get into [65:40] this corner. You're going to aim for the [65:42] tip of this palm tree right here in the [65:45] green and just left click jump throw. [65:46] This is going to land Topcon and Topcon [65:48] smokes. We'll talk about it more when we [65:50] talk about mid defaulting. But the [65:51] topcon smoke is the perfect smoke for [65:54] the mid round on T-side. It blocks these [65:57] angles from A so then A players can't [65:59] see if you're going up short and it also [66:01] lets your con players sneak out and [66:03] pressure A through these two lurks. In [66:06] your Mirage games, filling this role as [66:08] the A lurk can be really effective when [66:10] your team is able to take mid, but then [66:12] we just get fully stuck mid. If you go [66:14] mid with your teammate and we're like [66:15] teammates and we're like four out mid, [66:17] five out mid, we take mid and then we're [66:19] just we don't know where to go. We don't [66:20] know what to do. Then it's better for [66:22] you to go towards A and be a lurk [66:24] instead of being one of those mid [66:25] defaulters. That's because if you're A [66:27] and you're lurking out, you can be a [66:29] voice. You could say, "Hey, I'm walking [66:30] out A. You guys should pinch. You guys [66:31] should go through con." Or if you just [66:33] get to pick on A, bang, that's a really [66:35] good incentive for your teammates to [66:36] speed up con and to actually do [66:38] something from mid. So filling this gap [66:40] can be really effective, but it kind of [66:43] hinges on the fact that your team is [66:45] able to do something mid, right? They're [66:46] able to pressure mid, they're able to [66:48] get kills. If the rest of your team is [66:50] super passive and not taking any space, [66:52] then you lurking A isn't going to be [66:54] very effective because the CTs will take [66:57] mid, see nobody's here, and then just [66:58] come towards A and just hold you. That's [67:00] when lurks aren't going to be good [67:01] towards A. If another person is lurking [67:03] A or somebody else comes with you, then [67:06] you guys should try to do something [67:07] together. It's useless for you to sit [67:09] ramp and hold ramp while your teammate [67:11] is walking out palace. You guys should [67:13] try to double. Either you come ramp, [67:15] they go palace, and you walk out at the [67:16] same time, or you go double together. [67:18] Double palace typically isn't that [67:20] great. If you're doubling, like, you [67:22] know, your teammates's right next to [67:23] you, you guys should come double ramp [67:24] and walk out ramp and contact it like [67:26] this. That's much more effective than [67:27] double palace. Next, let's talk about [67:29] the three mid defaulters. Sash, just in [67:31] general, how to take middle on Mirage. [67:33] Your mid tank starts in spawn. And what [67:35] I mean by that is that you're going to [67:37] throw all the smokes you need to take [67:38] mid from spawn. And so you need to [67:40] coordinate with your teammates who's [67:42] throwing what? And also what's our pace [67:44] going to be when we go out mid. There [67:46] are instant window smokes you can learn [67:48] from a handful of spawns. And I would [67:50] highly recommend that you do. They're so [67:51] strong and they're actually surprisingly [67:53] easy to learn. If you don't want to do [67:55] that or you just want to know how to [67:56] smoke window, you come here against this [67:58] bin and then you aim. You see, I think [68:01] of this as a square where this meets [68:02] this. And then I aim for the bottom kind [68:05] of left of it right there. And I hold D, [68:07] jump throw. The instant smokes are [68:09] better because they land significantly [68:11] faster. And they're also faster to [68:13] throw. The other two smokes you should [68:15] know from spawn is a top mid smoke. So [68:17] you're just going to go to this other [68:18] side of the bin for that. And then [68:20] you're going to aim at the tip of this [68:21] antenna right here. Just a left click [68:23] throw that plumes out far enough left [68:26] where it's going to cover you entirely [68:28] from bottom con on your cross towards [68:30] boxes. The third smoke you should know [68:32] is a connector smoke. And one consistent [68:34] way to throw it is you jump on top of [68:35] the bin. You crouch, you aim at where [68:37] the rug meets this point where the [68:40] orange and tan meet. So right here. And [68:42] then while you're crouch, left click, [68:44] jump throw. That's going to land inside [68:47] connector and smoke fully smoke it off [68:50] if you want to cross towards short. So, [68:52] what smokes should you throw mid and [68:54] why? I would say on most of your [68:56] defaults, you should have either a top [68:59] mid smoke and a window smoke. This [69:01] combination is really solid. Or you [69:04] should have a window smoke and a [69:05] connector smoke. If your team is only [69:07] throwing a window smoke, then you're [69:09] giving the CTs a lot of space in [69:12] connector and in short to swing you and [69:14] fight you guys out mid, right? Coming [69:16] out mid without a con smoke or without a [69:17] top midm smoke, very spooky. So, if you [69:20] are on a team like that and nobody's [69:21] throwing, let's say you're throwing [69:23] window and nobody else is throwing a [69:24] smoke mid, either ask somebody to drop [69:27] you a smoke mid, so you can throw both, [69:28] or ask somebody to molly con at the very [69:31] beginning, or you could molly con at the [69:33] very beginning, right? That way, if you [69:34] molly bottom con, that gives you some [69:36] space to get out mid and relieves some [69:38] pressure from being swung on from both [69:40] short and connector. Another way you can [69:42] take mid is just by dry swinging it. If [69:44] you have a good spawn for mid and some [69:45] of your teammates have good spawns, then [69:47] just tell them, "Hey, let's go dry swing [69:49] mid, right? Let's just go fight it." [69:50] When you guys dry swing, it's typically [69:52] best to do this if you don't think that [69:54] they're OP. If they're OP, like we [69:56] talked about on CT side and you dry [69:58] swing this, they can get one and fall [70:00] off and it's really hard to trade that. [70:01] But if you think that their rifles or [70:03] their eco, then just dry swinging mid [70:05] with numbers is really effective. Now, [70:07] let's say you're not dry swinging and [70:09] you want to get out mid, you have a top [70:10] mid smoke and you have a window smoke. [70:12] What util should you be throwing from [70:14] top mid? There's quite a few different [70:15] things that you can throw that will be [70:17] really effective at stopping CT [70:19] aggression or getting CTs off of angles. [70:21] The first one is this, just a flash over [70:23] top mid boxes. This is going to blind [70:25] any CTs who are pushing up mid like [70:27] that. The second one is a flash towards [70:29] connector. This is going to pop bottom [70:32] mid right here. And if anybody's running [70:34] up con and they're going to go for a [70:35] peak, this flash is going to fullblind [70:38] them. If you feel like the CTs could be [70:40] bottom mid, could be valley right right [70:43] here, and you're worried about swinging [70:44] this dry, you can throw flashes towards [70:46] valley just like that. And that's going [70:48] to full blind them as you're swinging, [70:49] especially if they're sitting here or if [70:51] they're sitting under, they have to full [70:52] dodge that. And bottom con, of course, [70:54] from stairs, you can throw some really [70:56] good supporting flashes. One is called [70:58] the uh what is this called? The big [71:00] flash. Uh I got made fun of by [71:02] Freakazoid by asking him for this flash [71:04] because he said it's such an old flash, [71:06] but it's still so effective. It's going [71:07] to blind an oper who's sitting window [71:09] and lets you just swing out mid if if [71:11] window's not smoked. Less aggressive [71:13] flashes, but flashes that are meant to [71:15] deal with aggression. You're going to [71:17] throw from around here. And you could [71:18] just throw these towards uh towards [71:20] Valley, right? Your teammates are going [71:22] to have to turn them. But you just tell [71:23] them that, hey, turn the