• Levels from 1 to 10
  • 10 placement matches
  • Five-stacks only face five-stacks
  • Result and stats read from the official match data
  • Placement players only face each other

Your agent

Pick up to three agents (the first is your main) or just a role. The guide filters itself for what you play.

Duelist

Initiator

Controller

Sentinel

Or only a role

Part 9

Attack

Taking space, gathering information, choosing the site, executing and defending the spike: the attacking round step by step.

On attack, time is against you: you have 100 seconds to plant, and the defense is waiting in prepared positions. The winner is the team that turns those seconds into information and space, and then into a committed execute at the right moment.

This part follows the attacking round through its seven steps: the space you get for free, the default as a question, the lurk, executes (slow, fast, split, pinch, fakes), switching sites, the post-plant and how to play a player up or down.

Chapters

  1. The attacking round in seven steps

    A good attacking round has a structure: take the free space, gather information, force the defense to show itself, decide where to hit, exploit the rotation, execute and defend the spike. You do not have to follow it every time, but you need to know it.

    4Recommended from level 4 Premium4 min read

  2. Map control and defaults: a question, not a move

    A default asks the defense where it is, and map control gains space you can choose from. A default that asks no questions, or pays for the answers with a dead player, is just wasted time.

    4Recommended from level 4 Premium4 min read

  3. Lurking

    A lurker plays away from the team to gather information, cut off rotations and hit from behind. It is extremely useful when its timing is tied to the team's; it is just one player fewer when it wanders the map on its own.

    6Recommended from level 6 Premium4 min read

  4. Executes, splits, pinches and fakes

    The execute is the moment the attack goes into the site to plant. It can be slow or fast, from one entrance or several, real or fake. Each kind has its strengths, but they all ask the same thing: go in together, with utility, at the right moment.

    4Recommended from level 4 Premium5 min read

  5. Switching sites or committing

    Sometimes the attack finds that the site it chose is well held and has to decide whether to switch. Switching costs time and a dangerous path; committing costs hard fights. And not having seen anyone is no reason to abandon the plan.

    6Recommended from level 6 Premium4 min read

  6. Post-plant

    After the plant, the attack no longer has to get in: it has to stop the defuse. You play it with positions watching the spike from different angles, utility kept in reserve, and time: the defense has 45 seconds, and the defuse takes 7.

    4Recommended from level 4 Premium4 min read

  7. 5v4 and 4v5 on attack

    After the first death, the attack has to decide whether to speed up or wait. With the advantage, it often pays to hit before the defense reorganizes; at a disadvantage, slow down, group up and do not gift another fight.

    6Recommended from level 6 Premium4 min read

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