• 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

Academy

If, then

Short decision cards for the moments that decide rounds. What you know, what you think, what you do, what you avoid.

60 results

  1. Two enemies seen in mid and nothing on B

    Two defenders in mid almost always means a lighter site: if B is quiet and you have time, B is the hit you are most likely to win.

    4Recommended from level 4 Premium

  2. Took A Main without seeing anyone: continue or switch?

    A main taken without contact is space gained, not a danger sign: it usually pays to continue, with utility ready, instead of switching out of fear.

    4Recommended from level 4 Premium

  3. Our first kill early in the round: speed up or slow down?

    With an extra player, time is on your side: it usually pays to use the advantage by taking space calmly, not by rushing into a site where the defense is waiting.

    4Recommended from level 4 Premium

  4. Our entry dies straight away

    If the entry dies, the first job is the trade: whoever is behind must punish the killer straight away. If the trade is not possible, stop and reassess, instead of going in one at a time.

    1Recommended from level 1 Premium

  5. We hear three players on A as we head there

    Three defenders on A is a fact, not a feeling: if you have time, the other site has at most two. Switch early and all together.

    4Recommended from level 4 Premium

  6. Mid lost: is the split still possible?

    Without mid, a split that went through the center no longer works: go in through the main with the whole team, or retake mid with utility before trying again.

    6Recommended from level 6 Premium

  7. Teammate dead in mid with no information

    A teammate who dies without saying anything still gives you information: where they died, who killed them and with what. Use it to decide, instead of going to look in person.

    4Recommended from level 4 Premium

  8. Enemy seen in main for two seconds, then gone

    An enemy who shows up and disappears is probably doing one of three things: gathering information, rotating or setting up an ambush. Call it, remember where and when, and do not chase them alone.

    4Recommended from level 4 Premium

  9. 5v4 on attack at 50 seconds

    With an extra player and time on your side, the most common mistake is giving away duels. Move together, take space with utility and hit where the defense has fewer players.

    1Recommended from level 1 Premium

  10. 4v5 on attack without the duelist

    Without the duelist, someone still has to go in first: whoever has the most utility for it or whoever is in position. You make up for it with more utility and a paired entry.

    4Recommended from level 4 Premium

  11. Controller with the site taken: keep a smoke or use them all?

    With the site taken, a smoke kept for the post-plant is often worth more than one more smoke during the entry. Use the ones you need to get in and keep the last one to stop the retake.

    4Recommended from level 4 Premium

  12. Spike planted, 3v3, nobody in sight

    In the post-plant, time is on your side: the defense has to come and defuse. Take different angles watching the spike, do not go looking for defenders, and let them be the ones who show themselves.

    4Recommended from level 4 Premium

  13. Lone lurker on the other side at 30 seconds

    At 30 seconds the lurker no longer has time to wait for the perfect moment: either hit the defense's rotation now, or join the team for the post-plant. Standing still helps nobody.

    6Recommended from level 6 Premium

  14. The defense has used three ultimates, flashes or mollies

    When the defense spends a lot of utility to stop you, it does not have it anymore for a while. That is the moment to hit, before it recharges or the rotation arrives.

    4Recommended from level 4 Premium

  15. Saw a Killjoy on B and an Omen in mid: where are the others?

    Knowing two enemy agents and their positions lets you guess the other three: a sentinel on one site and a controller in mid usually leave three players on the other site or in between.

    6Recommended from level 6 Premium

  16. 35 seconds on the clock and no information

    At 35 seconds, the information you do not have will not arrive in time: pick the closest site or the one where you have more players, and go in now with all your utility.

    4Recommended from level 4 Premium

  17. The spike carrier died far from the team

    Without the spike, the attack can only win by eliminating every defender. Recovering it pays off if it can be reached safely; if it is under the defense's fire, it is often better to play for kills or save.

    4Recommended from level 4 Premium

  18. Entry stopped by the sentinel setup: commit or switch

    A sentinel setup stops players who rush in, not players who come in with the right utility. If you have the tools to remove it, commit; if you do not and there is time, switch site.

    6Recommended from level 6 Premium

  19. After the plant: where to stand in a 2v2

    In a 2v2 after the plant, two positions that cover each other and watch the spike are worth more than two aggressive ones. Make sure whoever defuses has to deal with both of you.

    4Recommended from level 4 Premium

  20. The fake worked: when to really hit the other site

    The fake has worked when you hear the defense moving towards the wrong site. From that moment every second counts: hit straight away, before the defense realizes and comes back.

    6Recommended from level 6 Premium

  21. Alone on site, I hear three players

    Alone against three, you do not have to win: you have to waste their time and inform. Call it straight away, use utility to delay and be ready to give up the site to come back with the team.

    1Recommended from level 1 Premium

  22. Smoke on the choke and nobody comes: when to put it back

    A defensive smoke that runs out with nobody coming through is not wasted if it bought you time. Put it back only when you have information that the attack is coming, not out of habit.