flash. Bang. [71:25] And then they swing. And if anybody's [71:26] chilling valley or being aggressive, [71:28] they should just kill them because [71:29] they're going to be full blind. When you [71:30] have a decent spawn towards top mid, [71:32] then throwing some sort of piece of util [71:34] towards Khan, especially if we're not [71:36] smoking conh is really good. You don't [71:38] want the con player on CT to feel really [71:41] confident with just running out mid and [71:43] fighting you guys. So throw a nade into [71:45] con or throw a molly. If somebody's here [71:47] with you, ask them to double nade it [71:48] with you. That can be really effective [71:50] as well. Once you're scaling out mid, [71:52] you want to get away from boxes. Being [71:54] boxes feels very safe and it's good to [71:57] be boxes if the CTs are being really [71:59] aggressive, right? If they're swinging [72:00] short, if they're swinging con, then [72:02] being here is really solid. But the [72:04] longer the round goes on, the more [72:06] useless you are sitting boxes, right? [72:09] So, if you cross mid at the very [72:11] beginning of the round and you get [72:12] towards boxes, cool. Definitely like [72:14] hang out here for a little bit. Look for [72:16] a fight. If your team is defaulting, you [72:18] don't have to be super speedy. see if [72:20] the CTs are going to readress into you. [72:22] And then you can throw a window smoke [72:24] from behind boxes right here. Just aim. [72:26] I typically aim just a bit to the right [72:27] of this uh antenna and just run left [72:30] click throw and that's going to be a [72:31] nice window smoke for you. You can throw [72:34] that same lineup for window with your [72:35] molly if you don't have a smoke. You can [72:37] also smoke short from here. This cubby [72:40] just aim for the tip of this antenna. [72:41] Left click throw. You can flash [72:43] connector by coming into this corner, [72:46] this other corner. You see this kind of [72:48] X right here? just on the right side. [72:50] Left click and bang. This is gonna pop [72:53] right in front of con. So tell your [72:54] teammate turn it. Bang. And then they [72:55] swing off of it. Another way you can [72:57] flash con is from right here. You're [72:58] just going to come against this wall and [73:00] then aim above the middle of connector [73:03] right here. So I see this, you know, [73:05] little vague tan line top of that where [73:07] the where it meets the roof and left [73:09] click throw and boom. That's your con [73:11] flash. And that's going to get any oper [73:13] or rifler who's sitting here off of the [73:15] angle. The typical kind of way you're [73:17] going to scale out mid with your [73:18] teammates is one person is going to play [73:21] towards chair. They're going to get out [73:22] here and hold the short aggress. Another [73:24] player is going to get down in valley [73:26] and look towards con and they're often [73:28] going to throw a topcon smoke like that. [73:30] I'll talk more about that in a moment. [73:32] And the third player will either stay [73:33] top mid and hold towards window or hold [73:35] towards short or hold a con peak or [73:38] they're going to get up short. And these [73:40] two, right, once one guy's up short and [73:42] this guy's down to here in valley, these [73:43] two can double swing con in a high low [73:46] and make this fight super awkward for a [73:48] con player. So, if you feel like you go [73:50] out mid and then you're constantly being [73:51] surprised by CT swinging stuff and [73:54] you're not holding it and you die, then [73:56] you probably should take a look at how [73:58] you're positioned compared to where your [74:00] teammates are. Right? If your teammate [74:02] comes short and then you double up short [74:04] with them and nobody's here towards [74:05] chair, well, if a short player swings, [74:08] right, bang. That's just an easy double [74:09] for them and they're not in a position [74:11] to get traded by anybody because we [74:13] don't have anybody who could kill them. [74:14] So, back to the top con smoke. The [74:16] reason why this smoke is so so strong [74:18] and why more people should be throwing [74:20] it on their defaults, you'll see it a [74:21] ton in proplay and I barely ever see it [74:24] in pugs, especially lower elo pugs. [74:26] Nobody throws a top smoke. It's so good [74:28] because it gives you access to con, [74:29] right? If a CT wants to fight con, they [74:31] just have to commit in front of the [74:32] smoke and they have no help from their [74:33] teammates. Super awkward. Most of the [74:35] time a CT just won't play in con when [74:37] this top con smoke lands. They'll just [74:39] get out of con and then from a CT [74:42] perspective the smoke is super awkward [74:43] because they can push, you know, TE's [74:45] could push this side, they can push this [74:47] side, they can just push through the [74:48] smoke, they can flash into the smoke and [74:50] I wouldn't be able to see the flash, [74:51] right? I can show you one just right [74:53] click, just drop a flash in. Bang. And [74:56] then as a CT, I just can't react to [74:58] that. I'm holding I'm holding. Bang. I'm [74:59] blind. Right? If you're a T and you're [75:01] getting up con and you throw a top con [75:03] smoke, it also allows you to throw util [75:05] towards jungle, right? Whether you want [75:07] to smoke jungle off or whether you want [75:08] to molly deep jungle off and then flash [75:10] through and take it and get out. Bang. [75:13] It's just suffocating for CTs throwing [75:16] the smoke. So, please throw top smoke [75:17] more. And the way you can throw it is [75:19] left side. You just aim at this like [75:20] electrical box here and just shift walk, [75:22] left click, throw. That's going to land [75:24] top. If you're coming from this side, [75:27] then you aim just to the left of this [75:28] lamp, this light right here, shift walk, [75:30] left click, throw, and both of those are [75:32] going to land nicely into topcon. So, [75:34] use the smoke as a lurk smoke, walk [75:36] through it, get upstairs, and look for [75:37] this fight against jungle, walk through [75:39] the right side. Or you can do a split [75:41] where like one teammate goes there, you [75:43] go stairs, right? Coordinate that with a [75:45] teammate. That's really effective as [75:46] well because if a CT is holding one and [75:48] they kill them, then the other teammate [75:49] can just trade them from the other side. [75:51] I talked about all the ways it helps [75:52] with your A take, right? But it also [75:54] helps with your short take. You throw a [75:56] Topcon smoke, this smoke doesn't [75:58] indicate, hey, we're going up short [76:00] right now. But a smoke towards bottomcon [76:02] does. If I throw this smoke in the mid [76:05] round, uh, this tells the CTs they're [76:08] probably not coming. A, right? And so [76:09] because I throw that smoke, it's more [76:11] likely that once we're going up short, a [76:13] CT is going to sit here really [76:14] confidently and just spam through the [76:16] smoke and just try to kill all of us as [76:17] we're going up short. But I can get a CT [76:20] out of position by throwing a Topcon [76:22] smoke. They play around here, jungle, [76:24] right? They're worried about the push. [76:25] They also have to worry about a window [76:26] lurk. And then bang, we're running up [76:28] short. They're not in a position to [76:29] really action off of that sound or that [76:31] info and boom, our short take is much [76:33] easier. When you're in doubt with what [76:35] to do with your smoke mid, right, window [76:37] is always the place where you should be [76:39] resmoking. You pretty much never want to [76:41] leave window open. So, smoke window or [76:44] smoke top con. Smoking short is good for [76:47] like set like we are going up con this [76:50] round, right? But it also acts as a [76:52] smoke against us because if I throw this [76:54] smoke in the mid round, then we just [76:57] can't go short for 20 seconds, right? [76:59] We're kind of forced into making a [77:01] connector or window play. Let's talk [77:02] about some solo plays/ just some [77:04] aggressive plays you can make towards [77:06] middle. This one you do need a little [77:07] help from a teammate. Ask a teammate to [77:09] throw a top mid smoke