Level 10 Mirage Guide Intro
45sThe creator's relatable backstory of wanting a level 10 friend to teach them creates an immediate emotional hook for viewers seeking to improve.
▶ Play ClipThis video is an in-depth guide to playing the map Mirage in Counter-Strike 2 at a high level (referred to as 'Level 10'). The creator, Wilson, explains he is speaking to his past self, providing every detail he wishes he had known when trying to improve. The guide covers crucial map timings, detailed CT-side position strategies (A anchor, connector, window, short, B anchor), T-side defaults, site execution, and key utility lineups, all packed into a single comprehensive video.
The video is based on the creator's wish to have a 'level 10' friend explain how to play. It's a direct, detailed guide for his past self on how to play Mirage like a level 10.
The best CT spawn beats the best T-spawn to window. If CT jumps out of window, the best T-spawn can spot them. With best spawns, a CT beats a T to swing underpass.
If you run ramp and CT runs to underbalk, you'll hear each other at bottom ramp. A CT running to underbalk can hear a T in palace once at the top of the second flight of stairs. The best T spawn can always spot the cross. The best spawn for short will hear a B rush before T's get into apps.
The typical CT default on Mirage is mid-heavy because middle is the primary space to fight for. Other areas are considered 'choke points' for info and retakes. The default consists of A anchor, connector player, window player (usually oper), short player, and B anchor.
The default should be fighting for mid. However, if your window player is passive (sitting behind smoke with MP9) and your short player is passive, swinging mid alone is very risky. Be vocal and coordinate with teammates for mid aggression.
When expecting an A execute with stair/jungle smokes, you can nade the smoke (especially good with a window player), lurk through the smoke edge, or flash over the palm trees and push through the jungle smoke to fight alongside your A player.
As an oper on Mirage, you are not confined to window. The world is your oyster. Key plays include peeking palace, playing ticket for retake A, peeking ramp (if best A spawn), and playing double con or double A setups.
As a short player, if your window player is fighting, you can throw a flash that pops above window without blinding them. If they aren't fighting, you can throw a flash above the blue building and swing with it. Be careful not to blind your window player with deep flashes.
The B anchor position has a very high floor. Even a mechanically weaker player can be effective with good utility usage (deep molly, correct smoke placement) and proper jump spotting. The biggest value is staying alive and delaying the T-side execute.
As an A lurk, you must be willing to take risks to have impact. This includes walking through smokes when teammates are active mid. The goal is to catch a timing where the CT feels safe because they smoked ramp and you walk through it for a free pick.
The top connector smoke is underused in pugs but very powerful. It gives T's access to connector, makes it awkward for CTs to hold, and allows for splits onto A or short takes without giving away the strategy as a bottom con smoke would.
In a B rush, spawn determines role: best spawn = entry (first out window), second spawn = firefight (smoke CT molly) + trader, third/fourth spawn = look for kills (clear space), fifth spawn = support (throw window smoke and supporting flashes).
The 'must know' T-side utility for a 'level 10' includes: window smoke from T-spawn, top mid smoke from T-spawn, connector smoke from T-spawn, right-side smokes for A (stair/jungle), CT smoke for A, and top connector smoke from bottom mid.
The creator asks viewers to subscribe and like if they learned something. He is considering making similar guides for every map and asks for feedback in the comments.
Mastering Mirage requires a deep understanding of map timings, role-specific strategies for both CT and T sides, and a solid utility arsenal. The video provides this complete guide, emphasizing that high-level play comes from process, communication, and making the right decisions, not just raw aim.
Which CT position is described as the 'oper position' on Mirage?
Window player.
17:18
What is the first CT player's (A site anchor) job?
To control A. They flash mid from triple early and purposeful peak ramp.
4:09
What is the key smoke a connector player should throw early to enable aggression?
Bottom con smoke.
16:00
What should a CT A player do if they see smokes/flashes coming over ramp while playing ticket?
Throw a defensive smoke in front of them (CT space), not ramp. This blocks T's from taking CT and creates lurk ambiguity.
7:20
What is the 'must know' util for a window player to counter an early window smoke?
A nade lineup from the corner: crouch, aim at the corner of the splot, right-click jump throw to blow the smoke open.
29:37
What is the B anchor's primary goal during a T-side B execute?
To stay alive and delay. Throw a smoke at the apps exit, then find isolated fights (1v1s) to maintain CT space for an easier retake.
59:04
What is the biggest risk for a window player jumping cat (short) at the start of the round?
If the T's are dry swinging/insta-swinging mid, the best T-spawn can catch the CT player in the air, resulting in a death.
30:50
On T-side, what is the purpose of the 'top connector smoke'?
It gives T's access to connector, makes it awkward for CTs (they can't see you going short), and allows for splits or lurks without giving away the strategy.
74:16
What is the correct play for the second closest spawn on a T-side B rush?
Be the 'firefight' player: follow the entry, smoke the CT molly, and trade the entry frag.
96:52
From T-spawn, name one instant smoke lineup for window. (Describe the lineup briefly).
Get into the left corner of the bin, aim where the box line meets the ground, hold D, and jump throw.
67:58
CT Default Philosophy
Explains why CT default on Mirage is mid-heavy: mid is the space to fight for, while other areas are choke points for info and retakes.
3:56Defensive Smoke Over Ramp Smoke
A critical tactical insight for CT A players: throwing a defensive smoke in CT space is far more valuable than smoking ramp because it blocks T's from taking CT and creates ambiguity.
7:20Window Player: The World is Your Oyster
Highlights the macro role of the oper (window player) on Mirage, emphasizing they should not be glued to window but should rotate to impact.
35:05B Anchor: High Floor Position
A valuable insight for teamwork: the B anchor position has a high skill floor, meaning a less skilled player can be effective with good utility and decision-making (staying alive).
54:47Underused Top Connector Smoke
Identifies a powerful but rarely used T-side tactic (top connector smoke) that provides strategic advantages for controlling mid and executing onto A.
74:16Spawn-Based Roles in B Rush
Provides a clear, actionable framework for executing a B rush, assigning specific roles based on player spawn to maximize trading and utility efficiency.
95:09[00:00] What's up, Goober? When I was trying to
[00:01] get to level 10, I wished that I had a
[00:04] level 10 friend or person to show me how
[00:07] they did it, for them to tell me the
[00:09] details of what they did to get to level
[00:12] 10. And that idea is kind of the basis
[00:14] of my channel. Most of my videos, I'm
[00:16] just imagining myself talking to my past
[00:20] non-level 10 self and telling him how to
[00:23] get to level 10. So, that's what this
[00:25] video is. This video is me explaining to
[00:28] pass me how to play Mirage like a level
[00:30] 10. And I can't do that in 10 minutes. I
[00:32] can't do it in 20 minutes. I'm going to
[00:33] do it in however long this video is. I
[00:36] hope you enjoy it. And if you do, if
[00:37] this video does well, I'll make one of
[00:38] these for every single map. Please do
[00:40] make use of the chapters below. You can
[00:42] bounce around, figure out, you know,
[00:44] what sections would be most important
[00:46] for you and watch those. Or you could
[00:47] just watch the entire thing. I wouldn't
[00:49] be upset about that. But before we
[00:50] begin, thank you to Skins Monkey for
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[01:25] description. If you don't know the
[01:27] timings of a map, then you're going to
[01:29] struggle on that map. So, let's talk
[01:31] about the important timings of Mirage.
[01:34] The best CT spawn will beat the best
[01:36] T-spawn to window for this midfight. But
[01:39] if the CT jumps out of window, then the
[01:41] best T-spawn will be able to spot
[01:44] them. In fact, the best T-spawn only
[01:47] beats the worst three CT spawns to
[01:49] window. With the best spawns, a CT
[01:52] player will beat a T player to swing
[01:56] underpass. When running up to short, a
[01:58] CT could have a T right up in their
[02:04] face. Insta smokes will plume and window
[02:07] just around 147, a couple seconds after
[02:10] the CT can make it to window.
[02:15] CTS with the best spawn for connector
[02:17] will get to con around 145. At this
[02:20] point, T's can already be boxes and even
[02:23] towards chair.
[02:27] Oh, okay. Yeah, you made it all the way.
[02:29] Did you know that your timing to get
[02:31] over to
[02:32] twitch.tv/wilsoncs2 and follow me is
[02:34] remarkably fast and very worthwhile?
[02:37] Let's [ __ ] go, dude. Good flashes.
[02:39] Good flashes. as a CT swinging short
[02:41] with the best spawn. T's can't make it
[02:43] to chair even with their best spawn, but
[02:45] they can be quite close to
[02:48] it. Okay, a sight timings. Now, if you
[02:51] run ramp and a CT runs to underbalk,
[02:53] you'll hear each other right about when
[02:55] you get to bottom
[02:58] ramp. If you peak palace on CT side, T's
[03:01] can't cross to the cubby without being
[03:03] spotted. You also hear them if they try.
[03:10] A CT running to under Balk can hear a T
[03:13] in palace once they reach the top of the
[03:15] second flight of
[03:19] stairs. A T with the best spawn running
[03:22] up ramp won't be able to catch a CT with
[03:24] the best spawn crossing towards Khan.
[03:26] However, the best T spawn will always be
[03:29] able to spot the cross. The timing gets
[03:31] spookier the worse the spawn is for the
[03:33] CT. For B timings, the best spawn for
[03:36] short will hear a B- rush coming in
[03:37] before the T's get into
[03:43] apps. Lastly, a CT jumping on top of van
[03:46] will be able to peak T's before they get
[03:48] into close apps. Well, there are the
[03:51] timings for you. Now, let's talk about
[03:53] CT side Mirage. Before we jump into how
[03:56] to play each specific CT position, I'm
[03:59] going to give you just a brief overview
[04:00] of the CT side default. For some reason,
[04:03] I could only spawn T-bots, so please
[04:05] imagine that these are chunky CTs
[04:07] holding these angles. Uh, your first
[04:09] player is the A site anchor. Their job
[04:12] is to control A. Our second player is
[04:14] the connector player. They're going to
[04:16] be aggressing mid early and then also
[04:18] helping out this A player hold A. Our
[04:20] third player is the window player. This
[04:22] is typically the oper. This player could
[04:25] start window, but they also have the
[04:27] freedom to kind of go wherever they want
[04:28] on the map, wherever they think they're
[04:30] going to have impact. Our fourth player
[04:32] is the short player. This player is
[04:34] going to help out mid early, similar to
[04:36] the connector player and window player,
[04:38] but they're also responsible for helping
[04:39] out their B anchor with B executes and B
[04:42] rushes. Our last player is the good old
[04:44] B anchor. This player is going to be
[04:46] playing for info in apps, looking to see
[04:49] is there a lurk, are they rushing B? And
[04:51] they're going to try to stay alive as
[04:52] long as possible if the T's do come
[04:54] towards B. So, you've probably noticed
[04:56] the typical default on Mirage is very
[04:58] mid-heavy, and that's because this is
[05:00] the space to fight for. Outside of that,
[05:02] they're just choke points. And choke
[05:04] points, you can play for info, you can
[05:06] play retake on sights, but middle, this
[05:08] is where the timings really matter. This
[05:10] is the space that you want info on and
[05:12] you want to fight for on these defaults
[05:14] in your
[05:19] pugs. Let's start with how to play A. As
[05:21] an A player, your spawn doesn't really
[05:24] matter all too much. But what does
[05:25] matter is that on gun rounds, you are
[05:28] flashing mid from triple like this. I
[05:30] come around CT and I aim at this Woodbit
[05:32] and I run jump throw that flash. The
[05:34] reason why you throw that flash right as
[05:36] you get to triple at the beginning of
[05:37] the round is because the timing works
[05:39] out where this flash is going to pop
[05:42] right as T's are swinging top mid after
[05:44] you throw the mid flash. And you're
[05:45] going to throw that every single by
[05:46] round, right? And if you're not throwing
[05:48] it on a buy round, then you tell your
[05:49] team, I'm not flashing mid. Okay, very
[05:51] important. After you throw that flash,
[05:53] give ramp a purposeful peak. The reason
[05:55] why you want to do this is that a common
[05:57] play for TE's is to jump up and look for
[05:59] this pick early. Your con player should
[06:01] be mollying ramp for you. But one
[06:03] problem is that there's often a gap
[06:06] behind it like this. And you just need
[06:08] to be ready for this. So after you throw
[06:10] the mid flash, right, throw it, get
[06:12] ready, and then swing this hard and be
[06:14] ready for this fight. After you throw
[06:15] the mid flash and after you give ramp a
[06:17] purposeful peak, what now? Well, you can
[06:19] play a in three different solid ways.
[06:22] Number one is by playing for retick.
[06:24] When you play for retake, you're going
[06:25] to play ticket. Your job when you're
[06:27] playing ticket is number one, getting
[06:29] info, number two, staying alive, and
[06:31] number three, maintaining this CT space.
[06:34] This space is so important because this
[06:36] space is what allows us to retake the
[06:38] site after the bomb is down. When you're
[06:40] playing ticket, you can jump spot ramp
[06:41] like this and just get info on if
[06:44] anybody's walking out ramp or if there's
[06:45] util being thrown over ramp and the TE's
[06:47] are exeing. Be cautious jump spotting
[06:49] like this. This is not good. A te's
[06:51] going to walk out Palace and just
[06:52] destroy you. So jump spot like this. You
[06:54] only need like one frame of visibility,
[06:57] right? Every once in a while during your
[06:58] jump spotting, give Palace a purposeful
[07:00] peak because a Palace player on T-side
[07:02] can hear you jump spotting from front
[07:04] palace. So they might walk out and look
[07:06] for this pick. That's why you want to
[07:07] jump spot not exposed to Palace. So
[07:09] you're jump spotting like this and then
[07:11] give Palace a peak. Okay, nothing. Okay,
[07:13] keep jump spotting. Keep jump spotting.
[07:16] Okay, give Palace a peek. Now, if you
[07:18] see smokes, flashes coming over ramp,
[07:20] your immediate reaction should be
[07:23] throwing a defensive smoke in front of
[07:24] you. Ticket. There are two reasons why
[07:26] throwing the smoke is so good and why
[07:29] you should never throw a ramp smoke if
[07:31] you're playing CT. Reason number one,
[07:33] this smoke prevents T's from taking CT.
[07:36] Obviously, they can still push it and
[07:38] try to take it, but it makes it so much
[07:40] more awkward to push CT and take that
[07:42] space. Reason number two, it provides
[07:44] you with lurk opportunities now and
[07:47] creates ambiguity for the T's. Now with
[07:49] this smoke, even if they smoked UC, CT,
[07:52] they have to worry about you lurking
[07:53] through the the triple side, right?
[07:55] Right here. They have to worry about you
[07:56] lurking through this side. They also
[07:58] have to worry about you just sitting in
[07:59] the smoke and swinging off of sound,
[08:02] right? This is super spooky for TE's and
[08:03] it delays their executes. It delays
[08:05] their plants. It's so good. So stop
[08:07] smoking ramp when you're playing ticket
[08:08] and save your smoke for that defensive
[08:10] smoke. Now, if you're playing ticket,
[08:12] don't feel like you have to 1v5 right
[08:14] here, right? Use that defensive smoke.
[08:16] But also, if your teammates are super
[08:18] committed to mid and they're not
[08:19] fighting through the jungle smoke or the
[08:20] stair smoke, right? They're not really
[08:22] doing much to make make stuff happen,
[08:24] then you shouldn't be aggressive as
[08:26] well. If they're quiet on the jungle
[08:28] side, then you trying to do something
[08:30] from CT isn't going to work because the
[08:32] T's can just focus on you, right?
[08:33] They're not distracted by anything. So,
[08:35] in that case, you're going to play just
[08:36] like fully for retake back up to about
[08:39] here. play anti- flash, right? Don't
[08:41] look, don't just hold CT. You definitely
[08:43] can jiggle it and like time out peaks,
[08:45] but for the most part, you should play
[08:47] anti flash and then bang, if they flash
[08:49] CT, boom, you swing and you you get
[08:51] those kills. That way, you keep this
[08:53] space, right? And you're not like in a
[08:55] position where they can just 2v1 swing
[08:58] you, 3v1 swing you, flash you, and then
[08:59] swing you, right? You don't want to be
[09:01] vulnerable here in CT if your teammates
[09:03] aren't being aggressive jungle. So, you
[09:05] flashed mid, you peaked ramp, and then
[09:07] you went ticket. What else can you do?
[09:09] You can flash mid, you peak ramp, and
[09:11] now you're going to play sight. How do
[09:14] you play sight? Well, there's a few
[09:15] different ways. Number one, you can play
[09:17] off angles. This is one really common
[09:19] off angle here against this door is just
[09:21] holding this ramp walk out here. Another
[09:23] one is right here, holding this angle.
[09:25] Another decent off angle is jumping up
[09:27] firebox. Oops. And then holding this
[09:29] angle here. You can play top default.
[09:31] There's so many off angles on a site.
[09:33] The big thing is that if you play an off
[09:36] angle on a site that is designed to kill
[09:38] a lurk walking out ramp, then you are
[09:41] most likely going to be exposed to
[09:42] palace. So if you want to play an off
[09:45] angle on site, if you want to counter
[09:47] lurks walking out ramp, you kind of need
[09:49] your window player to support you from
[09:51] from jungle or you need your con player
[09:53] to support you from stairs or at least
[09:56] you need one of them to smoke palace for
[09:57] 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
[1:00:01] them, kill them, stay alive, right? That
[1:00:03] way you maintain the space, you take one
[1:00:06] or two fights that aren't super risky.
[1:00:08] If I just swing this while the TE's are
[1:00:09] running out Balk, I could be taken 1v3,
[1:00:11] right? That's a terrible fight for me.
[1:00:13] So instead, maybe I drop my molly
[1:00:15] default and then I stay alive here in
[1:00:17] empty. And if my short player takes
[1:00:19] contact with a guy midsight right there,
[1:00:22] then bang, I'm going to swing off that.
[1:00:23] I'm going to try to kill them and I'm
[1:00:24] going to try to stay alive. And I'm
[1:00:25] listening, okay, listening if they push
[1:00:27] this smoke. I'm trying to keep a mental
[1:00:29] image of where the TE's are on site so
[1:00:31] that I can try to isolate these fights
[1:00:33] as easy as possible and to stay alive.
[1:00:35] One piece of utility you can use from
[1:00:36] empty that's like surprisingly effective
[1:00:38] is you just aim about straight up maybe
[1:00:40] a little bit more behind you left and
[1:00:42] right click through a flash. This is so
[1:00:44] strong because TE's won't really be able
[1:00:47] to see this. Like obviously a guy
[1:00:48] default could kind of see it but
[1:00:50] somebody over here won't be able to see
[1:00:51] it because it's just covered by the
[1:00:52] green. It's really difficult to react to
[1:00:54] and it doesn't make any bouncing sounds
[1:00:56] and in the flurry of a rush right T's
[1:00:58] are running out like all of them get
[1:01:00] blinded by it and they aren't likely to
[1:01:02] be looking there or noticing a flash
[1:01:05] coming out from empty pillar. Now that
[1:01:06] we know how to play CT side Mirage let's
[1:01:08] talk about the T-side and we're going to
[1:01:10] start just again with a brief overview
[1:01:12] of the T-side default. T-side defaults
[1:01:15] are kind of less talked about in pugs
[1:01:17] and games with randoms, right? You join
[1:01:19] CT, everybody kind of says their
[1:01:20] position hopefully like I'll play
[1:01:22] window, I'll play con. That doesn't
[1:01:23] happen on T-side. It's a bit more flowy,
[1:01:26] less structured. But having a good idea
[1:01:28] for what a T-side default looks like is
[1:01:30] still a really good thing because then
[1:01:32] it allows you to fill the gaps to know
[1:01:34] where to play when you're not sure of
[1:01:36] where you should put yourself. Also,
[1:01:38] again, I was only able to spawn CT bots,
[1:01:40] so imagine that they're they're T's. All
[1:01:42] right, let's start with middle. On your
[1:01:44] typical T-side default, you're going to
[1:01:45] have three players towards mid. Two of
[1:01:47] them are going to be aggressing while
[1:01:48] one is often throwing supporting flashes
[1:01:50] for them. Over towards A, you have your
[1:01:52] A lurk. This player is trying to walk
[1:01:54] out A and get a pick onto the A player
[1:01:56] after these middle players are able to
[1:01:58] take some space down mid. This player
[1:02:00] can rotate, you know, either go ramp or
[1:02:02] they can come through palace and try to
[1:02:03] get a pick here. Either way, it's just
[1:02:05] kind of up to them of which one they
[1:02:07] think they're going to have more success
[1:02:09] lurking at. Our fifth player is the be
[1:02:11] lurk. they get to decide whether they
[1:02:12] want to go underpass and help with mid
[1:02:14] or if they want to go into apps. I'll
[1:02:16] talk more about that decision in the
[1:02:18] role specific sections. The first role
[1:02:20] in the T-side default/ just a general
[1:02:22] concept that's good to know how to do is
[1:02:25] lurking towards a as this a lurk early
[1:02:27] round. You don't really need your smoke.