for you. It [77:11] doesn't even have to be a very good top [77:13] mid smoke as long as it blocks window, [77:14] which that one somehow didn't. Throw a [77:16] top mid smoke for you. You're going to [77:17] come up. You're going to flash con and [77:19] then you're going to molly window and [77:20] then you're going to jump through the [77:21] midm smoke. You're going to hold window. [77:23] Okay, nothing. And then you're going to [77:24] insta swing con. This you're so fast and [77:26] you're here bottom con is such an [77:28] unexpected timing. Lots of times you're [77:30] just going to kill somebody top con [77:31] who's just not ready for you. Once [77:32] you're towards bottom mid, a really [77:34] cheeky play you can make is if you stand [77:36] here against the bench and you aim at [77:37] this red dot and then right click jump [77:40] throw and then jump up window, this [77:42] flash is going to pop here and it's not [77:44] going to blind you. So, even if a CT [77:46] hears you running on the bench and knows [77:48] you're about to peak this, they're just [77:50] going to eat this flash and die for it. [77:52] If you're able to lurk into ladder at [77:55] some point in the round, then you just [77:57] chilling here is really strong. I don't [77:59] want you to go ladder when your team is [78:02] being loud up short and they're trying [78:04] to split B. There's no reason to get [78:06] into ladder unless you're really just [78:08] hardcore. I'm going to hold the rotate. [78:10] But if you don't have sight yet, then [78:11] why are you holding rotates? You should [78:12] just go B and clear out sight with your [78:14] teammates. But if as a solo player, you [78:16] come out mid. Maybe the CT weird smoke [78:18] that allows you to lurk into ladder and [78:20] then bang, you get in here just chilling [78:22] here and listening right from ladder, [78:24] you can hear a beep anchor rotate. You [78:27] can hear the short player rotate. You [78:28] can hear the window player rotate. Being [78:30] in this spot, even if you don't get a [78:32] kill, will just give you so much info. [78:34] And then, of course, from here, you're [78:36] the ultimate rotate holder. If your team [78:39] goes out A, then you can hold the short [78:40] rotate right here, and you can hold the [78:42] jungle rotate right here. And this is so [78:44] good if the CTs aren't expecting you to [78:46] be in ladder. Last on our T-side [78:47] default, let's talk about the B lurk. [78:50] The B lurk is quite a flexible position. [78:52] You don't see a ton of action because [78:55] you're not taking really early fights [78:57] for the most part, but you do kind of [78:59] get to pick and choose what you do. [79:01] Sometimes you can go four mid and that's [79:03] totally fine, right? Four outdid. [79:04] Sometimes you're going to go into apps [79:06] and you're going to lurk apps and you're [79:07] going to see if the T's are or if the [79:09] CTs are pushing apps. And sometimes [79:11] you're going to go underpass and you're [79:12] going to work underpass and you're going [79:14] to help your mid players take mid from [79:16] underpass. So when should you do what [79:19] and when should you go try to be a beer? [79:21] I often beer if I'm running towards [79:24] middle and I see okay three other people [79:26] have already gone towards mid. I'll just [79:27] go towards B. I think having four top [79:30] mid can be quite strong if you're using [79:32] the fact that you have four top mid, [79:34] right? You're being really aggressive. [79:35] You're all swinging together. But if [79:37] we're defaulting people aren't really [79:39] calming, then I think it's better to [79:41] have a be lurk. So I will fill that role [79:43] when it's needed. Early on in games, I [79:46] think it's most effective if you do lurk [79:48] towards apps. Being a lurk towards apps [79:51] can be pretty useless because if the B [79:53] player is playing it well, right, [79:54] they're jump spotting. They're just [79:55] seeing if you're there or not. Then [79:56] there's not a whole lot you can do. But [79:58] by lurking in apps early in games, you [80:01] can try to find gaps. You can try to get [80:02] a read on the B player, right? Are they [80:04] pushing every round? What are they [80:06] doing? And you can see if like they're [80:08] just giving you a ton of space and [80:09] letting you lurk up. And if they're not [80:10] jump spotting, they're not taking info. [80:12] That's really good info for you and for [80:14] your team because that allows you to [80:16] say, "Hey, we should just do a contact [80:17] play B. We should all just silently walk [80:19] up apps together and just look for this [80:22] this guy, right? And then once we take [80:24] contact with backside, boom, we shoot. [80:25] And then now we're being loud now that [80:27] we got the kill." Getting idea of how [80:28] the biers playing the site on CT side um [80:32] is really effective as a T-side beer. [80:34] So, let's say you do that and you spot [80:35] them just jump spotting you over and [80:37] over again and okay, obviously I'm not [80:39] really going to do much in apps if I try [80:41] to do that because they're just going to [80:42] jump spot, get info, and then not give [80:44] me a good fight. Then I'm going to start [80:45] most of my rounds by going towards [80:47] underpass. Now, if you want to go fast [80:49] towards underpass, you can come out from [80:50] TV, scale towards this left side, and [80:52] then once you're about here, just right [80:54] click a flash directly in front of you, [80:56] just like 90° upwards, right? Just full [80:59] hor uh straight in front of you. I'm [81:02] sorry, I recorded so much, dude. My [81:03] brain is fried. Uh, bang. This flash is [81:06] going to pop lower. So, CT who's running [81:07] up. Boom. They get blinded. They either [81:10] have to fall or just swing into you [81:11] blind and you should get that kill. Easy [81:13] peasy. Now, one thing is after you throw [81:14] this flash, right? Throw it and then [81:17] turn. Turn and then swing. The reason [81:18] for that is as a CT, you can throw this. [81:21] You come under, then you throw a flash [81:23] like that. Bang. And then you swing with [81:25] that, right? So, if both of you do a [81:27] fast underpass play and both of you are [81:29] flashing, then you want to be the one [81:32] who plays anti. If you're not going [81:33] underpass fast, like you're not throwing [81:35] that flash, you're not going to play [81:36] ante. Then you should spot it like this. [81:39] If you immediately start walking down [81:41] and hold like this, then you're just [81:43] going to get blinded and a CT is going [81:44] to swing you and they're going to [81:45] destroy you if they're a decent player [81:46] and they're pushing under. So play it [81:48] more passive if you're not going to go [81:50] fast, right? Play up here, spot it, time [81:52] out peak, see if they're going to push, [81:54] and then once you feel confident, okay, [81:55] they're not taking underpass fast, then [81:57] speed up towards under and start taking [81:59] it. Being in underpass is an awful place [82:02] to be if your teammates aren't [82:04] pressuring top mid. If your teammates [82:06] aren't out top mid and like they don't [82:08] have smokes down, they're not doing [82:09] anything. Mid is empty and you're [82:11] walking up under, you're just begging [82:13] for a CT to swing you here and this is a [82:16] super favorable fight for the CT because [82:18] there's such little space here. Their [82:20] crosser placement is just so easy. They [82:21] should just destroy you every time and [82:23] you just have to hold W into them when [82:24] walking this way. It's super awkward. [82:26] But when you're scaling under, don't [82:27] just shift and just hold W. go in [82:30] diagonals like this. And you can crouch, [82:33] hold W and A uh and W and D. Crouch and [82:36] go in diagonals. And just make sure that [82:38] if a CT peaks you, you're not going just [82:40] straight at them. They're going to [82:42] destroy you. You're going in diagonals [82:44] and you can fight back. Once you're up [82:46] under pass, if you're worried about a CT [82:48] holding you on this angle, you can just [82:50] bounce a flash like this. Bang. And just [82:52] get them off of that angle. That's [82:53] pretty annoying as a