[1:02:29] Your job as an A lurk is to control ramp
[1:02:31] or control palace and then walk out in
[1:02:33] the mid round and try to get a kill or
[1:02:34] in early round. We'll talk about it
[1:02:36] more, but your smoke isn't super
[1:02:37] important. Your mid players are going to
[1:02:39] need your smoke more. So, if you know
[1:02:40] how to do the instant window smokes,
[1:02:42] it's best that you throw a window smoke
[1:02:44] for your teammates or you just throw a
[1:02:46] topment smoke for them or you throw a
[1:02:49] connector smoke for them, right? If you
[1:02:50] use your smoke for them or like you just
[1:02:52] drop it to them, right? Somebody else
[1:02:53] throws a smoke, you drop it to them, you
[1:02:54] buy double flash, it's better that they
[1:02:56] have those smokes to resoke stuff in
[1:02:58] middle than it is for you to have that
[1:03:00] smoke. Early round as an alert, you're
[1:03:03] going to be doing like one of kind of
[1:03:05] three different things. Number one,
[1:03:06] you're just going to be chilling, right?
[1:03:07] You're going to be just holding the push
[1:03:09] and you're going to be waiting to
[1:03:10] activate in the mid round. Number two,
[1:03:12] if you have a good spawn, then you can
[1:03:13] look for the ramp cross. You can run up,
[1:03:15] come here, be loud, and then just hold
[1:03:17] this cross. See if you can catch
[1:03:18] somebody jumping towards jungle. Number
[1:03:20] three, again, if you also have a good
[1:03:21] spawn, then you can look for a pick ramp
[1:03:23] early by jumping up and just looking for
[1:03:25] this fight. Like we talked about on CT,
[1:03:27] maybe you didn't see it, maybe you did.
[1:03:28] A really effective play that you can
[1:03:29] make is CT's molly ramp. Maybe they
[1:03:32] don't throw a very good molly. So, it
[1:03:34] can be good early on to like see how
[1:03:35] they're throwing their mollies because
[1:03:37] lots of times there's going to be a gap
[1:03:38] here that you can jump on and you can
[1:03:39] look for a fight right here. If you've
[1:03:41] been taking the lurk pretty slow, then
[1:03:43] what you can also do is just immediately
[1:03:44] at the beginning of the round and look
[1:03:46] for this fight. Come out and try to kill
[1:03:47] them. This is especially good if they
[1:03:49] are throwing those mid flashes early and
[1:03:52] then they're resetting and going
[1:03:53] somewhere else. You have a really good
[1:03:54] time. You can just come out and just try
[1:03:55] to take that fight while they triple.
[1:03:57] when you're lurking A and you're playing
[1:03:58] for the mid round, right? You're trying
[1:04:00] to walk out after your teammates have
[1:04:02] done some stuff middle after the CTs,
[1:04:04] you know, one or two of them have died,
[1:04:05] their focus is more so towards mid than
[1:04:07] it is on A. It's really all about timing
[1:04:10] for you. And how you get good timings
[1:04:12] coming out of A is one of two ways.
[1:04:15] Number one, the CT just tells you where
[1:04:17] they are and you swing off that info.
[1:04:19] Sometimes a CT will jump top ticket and
[1:04:21] they'll look towards con like this. This
[1:04:23] is especially common if their con player
[1:04:25] dies and they'll look for this fight
[1:04:26] because they think everybody's middle
[1:04:28] and then you can just instantly swing
[1:04:29] off that or you just hear footstep on
[1:04:31] site and you just activate off of that.
[1:04:32] If the CT isn't giving you any info but
[1:04:35] your teammates are scaling up through
[1:04:36] con, right? The Aplit is happening, you
[1:04:38] need to activate, you need to do
[1:04:39] something, then just dry walking out and
[1:04:41] just searching for this player can be
[1:04:43] really effective. You just have to be
[1:04:44] worried about if you're walking out ramp
[1:04:46] in the mid round and the oper still
[1:04:47] alive, they could just be ticket holding
[1:04:49] you right here. So give this a really
[1:04:50] purposeful peak. Make sure if they are
[1:04:52] opting. Okay, I'm just going to destroy
[1:04:54] this guy if they're just standing there.
[1:04:55] One thing you have to think about as
[1:04:57] this a lurk is that you can't be uber
[1:04:59] scared. If you want to have impact as
[1:05:02] this lurk, you're going to have to take
[1:05:03] risks. And one risk you're going to have
[1:05:05] to take is you're going to have to walk
[1:05:07] through smokes. You're going to get
[1:05:08] smoked palace. Sometimes you're going to
[1:05:10] get smoked ramp. And if your teammates
[1:05:11] are being active, they're going up con
[1:05:13] or you feel like you just have a timing
[1:05:15] for a pick, then you should walk through
[1:05:16] these smokes and not give not worry
[1:05:19] about it, right? The goal here is that
[1:05:20] you just catch a timing where they smoke
[1:05:22] ramp and then they think, "Okay, because
[1:05:24] I smoke ramp, I don't have to look at
[1:05:25] ramp anymore and they feel really
[1:05:26] comfortable with that. You walk through
[1:05:27] the smoke, you get the kill, bang, you
[1:05:29] guys just win the round because you got
[1:05:30] that that entry." If you're lurking
[1:05:32] towards A and your mid players run out
[1:05:33] of util and you want to throw a
[1:05:36] something to help them, then throwing a
[1:05:38] top connector smoke can be really
[1:05:39] effective. You're just going to get into
[1:05:40] this corner. You're going to aim for the
[1:05:42] tip of this palm tree right here in the
[1:05:45] green and just left click jump throw.
[1:05:46] This is going to land Topcon and Topcon
[1:05:48] smokes. We'll talk about it more when we
[1:05:50] talk about mid defaulting. But the
[1:05:51] topcon smoke is the perfect smoke for
[1:05:54] the mid round on T-side. It blocks these
[1:05:57] angles from A so then A players can't
[1:05:59] see if you're going up short and it also
[1:06:01] lets your con players sneak out and
[1:06:03] pressure A through these two lurks. In
[1:06:06] your Mirage games, filling this role as
[1:06:08] the A lurk can be really effective when
[1:06:10] your team is able to take mid, but then
[1:06:12] we just get fully stuck mid. If you go
[1:06:14] mid with your teammate and we're like
[1:06:15] teammates and we're like four out mid,
[1:06:17] five out mid, we take mid and then we're
[1:06:19] just we don't know where to go. We don't
[1:06:20] know what to do. Then it's better for
[1:06:22] you to go towards A and be a lurk
[1:06:24] instead of being one of those mid
[1:06:25] defaulters. That's because if you're A
[1:06:27] and you're lurking out, you can be a
[1:06:29] voice. You could say, "Hey, I'm walking
[1:06:30] out A. You guys should pinch. You guys
[1:06:31] should go through con." Or if you just
[1:06:33] get to pick on A, bang, that's a really
[1:06:35] good incentive for your teammates to
[1:06:36] speed up con and to actually do
[1:06:38] something from mid. So filling this gap
[1:06:40] can be really effective, but it kind of
[1:06:43] hinges on the fact that your team is
[1:06:45] able to do something mid, right? They're
[1:06:46] able to pressure mid, they're able to
[1:06:48] get kills. If the rest of your team is
[1:06:50] super passive and not taking any space,
[1:06:52] then you lurking A isn't going to be
[1:06:54] very effective because the CTs will take
[1:06:57] mid, see nobody's here, and then just
[1:06:58] come towards A and just hold you. That's
[1:07:00] when lurks aren't going to be good
[1:07:01] towards A. If another person is lurking
[1:07:03] A or somebody else comes with you, then
[1:07:06] you guys should try to do something
[1:07:07] together. It's useless for you to sit
[1:07:09] ramp and hold ramp while your teammate
[1:07:11] is walking out palace. You guys should
[1:07:13] try to double. Either you come ramp,
[1:07:15] they go palace, and you walk out at the
[1:07:16] same time, or you go double together.
[1:07:18] Double palace typically isn't that
[1:07:20] great. If you're doubling, like, you
[1:07:22] know, your teammates's right next to
[1:07:23] you, you guys should come double ramp
[1:07:24] and walk out ramp and contact it like
[1:07:26] this. That's much more effective than
[1:07:27] double palace. Next, let's talk about
[1:07:29] the three mid defaulters. Sash, just in
[1:07:31] general, how to take middle on Mirage.
[1:07:33] Your mid tank starts in spawn. And what
[1:07:35] I mean by that is that you're going to
[1:07:37] throw all the smokes you need to take
[1:07:38] mid from spawn. And so you need to
[1:07:40] coordinate with your teammates who's
[1:07:42] throwing what? And also what's our pace
[1:07:44] going to be when we go out mid. There
[1:07:46] are instant window smokes you can learn
[1:07:48] from a handful of spawns. And I would
[1:07:50] highly recommend that you do. They're so
[1:07:51] strong and they're actually surprisingly
[1:07:53] easy to learn. If you don't want to do
[1:07:55] that or you just want to know how to
[1:07:56] smoke window, you come here against this
[1:07:58] bin and then you aim. You see, I think
[1:08:01] of this as a square where this meets
[1:08:02] this. And then I aim for the bottom kind
[1:08:05] of left of it right there. And I hold D,
[1:08:07] jump throw. The instant smokes are
[1:08:09] better because they land significantly
[1:08:11] faster. And they're also faster to
[1:08:13] throw. The other two smokes you should
[1:08:15] know from spawn is a top mid smoke. So
[1:08:17] you're just going to go to this other
[1:08:18] side of the bin for that. And then
[1:08:20] you're going to aim at the tip of this
[1:08:21] antenna right here. Just a left click
[1:08:23] throw that plumes out far enough left
[1:08:26] where it's going to cover you entirely
[1:08:28] from bottom con on your cross towards
[1:08:30] boxes. The third smoke you should know
[1:08:32] is a connector smoke. And one consistent
[1:08:34] way to throw it is you jump on top of
[1:08:35] the bin. You crouch, you aim at where
[1:08:37] the rug meets this point where the
[1:08:40] orange and tan meet. So right here. And
[1:08:42] then while you're crouch, left click,
[1:08:44] jump throw. That's going to land inside
[1:08:47] connector and smoke fully smoke it off
[1:08:50] if you want to cross towards short. So,
[1:08:52] what smokes should you throw mid and
[1:08:54] why? I would say on most of your
[1:08:56] defaults, you should have either a top
[1:08:59] mid smoke and a window smoke. This
[1:09:01] combination is really solid. Or you
[1:09:04] should have a window smoke and a
[1:09:05] connector smoke. If your team is only
[1:09:07] throwing a window smoke, then you're
[1:09:09] giving the CTs a lot of space in
[1:09:12] connector and in short to swing you and
[1:09:14] fight you guys out mid, right? Coming
[1:09:16] out mid without a con smoke or without a
[1:09:17] top midm smoke, very spooky. So, if you
[1:09:20] are on a team like that and nobody's
[1:09:21] throwing, let's say you're throwing
[1:09:23] window and nobody else is throwing a
[1:09:24] smoke mid, either ask somebody to drop
[1:09:27] you a smoke mid, so you can throw both,
[1:09:28] or ask somebody to molly con at the very
[1:09:31] beginning, or you could molly con at the
[1:09:33] very beginning, right? That way, if you
[1:09:34] molly bottom con, that gives you some
[1:09:36] space to get out mid and relieves some
[1:09:38] pressure from being swung on from both
[1:09:40] short and connector. Another way you can
[1:09:42] take mid is just by dry swinging it. If
[1:09:44] you have a good spawn for mid and some
[1:09:45] of your teammates have good spawns, then
[1:09:47] just tell them, "Hey, let's go dry swing
[1:09:49] mid, right? Let's just go fight it."
[1:09:50] When you guys dry swing, it's typically
[1:09:52] best to do this if you don't think that
[1:09:54] they're OP. If they're OP, like we
[1:09:56] talked about on CT side and you dry
[1:09:58] swing this, they can get one and fall
[1:10:00] off and it's really hard to trade that.
[1:10:01] But if you think that their rifles or
[1:10:03] their eco, then just dry swinging mid
[1:10:05] with numbers is really effective. Now,
[1:10:07] let's say you're not dry swinging and
[1:10:09] you want to get out mid, you have a top
[1:10:10] mid smoke and you have a window smoke.
[1:10:12] What util should you be throwing from
[1:10:14] top mid? There's quite a few different
[1:10:15] things that you can throw that will be
[1:10:17] really effective at stopping CT
[1:10:19] aggression or getting CTs off of angles.
[1:10:21] The first one is this, just a flash over
[1:10:23] top mid boxes. This is going to blind
[1:10:25] any CTs who are pushing up mid like
[1:10:27] that. The second one is a flash towards
[1:10:29] connector. This is going to pop bottom
[1:10:32] mid right here. And if anybody's running
[1:10:34] up con and they're going to go for a
[1:10:35] peak, this flash is going to fullblind
[1:10:38] them. If you feel like the CTs could be
[1:10:40] bottom mid, could be valley right right
[1:10:43] here, and you're worried about swinging
[1:10:44] this dry, you can throw flashes towards
[1:10:46] valley just like that. And that's going
[1:10:48] to full blind them as you're swinging,
[1:10:49] especially if they're sitting here or if
[1:10:51] they're sitting under, they have to full
[1:10:52] dodge that. And bottom con, of course,
[1:10:54] from stairs, you can throw some really
[1:10:56] good supporting flashes. One is called
[1:10:58] the uh what is this called? The big
[1:11:00] flash. Uh I got made fun of by
[1:11:02] Freakazoid by asking him for this flash
[1:11:04] because he said it's such an old flash,
[1:11:06] but it's still so effective. It's going
[1:11:07] to blind an oper who's sitting window
[1:11:09] and lets you just swing out mid if if
[1:11:11] window's not smoked. Less aggressive
[1:11:13] flashes, but flashes that are meant to
[1:11:15] deal with aggression. You're going to
[1:11:17] throw from around here. And you could
[1:11:18] just throw these towards uh towards
[1:11:20] Valley, right? Your teammates are going
[1:11:22] to have to turn them. But you just tell
[1:11:23] them that, hey, turn the flash. Bang.
[1:11:25] And then they swing. And if anybody's
[1:11:26] chilling valley or being aggressive,
[1:11:28] they should just kill them because
[1:11:29] they're going to be full blind. When you
[1:11:30] have a decent spawn towards top mid,
[1:11:32] then throwing some sort of piece of util
[1:11:34] towards Khan, especially if we're not
[1:11:36] smoking conh is really good. You don't
[1:11:38] want the con player on CT to feel really
[1:11:41] confident with just running out mid and
[1:11:43] fighting you guys. So throw a nade into
[1:11:45] con or throw a molly. If somebody's here
[1:11:47] with you, ask them to double nade it
[1:11:48] with you. That can be really effective
[1:11:50] as well. Once you're scaling out mid,
[1:11:52] you want to get away from boxes. Being
[1:11:54] boxes feels very safe and it's good to
[1:11:57] be boxes if the CTs are being really
[1:11:59] aggressive, right? If they're swinging
[1:12:00] short, if they're swinging con, then
[1:12:02] being here is really solid. But the
[1:12:04] longer the round goes on, the more
[1:12:06] useless you are sitting boxes, right?
[1:12:09] So, if you cross mid at the very
[1:12:11] beginning of the round and you get
[1:12:12] towards boxes, cool. Definitely like
[1:12:14] hang out here for a little bit. Look for
[1:12:16] a fight. If your team is defaulting, you
[1:12:18] don't have to be super speedy. see if
[1:12:20] the CTs are going to readress into you.
[1:12:22] And then you can throw a window smoke
[1:12:24] from behind boxes right here. Just aim.
[1:12:26] I typically aim just a bit to the right
[1:12:27] of this uh antenna and just run left
[1:12:30] click throw and that's going to be a
[1:12:31] nice window smoke for you. You can throw
[1:12:34] that same lineup for window with your
[1:12:35] molly if you don't have a smoke. You can
[1:12:37] also smoke short from here. This cubby
[1:12:40] just aim for the tip of this antenna.
[1:12:41] Left click throw. You can flash
[1:12:43] connector by coming into this corner,
[1:12:46] this other corner. You see this kind of
[1:12:48] X right here? just on the right side.
[1:12:50] Left click and bang. This is gonna pop
[1:12:53] right in front of con. So tell your
[1:12:54] teammate turn it. Bang. And then they
[1:12:55] swing off of it. Another way you can
[1:12:57] flash con is from right here. You're
[1:12:58] just going to come against this wall and
[1:13:00] then aim above the middle of connector
[1:13:03] right here. So I see this, you know,
[1:13:05] little vague tan line top of that where
[1:13:07] the where it meets the roof and left
[1:13:09] click throw and boom. That's your con
[1:13:11] flash. And that's going to get any oper
[1:13:13] or rifler who's sitting here off of the
[1:13:15] angle. The typical kind of way you're
[1:13:17] going to scale out mid with your
[1:13:18] teammates is one person is going to play
[1:13:21] towards chair. They're going to get out
[1:13:22] here and hold the short aggress. Another
[1:13:24] player is going to get down in valley
[1:13:26] and look towards con and they're often
[1:13:28] going to throw a topcon smoke like that.
[1:13:30] I'll talk more about that in a moment.
[1:13:32] And the third player will either stay
[1:13:33] top mid and hold towards window or hold
[1:13:35] towards short or hold a con peak or
[1:13:38] they're going to get up short. And these
[1:13:40] two, right, once one guy's up short and
[1:13:42] this guy's down to here in valley, these
[1:13:43] two can double swing con in a high low
[1:13:46] and make this fight super awkward for a
[1:13:48] con player. So, if you feel like you go
[1:13:50] out mid and then you're constantly being
[1:13:51] surprised by CT swinging stuff and
[1:13:54] you're not holding it and you die, then
[1:13:56] you probably should take a look at how
[1:13:58] you're positioned compared to where your
[1:14:00] teammates are. Right? If your teammate
[1:14:02] comes short and then you double up short
[1:14:04] with them and nobody's here towards
[1:14:05] chair, well, if a short player swings,
[1:14:08] right, bang. That's just an easy double
[1:14:09] for them and they're not in a position
[1:14:11] to get traded by anybody because we
[1:14:13] don't have anybody who could kill them.
[1:14:14] So, back to the top con smoke. The
[1:14:16] reason why this smoke is so so strong
[1:14:18] and why more people should be throwing
[1:14:20] it on their defaults, you'll see it a
[1:14:21] ton in proplay and I barely ever see it
[1:14:24] in pugs, especially lower elo pugs.