CT. They can just [82:55] try to edge the flash out barely like [82:58] that. But if they do that, I mean, you [83:00] know exactly where they're playing. You [83:01] should just [ __ ] on them with your [83:02] crosshair placement. Um, and then it [83:04] goes the same if somebody's holding you [83:05] here. Bottom con, they're going to be [83:07] forced to turn this or get full blinded [83:09] by it. Once you've pushed up underpass, [83:11] there are generally two things that you [83:13] can do that will kind of speed up the [83:15] round and allow you guys to take some [83:17] space. Number one is boost somebody into [83:19] window. Window should be smoked. You [83:21] come here, you boost somebody into [83:23] window. This is good because if [83:24] somebody's like being loud jumping into [83:26] window, then the CDs know, okay, [83:27] somebody's in window. Boost somebody [83:29] silently into window or you get boosted, [83:30] ask somebody else to boost you. Or the [83:32] second option is to throw a topcon [83:34] smoke. Like we talked about in our mid [83:36] default, this topcon smoke allows you [83:38] guys to do something, right? You can [83:40] lurk through it, you can push a, you can [83:41] go up short, whatever. If you're going [83:42] up short, if your teammates are going up [83:44] short, then either you getting boosted [83:45] into window and you hold the rotates, [83:47] you're chilling here, you're playing [83:48] sound, or you walk back towards apps and [83:50] then you go towards B. That's efficient, [83:52] too. You can also smoke short from under [83:54] just loosey goosey. You just run it [83:56] against run through it against the right [83:58] side of that. I uh never do this to be [84:01] honest with you. I will always prefer to [84:03] throw a topcon smoke than a short smoke. [84:05] So it is an option, but I would say you [84:08] should prioritize your smoke for top. B [84:10] isn't really like A where when you lurk [84:13] in B apps, it's pretty tricky to get a [84:16] pick on the B player, right? either [84:18] they're going to be jump spotting or [84:19] they're going to be playing one of the a [84:22] billion different off angles that can [84:24] catch you walking out B, right? So, as a [84:27] B lurk, don't feel like you have to be [84:28] walking out apps and finding this B [84:30] pick. That's super hard to do. Instead, [84:32] get a read on what the B player is doing [84:33] and help your teammates take mid, go [84:35] underpass, have some impact there. So, [84:38] that's how you play each position. Let's [84:39] talk about now how to execute a site. [84:42] The two most important smokes on a site [84:44] execute is your jungle smoke and your [84:47] stair smoke. The reason why you wouldn't [84:49] want to smoke CT is because you want to [84:51] take CT. If US come out a you plant bomb [84:54] and you're able to take CT control, you [84:56] should just win that round. You having [84:58] this space, having ramp, having palace, [85:00] bomb is planted for everything, that's a [85:02] super difficult retake for CTs. So, [85:04] here's two different ways you can throw [85:06] right side smokes on your own. If you [85:08] get up to this door and somebody drops [85:10] you a smoke, you can stand here on the [85:12] right side of it. For the first smoke, [85:13] you're going to aim just in the jumble [85:14] of these wires. Left click, jump throw. [85:16] Second smoke, you're going to aim at the [85:18] corner of this roof, just off into the [85:20] blue a little bit, and left click, jump [85:21] throw. You should throw this one first, [85:23] actually, the stair smoke, and then [85:24] throw the jungle smoke because the stair [85:26] smoke takes longer to land. But this is [85:28] what they look like. Boom. Jungle smoke [85:30] and stairs are smoked. The disadvantage [85:32] to these is that they go super high in [85:35] the sky. So if an A player sees them, [85:38] they can call the smokes, tell their [85:39] team, "Hey, the T's are smoking A really [85:42] far in advance, right? Because they take [85:43] so long to land. So it's better to throw [85:45] these when you can, if you can get up on [85:47] top of this bit, have somebody drop you [85:49] a smoke up here, they can drop you a [85:51] smoke here, right? They just jump and [85:52] toss the smoke there. You come up, you [85:54] drop one smoke there, and then you go [85:56] grab the smoke that they dropped. Once [85:57] you're up here with both smokes, you're [85:59] going to get into this corner with the [86:01] wood plank. For your jungle smoke, [86:03] you're going to aim up above the middle [86:05] of this bit, just right in the middle. [86:07] Left click, throw. Stair smoke, there's [86:09] this like kind of hook right here, and [86:11] you're going to left and right click, [86:12] jump throw your smoke at the tip of this [86:14] hook, this splotch right here. Left and [86:16] right click, jump throw. These are going [86:17] to land much faster than those other [86:19] smokes that I showed you. It's just a [86:21] bit more of a pain to get up and get [86:23] into this corner than it is to be at the [86:25] door. If you do want to throw CT smoke, [86:27] the best way you can do it is come [86:28] against this corner. It's kind of weird [86:30] clipping, but I get all the way [86:32] horizontal. And then once you start to [86:33] go forward, you back up and you just [86:34] stay on this horizontal edge right here. [86:36] And then you're going to aim for the [86:37] middle of this stick that sticks out. [86:40] Left click, jump throw. The great thing [86:41] about this CT smoke, why it's better [86:43] than others, is it's going to land on [86:45] ticket. Boom. And it's going to plume [86:47] upwards heavily. So CTS can still jump [86:50] up all the way up here, but they can't [86:52] make plays on top of this middle bit. [86:54] It's a really nice CT smoke. If you just [86:55] threw these smokes, these right side [86:57] smokes, then you can flash for your team [86:59] by sending one flash deep and then [87:01] sending one lamp flash. The deep flash [87:03] is intended to push any oper off of CT, [87:06] right? If there's an opering here, then [87:08] bang, the flash pops, they're blinded, [87:09] they have to run away, and then you send [87:11] one lamp flash to blind anybody that's [87:14] close to ring. Bang, boom, they're [87:16] swinging. Anybody here would be blind. [87:17] Anybody close would be blind by this [87:19] lamp flash. If you just threw the right [87:21] side smokes from up here, wait for them [87:23] to land and then you can throw one deep [87:24] flash towards CT and then you're going [87:26] to right click a flash, hold it, shift [87:28] walk, and then jump throw right when you [87:30] get to the end of this. And this flash [87:31] is going to pop right here and blind [87:33] anybody who's playing very close and it [87:35] won't blind your teammates. Now, my best [87:36] tip for you as the person who's throwing [87:39] smokes or throwing flashes on a execs or [87:41] on any exec ever on any map is that you [87:44] kind of need to turn into an IGL. You [87:46] need to dictate the timing. You need to [87:47] tell your team what to do. If you come [87:49] up and you throw the smokes and then you [87:51] don't say anything, you don't tell your [87:52] team what smokes you're throwing. You [87:54] don't say anything. You just throw a [87:55] flash and then you run out. Don't be [87:57] shocked if your team isn't going. You [87:59] haven't told them anything. You haven't [88:01] told them when the flash is going. You [88:03] haven't told them what you're smoking, [88:04] when is when it's going to be smoked, [88:05] right? So, you need to communicate when [88:07] you're throwing these execs, right? Tell [88:09] your team, "Hey, okay, shift walk, shift [88:10] walk." All right, smoking jungle now. [88:12] I'm smoking stairs. Let's wait. I'll [88:13] flash for you. Just wait, wait, wait. [88:15] And then we listen for them to pop. [88:16] Bloom bloom. Okay, I'm flashing CT. I'm [88:19] going to flash close. Ready, go, go, go, [88:20] go, go, go, go, go. Right. Like, be [88:22] active. Be vocal. Tell your team what to [88:24] do. So many people get upset that their [88:26] team like doesn't go on execs or I Oh, I [88:28] threw util, but nobody went out. It's [88:30] because you didn't tell them to