[1:14:26] Nobody throws a top smoke. It's so good
[1:14:28] because it gives you access to con,
[1:14:29] right? If a CT wants to fight con, they
[1:14:31] just have to commit in front of the
[1:14:32] smoke and they have no help from their
[1:14:33] teammates. Super awkward. Most of the
[1:14:35] time a CT just won't play in con when
[1:14:37] this top con smoke lands. They'll just
[1:14:39] get out of con and then from a CT
[1:14:42] perspective the smoke is super awkward
[1:14:43] because they can push, you know, TE's
[1:14:45] could push this side, they can push this
[1:14:47] side, they can just push through the
[1:14:48] smoke, they can flash into the smoke and
[1:14:50] I wouldn't be able to see the flash,
[1:14:51] right? I can show you one just right
[1:14:53] click, just drop a flash in. Bang. And
[1:14:56] then as a CT, I just can't react to
[1:14:58] that. I'm holding I'm holding. Bang. I'm
[1:14:59] blind. Right? If you're a T and you're
[1:15:01] getting up con and you throw a top con
[1:15:03] smoke, it also allows you to throw util
[1:15:05] towards jungle, right? Whether you want
[1:15:07] to smoke jungle off or whether you want
[1:15:08] to molly deep jungle off and then flash
[1:15:10] through and take it and get out. Bang.
[1:15:13] It's just suffocating for CTs throwing
[1:15:16] the smoke. So, please throw top smoke
[1:15:17] more. And the way you can throw it is
[1:15:19] left side. You just aim at this like
[1:15:20] electrical box here and just shift walk,
[1:15:22] left click, throw. That's going to land
[1:15:24] top. If you're coming from this side,
[1:15:27] then you aim just to the left of this
[1:15:28] lamp, this light right here, shift walk,
[1:15:30] left click, throw, and both of those are
[1:15:32] going to land nicely into topcon. So,
[1:15:34] use the smoke as a lurk smoke, walk
[1:15:36] through it, get upstairs, and look for
[1:15:37] this fight against jungle, walk through
[1:15:39] the right side. Or you can do a split
[1:15:41] where like one teammate goes there, you
[1:15:43] go stairs, right? Coordinate that with a
[1:15:45] teammate. That's really effective as
[1:15:46] well because if a CT is holding one and
[1:15:48] they kill them, then the other teammate
[1:15:49] can just trade them from the other side.
[1:15:51] I talked about all the ways it helps
[1:15:52] with your A take, right? But it also
[1:15:54] helps with your short take. You throw a
[1:15:56] Topcon smoke, this smoke doesn't
[1:15:58] indicate, hey, we're going up short
[1:16:00] right now. But a smoke towards bottomcon
[1:16:02] does. If I throw this smoke in the mid
[1:16:05] round, uh, this tells the CTs they're
[1:16:08] probably not coming. A, right? And so
[1:16:09] because I throw that smoke, it's more
[1:16:11] likely that once we're going up short, a
[1:16:13] CT is going to sit here really
[1:16:14] confidently and just spam through the
[1:16:16] smoke and just try to kill all of us as
[1:16:17] we're going up short. But I can get a CT
[1:16:20] out of position by throwing a Topcon
[1:16:22] smoke. They play around here, jungle,
[1:16:24] right? They're worried about the push.
[1:16:25] They also have to worry about a window
[1:16:26] lurk. And then bang, we're running up
[1:16:28] short. They're not in a position to
[1:16:29] really action off of that sound or that
[1:16:31] info and boom, our short take is much
[1:16:33] easier. When you're in doubt with what
[1:16:35] to do with your smoke mid, right, window
[1:16:37] is always the place where you should be
[1:16:39] resmoking. You pretty much never want to
[1:16:41] leave window open. So, smoke window or
[1:16:44] smoke top con. Smoking short is good for
[1:16:47] like set like we are going up con this
[1:16:50] round, right? But it also acts as a
[1:16:52] smoke against us because if I throw this
[1:16:54] smoke in the mid round, then we just
[1:16:57] can't go short for 20 seconds, right?
[1:16:59] We're kind of forced into making a
[1:17:01] connector or window play. Let's talk
[1:17:02] about some solo plays/ just some
[1:17:04] aggressive plays you can make towards
[1:17:06] middle. This one you do need a little
[1:17:07] help from a teammate. Ask a teammate to
[1:17:09] throw a top mid smoke for you. It
[1:17:11] doesn't even have to be a very good top
[1:17:13] mid smoke as long as it blocks window,
[1:17:14] which that one somehow didn't. Throw a
[1:17:16] top mid smoke for you. You're going to
[1:17:17] come up. You're going to flash con and
[1:17:19] then you're going to molly window and
[1:17:20] then you're going to jump through the
[1:17:21] midm smoke. You're going to hold window.
[1:17:23] Okay, nothing. And then you're going to
[1:17:24] insta swing con. This you're so fast and
[1:17:26] you're here bottom con is such an
[1:17:28] unexpected timing. Lots of times you're
[1:17:30] just going to kill somebody top con
[1:17:31] who's just not ready for you. Once
[1:17:32] you're towards bottom mid, a really
[1:17:34] cheeky play you can make is if you stand
[1:17:36] here against the bench and you aim at
[1:17:37] this red dot and then right click jump
[1:17:40] throw and then jump up window, this
[1:17:42] flash is going to pop here and it's not
[1:17:44] going to blind you. So, even if a CT
[1:17:46] hears you running on the bench and knows
[1:17:48] you're about to peak this, they're just
[1:17:50] going to eat this flash and die for it.
[1:17:52] If you're able to lurk into ladder at
[1:17:55] some point in the round, then you just
[1:17:57] chilling here is really strong. I don't
[1:17:59] want you to go ladder when your team is
[1:18:02] being loud up short and they're trying
[1:18:04] to split B. There's no reason to get
[1:18:06] into ladder unless you're really just
[1:18:08] hardcore. I'm going to hold the rotate.
[1:18:10] But if you don't have sight yet, then
[1:18:11] why are you holding rotates? You should
[1:18:12] just go B and clear out sight with your
[1:18:14] teammates. But if as a solo player, you
[1:18:16] come out mid. Maybe the CT weird smoke
[1:18:18] that allows you to lurk into ladder and
[1:18:20] then bang, you get in here just chilling
[1:18:22] here and listening right from ladder,
[1:18:24] you can hear a beep anchor rotate. You
[1:18:27] can hear the short player rotate. You
[1:18:28] can hear the window player rotate. Being
[1:18:30] in this spot, even if you don't get a
[1:18:32] kill, will just give you so much info.
[1:18:34] And then, of course, from here, you're
[1:18:36] the ultimate rotate holder. If your team
[1:18:39] goes out A, then you can hold the short
[1:18:40] rotate right here, and you can hold the
[1:18:42] jungle rotate right here. And this is so
[1:18:44] good if the CTs aren't expecting you to
[1:18:46] be in ladder. Last on our T-side
[1:18:47] default, let's talk about the B lurk.
[1:18:50] The B lurk is quite a flexible position.
[1:18:52] You don't see a ton of action because
[1:18:55] you're not taking really early fights
[1:18:57] for the most part, but you do kind of
[1:18:59] get to pick and choose what you do.
[1:19:01] Sometimes you can go four mid and that's
[1:19:03] totally fine, right? Four outdid.
[1:19:04] Sometimes you're going to go into apps
[1:19:06] and you're going to lurk apps and you're
[1:19:07] going to see if the T's are or if the
[1:19:09] CTs are pushing apps. And sometimes
[1:19:11] you're going to go underpass and you're
[1:19:12] going to work underpass and you're going
[1:19:14] to help your mid players take mid from
[1:19:16] underpass. So when should you do what
[1:19:19] and when should you go try to be a beer?
[1:19:21] I often beer if I'm running towards
[1:19:24] middle and I see okay three other people
[1:19:26] have already gone towards mid. I'll just
[1:19:27] go towards B. I think having four top
[1:19:30] mid can be quite strong if you're using
[1:19:32] the fact that you have four top mid,
[1:19:34] right? You're being really aggressive.
[1:19:35] You're all swinging together. But if
[1:19:37] we're defaulting people aren't really
[1:19:39] calming, then I think it's better to
[1:19:41] have a be lurk. So I will fill that role
[1:19:43] when it's needed. Early on in games, I
[1:19:46] think it's most effective if you do lurk
[1:19:48] towards apps. Being a lurk towards apps
[1:19:51] can be pretty useless because if the B
[1:19:53] player is playing it well, right,
[1:19:54] they're jump spotting. They're just
[1:19:55] seeing if you're there or not. Then
[1:19:56] there's not a whole lot you can do. But
[1:19:58] by lurking in apps early in games, you
[1:20:01] can try to find gaps. You can try to get
[1:20:02] a read on the B player, right? Are they
[1:20:04] pushing every round? What are they
[1:20:06] doing? And you can see if like they're
[1:20:08] just giving you a ton of space and
[1:20:09] letting you lurk up. And if they're not
[1:20:10] jump spotting, they're not taking info.
[1:20:12] That's really good info for you and for
[1:20:14] your team because that allows you to
[1:20:16] say, "Hey, we should just do a contact
[1:20:17] play B. We should all just silently walk
[1:20:19] up apps together and just look for this
[1:20:22] this guy, right? And then once we take
[1:20:24] contact with backside, boom, we shoot.
[1:20:25] And then now we're being loud now that
[1:20:27] we got the kill." Getting idea of how
[1:20:28] the biers playing the site on CT side um
[1:20:32] is really effective as a T-side beer.
[1:20:34] So, let's say you do that and you spot
[1:20:35] them just jump spotting you over and
[1:20:37] over again and okay, obviously I'm not
[1:20:39] really going to do much in apps if I try
[1:20:41] to do that because they're just going to
[1:20:42] jump spot, get info, and then not give
[1:20:44] me a good fight. Then I'm going to start
[1:20:45] most of my rounds by going towards
[1:20:47] underpass. Now, if you want to go fast
[1:20:49] towards underpass, you can come out from
[1:20:50] TV, scale towards this left side, and
[1:20:52] then once you're about here, just right
[1:20:54] click a flash directly in front of you,
[1:20:56] just like 90° upwards, right? Just full
[1:20:59] hor uh straight in front of you. I'm
[1:21:02] sorry, I recorded so much, dude. My
[1:21:03] brain is fried. Uh, bang. This flash is
[1:21:06] going to pop lower. So, CT who's running
[1:21:07] up. Boom. They get blinded. They either
[1:21:10] have to fall or just swing into you
[1:21:11] blind and you should get that kill. Easy
[1:21:13] peasy. Now, one thing is after you throw
[1:21:14] this flash, right? Throw it and then
[1:21:17] turn. Turn and then swing. The reason
[1:21:18] for that is as a CT, you can throw this.