go out [88:32] and you also didn't give them like a [88:34] reason why it's okay to go out, right? [88:35] With your flashbangs, use your flashbang [88:38] as a way to make people go, right? If I [88:41] say, "I'm flashing for you. Ready? [88:42] Ready? Flashing now. Here we go." Bang. [88:45] If I'm like enthusiastic telling them, [88:47] "Bang, here we go." You know, it makes [88:48] them want to go because they feel like [88:50] they're going to get a kill off the [88:51] flash. Sure, sometimes people are still [88:53] going to bait. Sometimes they're still [88:54] not going to want to entry, but try to [88:56] be proactive like that. Try to get [88:57] people to go do [ __ ] because you can't [89:00] do everything for them. Right now, when [89:01] you're coming out a let's say somebody [89:03] else threw smokes for you and you're [89:04] entrying or you're just one of the [89:06] rifers up front, don't get stuck Tetris, [89:08] right? You threw smokes. Don't just get [89:10] stuck around here. You want to path out [89:12] to the left. Clear CT. clear under. You [89:15] want to get active, get out. So, if [89:17] you're the very first person, be okay [89:19] turning your back towards jungle, [89:20] turning your back towards CT, hard [89:22] clearing under, hard clearing CT, right? [89:24] You should have somebody next to you [89:25] just following you, ready to trade you [89:27] or holding stuff that you're not [89:28] holding. And if you see somebody else [89:30] entering in this path, then you should [89:33] follow them. Be the trader. What I see a [89:35] lot of people do is that instead of [89:36] scaling towards the left, they scale out [89:38] towards the right towards sandwich. And [89:40] then they get close to this jungle [89:41] smoke. They're not able to take CT. [89:43] Rotates come in and then finally by the [89:45] time they get up here to try to take CT, [89:47] there's two people CT. These jungle [89:48] smokes are gone, right? When you swing [89:50] out to the right, you're not really [89:52] clearing all too much. Of course, you're [89:54] clearing kind of ninja, but you're not [89:55] clearing under. Somebody could still be [89:57] default. You want to get out into sight [89:59] and hard clear stuff and take the space [90:01] as fast as possible because you don't [90:03] want to waste the timing on these right [90:05] side smokes. Once these right side [90:07] smokes are gone, A is really scary. [90:09] There's a ton of space open CT and [90:11] jungle. We want to make use of those [90:12] right side smokes and take CT while [90:15] they're still up. So then boom, we take [90:17] CT. Okay, now that we have CT, these [90:19] smokes are starting to fade and we're in [90:21] a really comfortable spot from Tetris. [90:23] If you know like you have info, [90:25] somebody's default or somebody's under [90:27] balk, then it's totally okay to pause [90:29] for a second and throw some util to [90:31] clear him out. If you're Tetris, you're [90:33] coming out ramp, you just bank mollies [90:35] against the left side of the sign. Those [90:37] are going to land under Balk and flush [90:39] out any CT plane there. You can also, of [90:41] course, just like jiggle this and the [90:42] molly default like that. If you're one [90:44] of the people who is late to the party, [90:47] right, you're like fourth or fifth out [90:49] and your teammates are scaling up sight, [90:50] throwing flashes into CT is always good. [90:54] You want to delay these CT retakes. And [90:57] you should also tell your team when [90:58] you're doing this. That way, if the [91:00] opponents are playing retake, right, [91:01] there's a CT just chilling here holding [91:03] this. Bang, this flash pops, and then [91:05] your teammates swing and kill them. They [91:07] might even turn that, but hopefully your [91:08] teammates just swing as it pops, so then [91:10] they kill them while they're turned. For [91:11] the most part, you're going to be [91:12] planting default. If the if you have the [91:15] opportunity to, planting back triple is [91:17] significantly better than planting [91:18] default because now it's planted for [91:20] ramp. If you plant back triple, this [91:22] crossfire between CT and ramp is brutal [91:25] trying to diffuse the spawn. It's so [91:26] difficult. Planting default totally [91:28] fine. But if you can try to get towards [91:30] back triple and plant here. One thing [91:32] you have to be worried about when you're [91:33] executing A and you're scaling out is a [91:35] CT playing through the jungle smoke [91:37] here. So in reaction you can molly it [91:39] like that. Molly their swing. This [91:41] prevents them from being aggressive. [91:43] They can't just hard swing out. But they [91:45] can edge the smoke here and play like [91:46] this. That is a concern. They won't take [91:48] from the molly. So be mindful of that. [91:50] Be ready for that. Right. There's some [91:51] really important things you need to know [91:52] if you're palace during an A execute. [91:55] One thing that is key is that you're not [91:58] scared. is that you're going to swing [91:59] when your teammates are taking sight. [92:01] And the reason for that is that if your [92:02] teammates are running out ramp, they're [92:04] being aggressive. You need to kill this [92:06] default player. If somebody's default [92:07] and they're just staying alive, you you [92:09] can't give them the timing where they [92:11] can throw a flash, they can throw a [92:12] defensive smoke, they can do something [92:13] to delay, delay, delay. Your job is to [92:15] swing and just kill this player. You can [92:17] throw some pretty good utility from [92:19] palace. One is the underbali. You come [92:21] to this second pillar, the close second [92:23] pillar closest to the balk just on the [92:24] edge of it. You aim where the roof meets [92:27] the wall right here or the the tiling [92:29] and then you run run run run run run run [92:30] run run run run run run run run run run [92:30] run run run run run run run run run run [92:30] run run run run run run run run run run [92:30] run run run run run run run run run run [92:31] run run run run run run run run run run [92:31] run run run run run run run run run run [92:31] run run run run run run run run run run [92:31] run run run run run run run run run run [92:31] run run run run run run run run run run [92:31] run run run run run run run run run run [92:31] run run run run run run run and then [92:32] about when your crosshair meets like the [92:34] the top of this light that's when you [92:35] let go and that's going to molly under [92:36] balcon you can also throw a pretty nifty [92:39] flash from the middle of this pillar you [92:41] come here this is the closest pillar to [92:42] the balcony you see on the wall there's [92:45] this crack right here and there's a dark [92:47] line like this line that separates a [92:48] lighter bit from a darker bit you go uh [92:51] where this crack meets that line and [92:52] left click throw this flash is going to [92:54] bounce and pop right here. So, anybody [92:57] playing default is going to eat this [92:59] flash. Anybody playing on top of Balk [93:02] can definitely react to it, but if they [93:04] don't, they're also going to get blinded [93:05] by it. If the CTs are smoking Palace at [93:08] the beginning of every single round and [93:10] you're getting ready for an A execute, [93:12] then get this lineup ready because this [93:14] is an excellent flash to push the smoke [93:16] with. One thing you do have to be [93:18] concerned about is that it could blind [93:19] your teammates if they're already swung [93:22] super far out. I mean, that one didn't, [93:23] but if they're already really far out, [93:24] it will blind them. So, throw it like as [93:27] your teammates are throwing lamp flashes [93:29] as they're coming out ramp. That's a [93:30] good timing to throw it. If you get up [93:31] to close palace like this, then you can [93:33] just throw util towards under balk for [93:36] free, right? Throwing a flash is [93:37] surprisingly really good when you throw [93:39] it under because if a player's default, [93:41] you throw this flash, they have to turn [93:43] it or else they're just going to eat it [93:44] or even if they're looking at you, this [93:46] is still just going to blind them. It [93:47] puts a lot of pressure on