[1:21:21] You come under, then you throw a flash
[1:21:23] like that. Bang. And then you swing with
[1:21:25] that, right? So, if both of you do a
[1:21:27] fast underpass play and both of you are
[1:21:29] flashing, then you want to be the one
[1:21:32] who plays anti. If you're not going
[1:21:33] underpass fast, like you're not throwing
[1:21:35] that flash, you're not going to play
[1:21:36] ante. Then you should spot it like this.
[1:21:39] If you immediately start walking down
[1:21:41] and hold like this, then you're just
[1:21:43] going to get blinded and a CT is going
[1:21:44] to swing you and they're going to
[1:21:45] destroy you if they're a decent player
[1:21:46] and they're pushing under. So play it
[1:21:48] more passive if you're not going to go
[1:21:50] fast, right? Play up here, spot it, time
[1:21:52] out peak, see if they're going to push,
[1:21:54] and then once you feel confident, okay,
[1:21:55] they're not taking underpass fast, then
[1:21:57] speed up towards under and start taking
[1:21:59] it. Being in underpass is an awful place
[1:22:02] to be if your teammates aren't
[1:22:04] pressuring top mid. If your teammates
[1:22:06] aren't out top mid and like they don't
[1:22:08] have smokes down, they're not doing
[1:22:09] anything. Mid is empty and you're
[1:22:11] walking up under, you're just begging
[1:22:13] for a CT to swing you here and this is a
[1:22:16] super favorable fight for the CT because
[1:22:18] there's such little space here. Their
[1:22:20] crosser placement is just so easy. They
[1:22:21] should just destroy you every time and
[1:22:23] you just have to hold W into them when
[1:22:24] walking this way. It's super awkward.
[1:22:26] But when you're scaling under, don't
[1:22:27] just shift and just hold W. go in
[1:22:30] diagonals like this. And you can crouch,
[1:22:33] hold W and A uh and W and D. Crouch and
[1:22:36] go in diagonals. And just make sure that
[1:22:38] if a CT peaks you, you're not going just
[1:22:40] straight at them. They're going to
[1:22:42] destroy you. You're going in diagonals
[1:22:44] and you can fight back. Once you're up
[1:22:46] under pass, if you're worried about a CT
[1:22:48] holding you on this angle, you can just
[1:22:50] bounce a flash like this. Bang. And just
[1:22:52] get them off of that angle. That's
[1:22:53] pretty annoying as a CT. They can just
[1:22:55] try to edge the flash out barely like
[1:22:58] that. But if they do that, I mean, you
[1:23:00] know exactly where they're playing. You
[1:23:01] should just [ __ ] on them with your
[1:23:02] crosshair placement. Um, and then it
[1:23:04] goes the same if somebody's holding you
[1:23:05] here. Bottom con, they're going to be
[1:23:07] forced to turn this or get full blinded
[1:23:09] by it. Once you've pushed up underpass,
[1:23:11] there are generally two things that you
[1:23:13] can do that will kind of speed up the
[1:23:15] round and allow you guys to take some
[1:23:17] space. Number one is boost somebody into
[1:23:19] window. Window should be smoked. You
[1:23:21] come here, you boost somebody into
[1:23:23] window. This is good because if
[1:23:24] somebody's like being loud jumping into
[1:23:26] window, then the CDs know, okay,
[1:23:27] somebody's in window. Boost somebody
[1:23:29] silently into window or you get boosted,
[1:23:30] ask somebody else to boost you. Or the
[1:23:32] second option is to throw a topcon
[1:23:34] smoke. Like we talked about in our mid
[1:23:36] default, this topcon smoke allows you
[1:23:38] guys to do something, right? You can
[1:23:40] lurk through it, you can push a, you can
[1:23:41] go up short, whatever. If you're going
[1:23:42] up short, if your teammates are going up
[1:23:44] short, then either you getting boosted
[1:23:45] into window and you hold the rotates,
[1:23:47] you're chilling here, you're playing
[1:23:48] sound, or you walk back towards apps and
[1:23:50] then you go towards B. That's efficient,
[1:23:52] too. You can also smoke short from under
[1:23:54] just loosey goosey. You just run it
[1:23:56] against run through it against the right
[1:23:58] side of that. I uh never do this to be
[1:24:01] honest with you. I will always prefer to
[1:24:03] throw a topcon smoke than a short smoke.
[1:24:05] So it is an option, but I would say you
[1:24:08] should prioritize your smoke for top. B
[1:24:10] isn't really like A where when you lurk
[1:24:13] in B apps, it's pretty tricky to get a
[1:24:16] pick on the B player, right? either
[1:24:18] they're going to be jump spotting or
[1:24:19] they're going to be playing one of the a
[1:24:22] billion different off angles that can
[1:24:24] catch you walking out B, right? So, as a
[1:24:27] B lurk, don't feel like you have to be
[1:24:28] walking out apps and finding this B
[1:24:30] pick. That's super hard to do. Instead,
[1:24:32] get a read on what the B player is doing
[1:24:33] and help your teammates take mid, go
[1:24:35] underpass, have some impact there. So,
[1:24:38] that's how you play each position. Let's
[1:24:39] talk about now how to execute a site.
[1:24:42] The two most important smokes on a site
[1:24:44] execute is your jungle smoke and your
[1:24:47] stair smoke. The reason why you wouldn't
[1:24:49] want to smoke CT is because you want to
[1:24:51] take CT. If US come out a you plant bomb
[1:24:54] and you're able to take CT control, you
[1:24:56] should just win that round. You having
[1:24:58] this space, having ramp, having palace,
[1:25:00] bomb is planted for everything, that's a
[1:25:02] super difficult retake for CTs. So,
[1:25:04] here's two different ways you can throw
[1:25:06] right side smokes on your own. If you
[1:25:08] get up to this door and somebody drops
[1:25:10] you a smoke, you can stand here on the
[1:25:12] right side of it. For the first smoke,
[1:25:13] you're going to aim just in the jumble
[1:25:14] of these wires. Left click, jump throw.
[1:25:16] Second smoke, you're going to aim at the
[1:25:18] corner of this roof, just off into the
[1:25:20] blue a little bit, and left click, jump
[1:25:21] throw. You should throw this one first,
[1:25:23] actually, the stair smoke, and then
[1:25:24] throw the jungle smoke because the stair
[1:25:26] smoke takes longer to land. But this is
[1:25:28] what they look like. Boom. Jungle smoke
[1:25:30] and stairs are smoked. The disadvantage
[1:25:32] to these is that they go super high in
[1:25:35] the sky. So if an A player sees them,
[1:25:38] they can call the smokes, tell their
[1:25:39] team, "Hey, the T's are smoking A really
[1:25:42] far in advance, right? Because they take
[1:25:43] so long to land. So it's better to throw
[1:25:45] these when you can, if you can get up on
[1:25:47] top of this bit, have somebody drop you
[1:25:49] a smoke up here, they can drop you a
[1:25:51] smoke here, right? They just jump and
[1:25:52] toss the smoke there. You come up, you
[1:25:54] drop one smoke there, and then you go
[1:25:56] grab the smoke that they dropped. Once
[1:25:57] you're up here with both smokes, you're
[1:25:59] going to get into this corner with the
[1:26:01] wood plank. For your jungle smoke,
[1:26:03] you're going to aim up above the middle
[1:26:05] of this bit, just right in the middle.
[1:26:07] Left click, throw. Stair smoke, there's
[1:26:09] this like kind of hook right here, and
[1:26:11] you're going to left and right click,
[1:26:12] jump throw your smoke at the tip of this
[1:26:14] hook, this splotch right here. Left and
[1:26:16] right click, jump throw. These are going
[1:26:17] to land much faster than those other
[1:26:19] smokes that I showed you. It's just a
[1:26:21] bit more of a pain to get up and get
[1:26:23] into this corner than it is to be at the
[1:26:25] door. If you do want to throw CT smoke,
[1:26:27] the best way you can do it is come
[1:26:28] against this corner. It's kind of weird
[1:26:30] clipping, but I get all the way
[1:26:32] horizontal. And then once you start to
[1:26:33] go forward, you back up and you just
[1:26:34] stay on this horizontal edge right here.
[1:26:36] And then you're going to aim for the
[1:26:37] middle of this stick that sticks out.
[1:26:40] Left click, jump throw. The great thing
[1:26:41] about this CT smoke, why it's better
[1:26:43] than others, is it's going to land on
[1:26:45] ticket. Boom. And it's going to plume
[1:26:47] upwards heavily. So CTS can still jump
[1:26:50] up all the way up here, but they can't
[1:26:52] make plays on top of this middle bit.
[1:26:54] It's a really nice CT smoke. If you just
[1:26:55] threw these smokes, these right side
[1:26:57] smokes, then you can flash for your team
[1:26:59] by sending one flash deep and then
[1:27:01] sending one lamp flash. The deep flash
[1:27:03] is intended to push any oper off of CT,
[1:27:06] right? If there's an opering here, then
[1:27:08] bang, the flash pops, they're blinded,
[1:27:09] they have to run away, and then you send
[1:27:11] one lamp flash to blind anybody that's
[1:27:14] close to ring. Bang, boom, they're
[1:27:16] swinging. Anybody here would be blind.
[1:27:17] Anybody close would be blind by this
[1:27:19] lamp flash. If you just threw the right
[1:27:21] side smokes from up here, wait for them
[1:27:23] to land and then you can throw one deep
[1:27:24] flash towards CT and then you're going
[1:27:26] to right click a flash, hold it, shift
[1:27:28] walk, and then jump throw right when you
[1:27:30] get to the end of this. And this flash
[1:27:31] is going to pop right here and blind
[1:27:33] anybody who's playing very close and it
[1:27:35] won't blind your teammates. Now, my best
[1:27:36] tip for you as the person who's throwing
[1:27:39] smokes or throwing flashes on a execs or
[1:27:41] on any exec ever on any map is that you
[1:27:44] kind of need to turn into an IGL. You
[1:27:46] need to dictate the timing. You need to
[1:27:47] tell your team what to do. If you come
[1:27:49] up and you throw the smokes and then you
[1:27:51] don't say anything, you don't tell your
[1:27:52] team what smokes you're throwing. You
[1:27:54] don't say anything. You just throw a
[1:27:55] flash and then you run out. Don't be
[1:27:57] shocked if your team isn't going. You
[1:27:59] haven't told them anything. You haven't
[1:28:01] told them when the flash is going. You
[1:28:03] haven't told them what you're smoking,
[1:28:04] when is when it's going to be smoked,
[1:28:05] right? So, you need to communicate when
[1:28:07] you're throwing these execs, right? Tell
[1:28:09] your team, "Hey, okay, shift walk, shift
[1:28:10] walk." All right, smoking jungle now.
[1:28:12] I'm smoking stairs. Let's wait. I'll
[1:28:13] flash for you. Just wait, wait, wait.
[1:28:15] And then we listen for them to pop.
[1:28:16] Bloom bloom. Okay, I'm flashing CT. I'm
[1:28:19] going to flash close. Ready, go, go, go,
[1:28:20] go, go, go, go, go. Right. Like, be
[1:28:22] active. Be vocal. Tell your team what to
[1:28:24] do. So many people get upset that their
[1:28:26] team like doesn't go on execs or I Oh, I
[1:28:28] threw util, but nobody went out. It's
[1:28:30] because you didn't tell them to go out
[1:28:32] and you also didn't give them like a
[1:28:34] reason why it's okay to go out, right?
[1:28:35] With your flashbangs, use your flashbang
[1:28:38] as a way to make people go, right? If I
[1:28:41] say, "I'm flashing for you. Ready?
[1:28:42] Ready? Flashing now. Here we go." Bang.
[1:28:45] If I'm like enthusiastic telling them,
[1:28:47] "Bang, here we go." You know, it makes
[1:28:48] them want to go because they feel like
[1:28:50] they're going to get a kill off the
[1:28:51] flash. Sure, sometimes people are still
[1:28:53] going to bait. Sometimes they're still
[1:28:54] not going to want to entry, but try to
[1:28:56] be proactive like that. Try to get
[1:28:57] people to go do [ __ ] because you can't
[1:29:00] do everything for them. Right now, when
[1:29:01] you're coming out a let's say somebody
[1:29:03] else threw smokes for you and you're
[1:29:04] entrying or you're just one of the
[1:29:06] rifers up front, don't get stuck Tetris,
[1:29:08] right? You threw smokes. Don't just get
[1:29:10] stuck around here. You want to path out
[1:29:12] to the left. Clear CT. clear under. You
[1:29:15] want to get active, get out. So, if
[1:29:17] you're the very first person, be okay
[1:29:19] turning your back towards jungle,
[1:29:20] turning your back towards CT, hard
[1:29:22] clearing under, hard clearing CT, right?
[1:29:24] You should have somebody next to you
[1:29:25] just following you, ready to trade you
[1:29:27] or holding stuff that you're not
[1:29:28] holding. And if you see somebody else
[1:29:30] entering in this path, then you should
[1:29:33] follow them. Be the trader. What I see a
[1:29:35] lot of people do is that instead of
[1:29:36] scaling towards the left, they scale out
[1:29:38] towards the right towards sandwich. And
[1:29:40] then they get close to this jungle
[1:29:41] smoke. They're not able to take CT.
[1:29:43] Rotates come in and then finally by the
[1:29:45] time they get up here to try to take CT,
[1:29:47] there's two people CT. These jungle
[1:29:48] smokes are gone, right? When you swing
[1:29:50] out to the right, you're not really
[1:29:52] clearing all too much. Of course, you're
[1:29:54] clearing kind of ninja, but you're not
[1:29:55] clearing under. Somebody could still be
[1:29:57] default. You want to get out into sight
[1:29:59] and hard clear stuff and take the space
[1:30:01] as fast as possible because you don't
[1:30:03] want to waste the timing on these right
[1:30:05] side smokes. Once these right side
[1:30:07] smokes are gone, A is really scary.
[1:30:09] There's a ton of space open CT and
[1:30:11] jungle. We want to make use of those
[1:30:12] right side smokes and take CT while
[1:30:15] they're still up. So then boom, we take
[1:30:17] CT. Okay, now that we have CT, these
[1:30:19] smokes are starting to fade and we're in
[1:30:21] a really comfortable spot from Tetris.
[1:30:23] If you know like you have info,
[1:30:25] somebody's default or somebody's under
[1:30:27] balk, then it's totally okay to pause
[1:30:29] for a second and throw some util to
[1:30:31] clear him out. If you're Tetris, you're
[1:30:33] coming out ramp, you just bank mollies
[1:30:35] against the left side of the sign. Those
[1:30:37] are going to land under Balk and flush
[1:30:39] out any CT plane there. You can also, of
[1:30:41] course, just like jiggle this and the
[1:30:42] molly default like that. If you're one
[1:30:44] of the people who is late to the party,
[1:30:47] right, you're like fourth or fifth out
[1:30:49] and your teammates are scaling up sight,
[1:30:50] throwing flashes into CT is always good.
[1:30:54] You want to delay these CT retakes. And
[1:30:57] you should also tell your team when
[1:30:58] you're doing this. That way, if the
[1:31:00] opponents are playing retake, right,
[1:31:01] there's a CT just chilling here holding
[1:31:03] this. Bang, this flash pops, and then
[1:31:05] your teammates swing and kill them. They
[1:31:07] might even turn that, but hopefully your
[1:31:08] teammates just swing as it pops, so then
[1:31:10] they kill them while they're turned. For
[1:31:11] the most part, you're going to be
[1:31:12] planting default. If the if you have the
[1:31:15] opportunity to, planting back triple is
[1:31:17] significantly better than planting
[1:31:18] default because now it's planted for
[1:31:20] ramp. If you plant back triple, this
[1:31:22] crossfire between CT and ramp is brutal
[1:31:25] trying to diffuse the spawn. It's so
[1:31:26] difficult. Planting default totally
[1:31:28] fine. But if you can try to get towards
[1:31:30] back triple and plant here. One thing
[1:31:32] you have to be worried about when you're
[1:31:33] executing A and you're scaling out is a
[1:31:35] CT playing through the jungle smoke
[1:31:37] here. So in reaction you can molly it
[1:31:39] like that. Molly their swing. This
[1:31:41] prevents them from being aggressive.
[1:31:43] They can't just hard swing out. But they
[1:31:45] can edge the smoke here and play like
[1:31:46] this. That is a concern. They won't take
[1:31:48] from the molly. So be mindful of that.
[1:31:50] Be ready for that. Right. There's some
[1:31:51] really important things you need to know
[1:31:52] if you're palace during an A execute.
[1:31:55] One thing that is key is that you're not
[1:31:58] scared. is that you're going to swing
[1:31:59] when your teammates are taking sight.
[1:32:01] And the reason for that is that if your
[1:32:02] teammates are running out ramp, they're
[1:32:04] being aggressive. You need to kill this
[1:32:06] default player. If somebody's default
[1:32:07] and they're just staying alive, you you
[1:32:09] can't give them the timing where they
[1:32:11] can throw a flash, they can throw a
[1:32:12] defensive smoke, they can do something
[1:32:13] to delay, delay, delay. Your job is to
[1:32:15] swing and just kill this player. You can
[1:32:17] throw some pretty good utility from
[1:32:19] palace. One is the underbali. You come
[1:32:21] to this second pillar, the close second
[1:32:23] pillar closest to the balk just on the
[1:32:24] edge of it. You aim where the roof meets
[1:32:27] the wall right here or the the tiling
[1:32:29] and then you run run run run run run run
[1:32:30] run run run run run run run run run run
[1:32:30] run run run run run run run run run run
[1:32:30] run run run run run run run run run run
[1:32:30] run run run run run run run run run run
[1:32:31] run run run run run run run run run run
[1:32:31] run run run run run run run run run run
[1:32:31] run run run run run run run run run run
[1:32:31] run run run run run run run run run run
[1:32:31] run run run run run run run run run run
[1:32:31] run run run run run run run run run run
[1:32:31] run run run run run run run and then
[1:32:32] about when your crosshair meets like the
[1:32:34] the top of this light that's when you
[1:32:35] let go and that's going to molly under
[1:32:36] balcon you can also throw a pretty nifty
[1:32:39] flash from the middle of this pillar you
[1:32:41] come here this is the closest pillar to
[1:32:42] the balcony you see on the wall there's
[1:32:45] this crack right here and there's a dark
[1:32:47] line like this line that separates a
[1:32:48] lighter bit from a darker bit you go uh
[1:32:51] where this crack meets that line and
[1:32:52] left click throw this flash is going to
[1:32:54] bounce and pop right here. So, anybody
[1:32:57] playing default is going to eat this
[1:32:59] flash. Anybody playing on top of Balk
[1:33:02] can definitely react to it, but if they
[1:33:04] don't, they're also going to get blinded
[1:33:05] by it. If the CTs are smoking Palace at
[1:33:08] the beginning of every single round and
[1:33:10] you're getting ready for an A execute,
[1:33:12] then get this lineup ready because this
[1:33:14] is an excellent flash to push the smoke
[1:33:16] with. One thing you do have to be
[1:33:18] concerned about is that it could blind
[1:33:19] your teammates if they're already swung
[1:33:22] super far out. I mean, that one didn't,
[1:33:23] but if they're already really far out,
[1:33:24] it will blind them. So, throw it like as
[1:33:27] your teammates are throwing lamp flashes
[1:33:29] as they're coming out ramp. That's a
[1:33:30] good timing to throw it. If you get up
[1:33:31] to close palace like this, then you can
[1:33:33] just throw util towards under balk for
[1:33:36] free, right? Throwing a flash is
[1:33:37] surprisingly really good when you throw
[1:33:39] it under because if a player's default,
[1:33:41] you throw this flash, they have to turn
[1:33:43] it or else they're just going to eat it
[1:33:44] or even if they're looking at you, this
[1:33:46] is still just going to blind them. It
[1:33:47] puts a lot of pressure on this player.