this player. [93:49] Last thing I'll say about the palace [93:50] player is that you don't have to commit [93:52] out of palace. Palace is a super strong [93:54] postplant spot and a really strong spot [93:57] to hold CT aggression on CT. We went [93:59] over ways that you can make plays [94:01] through the jungle smoke through the [94:02] stair smoke. A lot of those ways, a lot [94:04] of those plays is countered by a patient [94:07] palace player, right? So if you do as a [94:09] CT, if you make the sandwich drop, a [94:11] palace player will just punish you for [94:13] that. If you swing through the jungle [94:14] smoke, a palace player should be ready [94:16] for this, too. they can easily see [94:18] flashbangs thrown from jungle so they [94:20] can react off of it. Tell their [94:21] teammates, "Hey, they're they're [94:22] flashing jungle care." If you really [94:23] need numbers to take CT, then okay, go [94:26] help your team take CT. You can also [94:28] flash CT from palace for your teammates, [94:30] too. Otherwise, I would recommend [94:32] staying palace regardless of where the [94:34] bomb is planted. You're in a really good [94:35] postplot, and it's not really worth [94:37] giving that up unless you really have [94:39] to. One thing I need to mention is that [94:41] if you've been going mid every round, [94:43] right, your teammates have been [94:44] pressuring mid and then all of a sudden [94:45] you guys don't do anything mid, it might [94:47] be kind of obvious that you're executing [94:49] A. So, it can be good for you or a [94:51] teammate to throw a top mid smoke and [94:53] even to come up and throw a couple [94:55] flashes towards mid and then come back [94:56] towards A. That way, the CTs don't get [94:59] full info mid and they still have to [95:01] worry about T's being top mid being [95:03] boxes and they're not going to come back [95:05] and stack a site based off of that mid [95:07] info. Next, let's talk about how to do a [95:09] good B- rush. B- rushes are good to do [95:11] on lowbys, of course, because you're [95:13] going to close distance. You're going to [95:15] take a lot of close-range fights when [95:16] you get out B. They're also good to do [95:18] when you know that their B anchor is [95:19] just bad, right? If they're not playing [95:21] well, then just abusing that can be [95:23] really, really strong. One thing I see [95:25] in lower elos is that people will play [95:27] two A, one con, one window, and then one [95:29] towards B. And a lot of low elo mirage [95:32] games are super winnable if you just go [95:34] B every round until you force the CTs to [95:36] actually play two players towards B. So [95:38] if you recognize like every time we go A [95:40] there's like four [ __ ] people there, [95:42] just go B. Just send a B. Here's how a B [95:45] rush works. And this is incredibly [95:47] important because what I'm about to talk [95:48] about applies to pretty much every rush [95:50] ever. So you know, lock in. Your [95:53] responsibility in a rush is going to be [95:55] based on your spawn. If you have the [95:58] best spawn, then you need to use it. If [96:00] you have the best spawn, you can't be [96:02] the person who stops and throws a window [96:04] smoke. You're wasting your spawn, right? [96:06] We rush so that we can exploit that [96:08] early timing. When we exploit early [96:10] timings, we have a better idea of where [96:12] CTS are going to play and we're going to [96:14] get there sometimes before they expect [96:16] us to be there. So, you have best spawn, [96:18] you're going to be the entry, you're [96:20] going first. You need to be aggressive [96:22] and you need to take space on Bite [96:24] Mirage. You can come out, you can throw [96:25] a flash like this. That's going to [96:27] bounce through the window. You can also [96:28] throw one just against here on the [96:31] bottom of this bit. This flash is going [96:33] to pop out here and blind any short [96:34] player playing like this. Bang, they're [96:36] blind. So, first spawn, you can focus on [96:38] a flash. You can throw that one. You can [96:40] also throw this one. And then you are [96:41] jumping out window. Okay, you're jumping [96:45] out the window. If you're first spawn on [96:46] a B- rush on Mirage, you're jumping out [96:48] the window. No ifs, ands, or buts about [96:50] it. All right, the second spawn, the [96:52] second closest player to wherever we're [96:54] rushing is following the entry and [96:57] playing firefight. Firefight means, like [96:59] I said, you're going to extinguish [97:00] whatever molly the CTs throw. As this [97:02] firefight player, I'm going to have my [97:03] smoke out ready before the CTs even [97:06] throw the molly, right? I'm going to [97:08] expect this molly. So, I'm following my [97:09] entry. The molly comes out. I molly [97:11] this. I smoke the molly and then I [97:14] screwed up the movement, but and then [97:16] I'm going to follow the entry wherever [97:18] they go. The reason for that is because [97:20] if my entry runs out window, right, [97:23] they're taking space, they get out here [97:24] and they hit the short player for 99 [97:26] damage and then they die. If we don't [97:28] have somebody to trade them, then what [97:30] are we doing, right? If I'm with my [97:32] entry, I'm on their ass and I follow [97:34] them and then I trade that kill. Huge. [97:36] That kill grants us a ton of space. You [97:38] win rushes through trading. So, as a [97:42] second player, follow your entry. [97:43] Wherever they go, you go. Your job is to [97:46] trade them and to smoke the molly early. [97:47] The third and the fourth spawn are going [97:50] to just look for kills, right? They're [97:52] going to come out apps. They don't need [97:54] to jump through the window. If you're on [97:55] low by like Tech 9 Mac 10, you [97:57] definitely can. But if you're on a [97:58] fullby, then these two players can just [98:00] search. You could think of it as like [98:01] two pairs of twos, right? The entry and [98:03] the trader are going out. They're taking [98:05] space. The other two are clearing the [98:07] rest of the space, and they're more so [98:09] looking for fights. They're more so [98:11] looking for the kill. They're not [98:12] necessarily being relentless like going, [98:14] going, going. they can be a bit more [98:16] patient with how they take the fights. [98:17] That means that as this third or fourth [98:18] spawn, if you have util, right, you have [98:21] a molly, you have nade, you can molly [98:23] towards van, you can come up, you can [98:24] molly jail like that. That's really [98:26] effective. Molly jail, molly bench. [98:27] Sometimes this doesn't spread all the [98:28] way, but that one did. Another really [98:30] good molly to throw is a backite molly. [98:32] You throw this and it mollies empty [98:34] pillar right here. That, you know, if [98:36] you watch the banker bit, that flushes a [98:37] banker out and forces them to fight you [98:39] guys, which is really good. You want to [98:41] kill that guy as fast as possible. The [98:43] fifth player is typically the util [98:45] thrower, the support player. They're [98:46] going to come here. Most often on [98:48] Mirage, they're going to throw a window [98:49] smoke. I aim at this corner and just [98:51] slightly to the right right here. That [98:53] way, the smoke consistently lands within [98:56] the window. Boom. There we go. And then [98:58] I'm going to throw supporting flashes [99:00] for my teammates. And to do that, I'm [99:01] just going to come top underpass. I'm [99:03] going to aim around the top of the [99:04] window and just run jump throw these [99:06] flashes. If I'm worried about a short [99:07] player, I can throw one deep flash [99:09] there. And then I can shift walk a flash [99:10] throwing it like that. That way that [99:12] shorter flash is going to blind any [99:14] short player sitting around here. Let's [99:16] talk about some solo plays you can make [99:18] on T-side to get picks and open the [99:20] round up towards middle. Having the best [99:22] mid spawn, go dry swing it. If you don't [99:25] think that the CTs have an OP, then you [99:28] should pretty much always just dry swing [99:29] mid with your best spawn and take this [99:31] duel against the window player. As we [99:33] looked at in the timing section, only [99:35] two of the five CT spawns beat the best [99:37] CT spawn, which means there's only a 40% [99:41] chance that the window player will be [99:43] window before you swing mid. So, you [99:45] have an advantage. Just fight. Go take [99:47] it. Go take that 1v one. With a good [99:49] mid/b spawn, going fast underpass can be [99:52] really effective as well. You're just [99:53] going to come into apps. You're going to [99:54] aim like this with your flash, right [99:56] click it, jump out, and then turn it. [99:58] It's going to pop right there. And then [100:00] you're going to swing the CTu standing [100:01] here full blind and just kill them for [100:03] free. If their B player sucks or is jump [100:05] spotting in a really terrible way, then [100:07] coming into apps early and holding for [100:09] the jump spot can be a free way to get a [100:11] pick. You can also jump on top of this [100:13] couch. And then this gives you a higher [100:15] angle, which means that they're going to [100:16] be in the air for longer, you know, [100:18] relative to you. And this can make [100:20] getting this kill even easier. If you [100:22] have a good A spawn, then you have some [100:23] options of what you can do. The first [100:25] thing you can do is just spot the jungle [100:27] cross. And look here. This is a a [100:29] lowrisk, you know, highreward play, but [100:32] it's not super likely that you're going [100:34] to hit this shot. Instead, what you can [100:36] do is get up into ramp and play like [100:38] this. That way, you open the angle up, [100:40] and if you have a really good spawn and [100:41] they try to cross with a bad spawn, you [100:43] could be taking the fight out here, and [100:45] that's just a free pick. Another play [100:46] that you can make is that if the CTs are [100:48] throwing a ramp molly, but the ramp [100:50] molly really isn't that good, then you [100:52] can jump up behind it, like right here, [100:54] and look for this fight right here. The [100:56] last thing you can do is just go out a [100:58] and try to get a pick and try to like if [101:00] you get traded it's fine but you're just [101:02] going to be aggressive and you're going [101:03] to try to go get a kill. What you're [101:04] going to do is you're going to run up to [101:05] ramp. You're going to smoke it like that [101:06] and then you're going to flash it like [101:07] that. Bang. And then you're swinging [101:09] with this flash and you're trying to get [101:10] this kill on the A player. That way [101:12] you're smoking the molly and then you're [101:13] sending a flash to so if they are close [101:15] they will get blinded by this bang. Free [101:18] pick. You typically shouldn't go fast [101:20] palace, but if you have a read that the [101:22] CTs are never really peing palace or [101:24] they're never playing on top of Balk, if [101:25] they're playing default or triple a lot [101:27] and the other CT, the other A player is [101:30] committing towards connector a lot, then [101:31] you can go fast palace and just really [101:34] quickly try to find this pick on the A [101:36] player. This is even better if you have [101:37] somebody towards ramp who can throw [101:39] either above palace flash like that or a [101:41] lamp flash like that. The above palace [101:43] is slightly better, but risky play, [101:46] right? but can work out a lot. If you're [101:48] coming towards mid and your teammates [101:49] through throw a top mid smoke, then one [101:51] kind of risky, silly little play you can [101:53] make is by walking through the right [101:55] side of it and looking for this pick [101:56] against the window player or against a [101:58] connector player is not looking at you. [101:59] Another way you can use that top midm [102:00] smoke is that if your teammate threw it [102:02] quick, you can immediately run out, gun [102:04] out, and just swing window from this [102:05] side of it. A lot of window players, [102:07] opers, they're going to sit here and [102:09] hold right side boxes, and while they're [102:10] scoped, if you swing right here, they're [102:12] just going to die. Welcome to the must [102:14] know utility section for T-side. I'm [102:17] going to run through the smokes, [102:18] flashes, mollies that I think every [102:20] level 10 should know on Mirage. And if [102:22] you're not level 10, then you knowing [102:24] this util just raises your floor as a [102:27] player on Mirage significantly. Now, [102:29] I've shown a lot of this util already in [102:31] the position specific segments, but I'm [102:33] assuming people are going to bounce [102:34] around this video a ton, and this is the [102:37] part where if you need to know the util, [102:39] this is the util you need to know. I'm [102:40] going to sort of go left to right on the [102:42] map. So, we're going to start with [102:43] palace. I don't really expect my [102:45] teammates to know util from palace. [102:47] There's not really all that much that [102:48] you can throw. The one thing that like [102:50] maybe I'm hoping people know is how to [102:52] molly under bal, but this is kind of a [102:54] luxury and not a super necessary piece [102:56] of util to know. So, to throw it, all [102:58] you're going to do is you're going to [102:59] come to the second pillar that's closest [103:00] to the balcony, line up with the edge of [103:02] it, aim where this tile meets the wall, [103:06] and then you're going to hold W until [103:07] you reach the top of that light and left [103:09] click throw. And that's going to land [103:10] under balcony. the good CT smoke. You're [103:12] going to get against this wall. Go all [103:14] the way until you start going forward. [103:16] Okay, go back and then just get towards [103:18] the tip of this weird kind of clipping. [103:20] Aim at the middle of this wood plank. [103:23] Left click. Jump throw. This is going to [103:25] land on top of ticket. This is the best [103:27] ticket smoke you can throw because it [103:29] plumes upwards. Beautiful. Right side [103:31] smokes. Two ways to throw them. One from [103:33] here on the right side of this door. [103:34] You're going to left click jump through [103:36] at the wires. And then you're going to [103:37] left click jump throw at this corner [103:38] right here. This is your jungle smoke [103:40] and your stair smoke. These do take [103:42] quite a long time to land. And this [103:45] jungle smoke blooms out quite a lot. You [103:47] can also throw these from up here. [103:49] You're going to get somebody to drop you [103:50] a smoke here. For your jungle smoke, [103:52] you're going to aim at the top middle of [103:54] this square. Stair smoke, you're going [103:56] to aim at this black splot straight [103:58] ahead of you. And you're going to left [104:00] and right click jump throw. That was a [104:01] flash. You're going to left and right [104:02] click jump throw that smoke. These are [104:04] going to land much faster and they're [104:06] going to be a bit more tucked in. So, [104:08] they're just generally better than the [104:09] other ones I just showed you. Once [104:11] you're out Tetris, you can throw some [104:12] pretty decent utility from here. If you [104:14] get into this corner and you aim at the [104:16] tip of this wooden bit, left click [104:18] throw. That's a CT smoke. You can also [104:20] smoke jungle by aiming in the middle of [104:22] this. I imagine this is square. Aim in [104:24] the middle of it. Left click throw. [104:25] That's going to be a jungle smoke. Boom. [104:27] CT smoked. And then jungle. Bang. Bang. [104:30] Bang. Is now smoked. You can also smoke [104:32] Topcon. Not from this corner, but from [104:34] this corner here. You look at this wood [104:36] plank sticking out just to the right of [104:38] it and then left click throw. There it [104:40] is. Boom. Your top connector smoke. If [104:42] your team doesn't have a smoke for [104:43] stairs or you just want to molly stairs [104:44] for some reason from ramp, this is a [104:46] good molly to know. As you run up ramp, [104:48] you're going to aim. You see where this [104:49] line is? Just a little bit below it, [104:50] just in this area. And you're going to [104:52] left click throw that molly. This molly [104:54] is going to land right on stairs. It's [104:55] going to go downwards a ton for some [104:57] reason. And it's going to prevent CTS [104:59] from fighting