[1:33:49] Last thing I'll say about the palace
[1:33:50] player is that you don't have to commit
[1:33:52] out of palace. Palace is a super strong
[1:33:54] postplant spot and a really strong spot
[1:33:57] to hold CT aggression on CT. We went
[1:33:59] over ways that you can make plays
[1:34:01] through the jungle smoke through the
[1:34:02] stair smoke. A lot of those ways, a lot
[1:34:04] of those plays is countered by a patient
[1:34:07] palace player, right? So if you do as a
[1:34:09] CT, if you make the sandwich drop, a
[1:34:11] palace player will just punish you for
[1:34:13] that. If you swing through the jungle
[1:34:14] smoke, a palace player should be ready
[1:34:16] for this, too. they can easily see
[1:34:18] flashbangs thrown from jungle so they
[1:34:20] can react off of it. Tell their
[1:34:21] teammates, "Hey, they're they're
[1:34:22] flashing jungle care." If you really
[1:34:23] need numbers to take CT, then okay, go
[1:34:26] help your team take CT. You can also
[1:34:28] flash CT from palace for your teammates,
[1:34:30] too. Otherwise, I would recommend
[1:34:32] staying palace regardless of where the
[1:34:34] bomb is planted. You're in a really good
[1:34:35] postplot, and it's not really worth
[1:34:37] giving that up unless you really have
[1:34:39] to. One thing I need to mention is that
[1:34:41] if you've been going mid every round,
[1:34:43] right, your teammates have been
[1:34:44] pressuring mid and then all of a sudden
[1:34:45] you guys don't do anything mid, it might
[1:34:47] be kind of obvious that you're executing
[1:34:49] A. So, it can be good for you or a
[1:34:51] teammate to throw a top mid smoke and
[1:34:53] even to come up and throw a couple
[1:34:55] flashes towards mid and then come back
[1:34:56] towards A. That way, the CTs don't get
[1:34:59] full info mid and they still have to
[1:35:01] worry about T's being top mid being
[1:35:03] boxes and they're not going to come back
[1:35:05] and stack a site based off of that mid
[1:35:07] info. Next, let's talk about how to do a
[1:35:09] good B- rush. B- rushes are good to do
[1:35:11] on lowbys, of course, because you're
[1:35:13] going to close distance. You're going to
[1:35:15] take a lot of close-range fights when
[1:35:16] you get out B. They're also good to do
[1:35:18] when you know that their B anchor is
[1:35:19] just bad, right? If they're not playing
[1:35:21] well, then just abusing that can be
[1:35:23] really, really strong. One thing I see
[1:35:25] in lower elos is that people will play
[1:35:27] two A, one con, one window, and then one
[1:35:29] towards B. And a lot of low elo mirage
[1:35:32] games are super winnable if you just go
[1:35:34] B every round until you force the CTs to
[1:35:36] actually play two players towards B. So
[1:35:38] if you recognize like every time we go A
[1:35:40] there's like four [ __ ] people there,
[1:35:42] just go B. Just send a B. Here's how a B
[1:35:45] rush works. And this is incredibly
[1:35:47] important because what I'm about to talk
[1:35:48] about applies to pretty much every rush
[1:35:50] ever. So you know, lock in. Your
[1:35:53] responsibility in a rush is going to be
[1:35:55] based on your spawn. If you have the
[1:35:58] best spawn, then you need to use it. If
[1:36:00] you have the best spawn, you can't be
[1:36:02] the person who stops and throws a window
[1:36:04] smoke. You're wasting your spawn, right?
[1:36:06] We rush so that we can exploit that
[1:36:08] early timing. When we exploit early
[1:36:10] timings, we have a better idea of where
[1:36:12] CTS are going to play and we're going to
[1:36:14] get there sometimes before they expect
[1:36:16] us to be there. So, you have best spawn,
[1:36:18] you're going to be the entry, you're
[1:36:20] going first. You need to be aggressive
[1:36:22] and you need to take space on Bite
[1:36:24] Mirage. You can come out, you can throw
[1:36:25] a flash like this. That's going to
[1:36:27] bounce through the window. You can also
[1:36:28] throw one just against here on the
[1:36:31] bottom of this bit. This flash is going
[1:36:33] to pop out here and blind any short
[1:36:34] player playing like this. Bang, they're
[1:36:36] blind. So, first spawn, you can focus on
[1:36:38] a flash. You can throw that one. You can
[1:36:40] also throw this one. And then you are
[1:36:41] jumping out window. Okay, you're jumping
[1:36:45] out the window. If you're first spawn on
[1:36:46] a B- rush on Mirage, you're jumping out
[1:36:48] the window. No ifs, ands, or buts about
[1:36:50] it. All right, the second spawn, the
[1:36:52] second closest player to wherever we're
[1:36:54] rushing is following the entry and
[1:36:57] playing firefight. Firefight means, like
[1:36:59] I said, you're going to extinguish
[1:37:00] whatever molly the CTs throw. As this
[1:37:02] firefight player, I'm going to have my
[1:37:03] smoke out ready before the CTs even
[1:37:06] throw the molly, right? I'm going to
[1:37:08] expect this molly. So, I'm following my
[1:37:09] entry. The molly comes out. I molly
[1:37:11] this. I smoke the molly and then I
[1:37:14] screwed up the movement, but and then
[1:37:16] I'm going to follow the entry wherever
[1:37:18] they go. The reason for that is because
[1:37:20] if my entry runs out window, right,
[1:37:23] they're taking space, they get out here
[1:37:24] and they hit the short player for 99
[1:37:26] damage and then they die. If we don't
[1:37:28] have somebody to trade them, then what
[1:37:30] are we doing, right? If I'm with my
[1:37:32] entry, I'm on their ass and I follow
[1:37:34] them and then I trade that kill. Huge.
[1:37:36] That kill grants us a ton of space. You
[1:37:38] win rushes through trading. So, as a
[1:37:42] second player, follow your entry.
[1:37:43] Wherever they go, you go. Your job is to
[1:37:46] trade them and to smoke the molly early.
[1:37:47] The third and the fourth spawn are going
[1:37:50] to just look for kills, right? They're
[1:37:52] going to come out apps. They don't need
[1:37:54] to jump through the window. If you're on
[1:37:55] low by like Tech 9 Mac 10, you
[1:37:57] definitely can. But if you're on a
[1:37:58] fullby, then these two players can just
[1:38:00] search. You could think of it as like
[1:38:01] two pairs of twos, right? The entry and
[1:38:03] the trader are going out. They're taking
[1:38:05] space. The other two are clearing the
[1:38:07] rest of the space, and they're more so
[1:38:09] looking for fights. They're more so
[1:38:11] looking for the kill. They're not
[1:38:12] necessarily being relentless like going,
[1:38:14] going, going. they can be a bit more
[1:38:16] patient with how they take the fights.
[1:38:17] That means that as this third or fourth
[1:38:18] spawn, if you have util, right, you have
[1:38:21] a molly, you have nade, you can molly
[1:38:23] towards van, you can come up, you can
[1:38:24] molly jail like that. That's really
[1:38:26] effective. Molly jail, molly bench.
[1:38:27] Sometimes this doesn't spread all the
[1:38:28] way, but that one did. Another really
[1:38:30] good molly to throw is a backite molly.
[1:38:32] You throw this and it mollies empty
[1:38:34] pillar right here. That, you know, if
[1:38:36] you watch the banker bit, that flushes a
[1:38:37] banker out and forces them to fight you
[1:38:39] guys, which is really good. You want to
[1:38:41] kill that guy as fast as possible. The
[1:38:43] fifth player is typically the util
[1:38:45] thrower, the support player. They're
[1:38:46] going to come here. Most often on
[1:38:48] Mirage, they're going to throw a window
[1:38:49] smoke. I aim at this corner and just
[1:38:51] slightly to the right right here. That
[1:38:53] way, the smoke consistently lands within
[1:38:56] the window. Boom. There we go. And then
[1:38:58] I'm going to throw supporting flashes
[1:39:00] for my teammates. And to do that, I'm
[1:39:01] just going to come top underpass. I'm
[1:39:03] going to aim around the top of the
[1:39:04] window and just run jump throw these
[1:39:06] flashes. If I'm worried about a short
[1:39:07] player, I can throw one deep flash
[1:39:09] there. And then I can shift walk a flash
[1:39:10] throwing it like that. That way that
[1:39:12] shorter flash is going to blind any
[1:39:14] short player sitting around here. Let's
[1:39:16] talk about some solo plays you can make
[1:39:18] on T-side to get picks and open the
[1:39:20] round up towards middle. Having the best
[1:39:22] mid spawn, go dry swing it. If you don't
[1:39:25] think that the CTs have an OP, then you
[1:39:28] should pretty much always just dry swing
[1:39:29] mid with your best spawn and take this
[1:39:31] duel against the window player. As we
[1:39:33] looked at in the timing section, only
[1:39:35] two of the five CT spawns beat the best
[1:39:37] CT spawn, which means there's only a 40%
[1:39:41] chance that the window player will be
[1:39:43] window before you swing mid. So, you
[1:39:45] have an advantage. Just fight. Go take
[1:39:47] it. Go take that 1v one. With a good
[1:39:49] mid/b spawn, going fast underpass can be
[1:39:52] really effective as well. You're just
[1:39:53] going to come into apps. You're going to
[1:39:54] aim like this with your flash, right
[1:39:56] click it, jump out, and then turn it.
[1:39:58] It's going to pop right there. And then
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