you stairs. So if your [105:00] teammate throws a jungle smoke and your [105:01] team realizes, oh no, we don't have a [105:03] stair smoke. that you could throw that [105:04] molly on the run as you come out ramp. [105:06] How to flash from ramp. Your first flash [105:08] typically should be a deep flash. You're [105:10] trying to get an oper off of the ticket [105:12] angle, right? So, you're going to run [105:14] jump throw that flash. If your teammates [105:16] run out ramp with it, they're going to [105:17] get blinded by it. But the purpose is [105:19] you throw it before your teammates run [105:20] out and then you follow that flash up [105:22] with a lamp flash. This lamp flash bang [105:26] pops here and blinds anybody playing [105:27] close. The thing with the lane flash is [105:29] a lot of people throw it when they know [105:30] that somebody's playing ticket or they [105:32] know that, you know, nobody's playing [105:33] close ramp and it's just not going to [105:34] blind anybody ticket. So that's why you [105:36] throw the deep flash first and then you [105:38] throw a lane flash to clear out those [105:39] close angles. If you're doing a palace [105:40] pop and your team is coming out palace, [105:42] then you want to flash above palace by [105:44] just aiming up in this area and run jump [105:47] throwing your flash. That way somebody [105:49] who's sitting default holding here, [105:50] they're not even going to see the flash. [105:51] Bang. And they're going to get blinded [105:52] by it and then boom, your team is [105:54] jumping out palace. If you're rushing A [105:55] and you're entering, one util set you [105:57] should know is you bounce to smoke [105:58] against here and you bounce to flash and [106:00] then bang, you're going, you throw the [106:02] smoke, so then you pre-m smoke the [106:03] molly. You don't have to purposely like [106:05] look down and do it. You just throw [106:06] that, you throw the flash, and then [106:08] you're already swinging with your gun [106:09] out and you're blinding anybody who's [106:10] playing close because the flash pops [106:11] right here. Window smoke, top mid smoke, [106:13] and con smoke all from T-spawn. Your [106:15] window smoke, you're going to come into [106:16] this corner. You're going to aim where [106:18] like this line meets this line, this box [106:20] right here. I am on the left side of it. [106:22] Hold D. Jump throw. Your top mid smoke. [106:24] You're going to get into this side of [106:25] the bin. Tip of the antenna. Left click. [106:28] Throw. Your connector smoke. You're [106:29] going to get on top of the bin. Crouch. [106:31] Aim where the rug meets the orange meets [106:33] the tan. So, right here. And then left [106:36] click. Jump throw while you're still [106:38] crouched. Here is our top mid smoke. [106:40] Here is our window smoke. And here is [106:42] our connector smoke. From top mid, you [106:44] should be able to throw util into [106:46] connector without being able to see it. [106:48] You look for this line right here. that [106:51] gray line. And if you have a top mid [106:54] smoke down, you look at that line. Oh, [106:55] you just aim below it and then boom, [106:56] you're throwing util into con. So, rapid [106:59] fire top mid util, you should know you [107:01] should be able to throw a molly into con [107:03] through that smoke. Same with same thing [107:05] with a nade. These flashes are really [107:06] good. Just flashing behind you as you [107:08] swing. Throwing this flash to deny a [107:11] connector peak. Flashing into valley or [107:13] even mollying into valley can be quite [107:15] good if the CTs are being really [107:17] aggressive. If the CTs are smoking [107:19] bottom con consistently and nating it [107:21] against that wall, bang, and then you [107:23] blow open the smoke, that can be really [107:25] solid as well. From top mid boxes, you [107:27] can smoke window just by aiming towards [107:28] the bottom of this antenna where it [107:30] meets the roof. Run and leftclick throw. [107:33] That's going to land right in window. [107:34] You can do that very same lineup with a [107:36] molly. That's going to land in window as [107:37] well. To smoke short, get into this [107:39] cubby. Aim at the tip of this antenna. [107:41] Left click throw. To smoke top, look at [107:43] this gap right here in the palm tree [107:45] towards the top of it. Left click throw. [107:47] This is going to land towards Topcon. [107:49] Bounce. Bounce. And then it's going to [107:51] come down here and land right there. [107:53] Beautiful. From bottom mid. Stop [107:56] runthrowing the smoke into window. I see [107:58] so many people miss this stupid smoke [108:00] because they run through it and it just [108:01] bounces against the wall. Just a left [108:03] click throw it. Let it bounce deep and [108:05] then it's going to plume out and get [108:06] window. Stop missing your your window [108:09] smokes from bottom. It is silly. Topcon [108:10] smoke from left side. You just aim [108:12] towards this E box as you're playing [108:14] safe, right? You're not exposed to top [108:15] con. You shift and you left click throw. [108:17] Boom. There's a top con smoke from this [108:19] left side. You open yourself up and you [108:21] see this light. Aim to the left side. [108:24] Shift walk. Left click throw again. [108:25] There's another top con smoke. Flashes [108:27] into con one from here. You're going to [108:29] get against this corner. Aim up here [108:31] where this line meets the roof. Left [108:33] click throw. Bang. There's a top con [108:35] flash. The second one. This corner. Uh [108:37] where this X is just to the right of it [108:39] right here. Left click throw. There's [108:41] another con flash. Bite util. You can [108:43] smoke window coming into this corner. [108:45] Aim at this left tip of the roof. Left [108:48] click jump throw. You can also smoke [108:50] short this corner just slightly to the [108:52] left of it. Left click throw. That's a [108:54] deep short smoke. It's going to bounce [108:56] and then land about here. So boom. We [108:58] have window smoked. And then we have [109:00] short smoked right there. A more [109:02] annoying short smoke to line up, but a [109:03] better one that you can throw is you [109:05] come here, you line up with this block, [109:06] this rock right here. There's a crack in [109:08] it right there. You line up with that [109:09] while you crouch. Stand up. this gray [109:11] line to the left of it, a little bit on [109:13] the bottom side of bottom edge of it and [109:15] a left click throw. This smoke is going [109:17] to land deeper and short. So, it's [109:19] better than that first one I showed you [109:20] because players playing here, they don't [109:22] get any visibility, whereas a deeper one [109:24] does allow them to be able to see a bit [109:27] of balcon, a bit of the window. [109:28] Everybody should know how to flash B [109:30] just like that. If you're level 10, you [109:32] should probably know how to throw that [109:34] flash. And then also missiles flashes. I [109:38] actually missed that one. That's funny. [109:39] Throw it towards the bottom. Bang. And [109:41] then it lands there. Blinds anybody [109:42] short. These flashes are incredibly [109:44] strong for entry and [109:46] upbeat. Well, there you go. There's the [109:49] video. Thanks for coming along on this [109:51] Mirage journey with me. I know that took [109:53] a while, but dude, you made it to the [109:55] end. That's insane. Thank you. If you're [109:57] here and you aren't subscribed to me, [109:59] then please do subscribe. And please do [110:01] like this video. If you learned one new [110:03] thing, uh, drop a like. I would [110:06] appreciate it. Shout out to my channel [110:08] members, dude. They help me be a goober [110:11] on the internet. I appreciate you guys. [110:13] Thank you. Again, if you found this [110:15] video helpful, please leave me a comment [110:17] and let me know. I'm debating between [110:19] doing this for every single map. So, [110:21] this is kind of my tester feeler. See if [110:23] it's good, see if it's not, whatever. [110:25] Let me know what you think. Give me some [110:26] feedback if you thought there was stuff [110:27] I could do better. Thank you for being [110:29] here and good luck and have fun in all [110:31] of your future