    4Recommended from level 4 Premium

  23. My site is falling and the team is far away

    When the site falls and help is far, your goal changes: stay alive and informed for the retake. A living defender with information is worth more than a dead hero.

    4Recommended from level 4 Premium

  24. Teammate died in mid: do I rotate?

    A teammate dying in mid tells you the attack is in mid, not where it is going. You need more information before rotating; it often pays to stay on site and get ready to receive it.

    4Recommended from level 4 Premium

  25. I hear the plant on the other side and I am far away

    When you hear the plant far away, the round is not over: there is the spike timer. Join the team without running in alone and set up a retake together, or save if the numbers are not there.

    4Recommended from level 4 Premium

  26. Heard two rotations: do I rotate too?

    If two teammates have already rotated, someone has to stay: the site you leave empty is exactly what a fake wants to open. Only rotate if the information is clear and you are really needed.

    6Recommended from level 6 Premium

  27. No contact at 40 seconds

    No contact at 40 seconds means the attack is setting something up or waiting for a mistake. Hold your position, keep your utility and do not go looking: time is working for you.

    4Recommended from level 4 Premium

  28. 5v4 on defense after winning the opening

    With an extra player on defense you do not need to chase more kills: you just need not to give any away. Hold your positions, play for trades and let the attack be the one taking risks.

    4Recommended from level 4 Premium

  29. 4v5 on defense: who plays where

    Outnumbered, the defense cannot cover everything: choose what to hold and what to give up, play closer together so you can trade, and lean on the retake more than on holding.

    6Recommended from level 6 Premium

  30. Retake 3v3 with the spike planted

    In a 3v3 retake, the spike timer is almost always enough to get organized: go in together, from several sides if you can, with utility before bodies, and decide beforehand who defuses.

    4Recommended from level 4 Premium

  31. Retake 2v3: try it or save?

    A two against three retake is only worth trying if you have utility, time and information on positions. Otherwise, saving your weapons is the choice that wins the next round.

    6Recommended from level 6 Premium

  32. The attack took mid: how to respond

    When the attack takes mid, the defense does not have to retake it at all costs: it has to protect the sides of the sites that mid opens and get ready to rotate earlier than usual.

    4Recommended from level 4 Premium

  33. Contact in main early in the round: call for help or delay?

    Early contact in main is information, not necessarily an attack. Call what you see and delay with utility; only ask for help when you know it is a real execute.

    1Recommended from level 1 Premium

  34. Saw one enemy with lots of utility: is it a fake?

    Lots of utility and only one enemy seen is a classic fake signal. Do not rotate until you see or hear more attackers: that is the missing piece of information that tells you whether it is real.

    4Recommended from level 4 Premium

  35. Spike on site and I am isolated in a corner

    Isolated on site after the plant, you are valuable information and a threat to the attack. Stay hidden, call positions and strike when your team comes in, the moment the attackers turn to face them.

    4Recommended from level 4 Premium

  36. A lurker behind us

    A known lurker is far less dangerous than an unknown one. Call it, decide who deals with it (one player, not everyone) and keep playing the rest of the round as if they were there.

    4Recommended from level 4 Premium

  37. Our aggressive early move failed

    A failed aggressive move leaves you a player down and the attack informed. Do not repeat it and do not seek revenge: reorganize, cover the gap and play for the retake.

    4Recommended from level 4 Premium

  38. Sentinel with the setup destroyed early

    A setup destroyed early is information: the attack spent utility there and is probably coming. Call it, move to a different position and play as a normal defender until you can put something back.

    4Recommended from level 4 Premium

  39. Enemy area ultimate incoming

    Against an ultimate that covers an area, you do not fight inside the area: you get out, buy time and come back when it ends. The ultimate lasts a few seconds; a dead defender stays dead.

    4Recommended from level 4 Premium

  40. Last seconds and the attack has not planted yet

    In the last seconds with no plant, time is your best weapon: every second you cost the attack brings it closer to losing. Delay, do not give away duels, and watch the spike.

    4Recommended from level 4 Premium

  41. Lost the pistol round: full eco or force?

    After losing the pistol round, a full eco usually pays off so you can buy properly in the third round. A force only makes sense if you have a concrete edge, like the spike planted on attack or weapons picked up.

    1Recommended from level 1 Premium

  42. Won the pistol round: what to buy in round two

    After winning the pistol round, round two is played against a poor enemy: good weapons at close and medium range, armor, and above all no free duels.

    1Recommended from level 1 Premium

  43. The enemy is on an eco: how to play against it

    Against an eco, the danger is not their weapons but close distances and surprises. Play from range, together, with utility, and do not leave weapons lying around.

    1Recommended from level 1 Premium

  44. Uneven money in the team: who buys what

    When credits differ between teammates, whoever has more buys a weapon for whoever has less, so the team buys together and saves together. Five decent players beat two rich ones and three empty-handed.

    4Recommended from level 4 Premium

  45. The bonus round after two wins

    In the "bonus" round you play with the cheap weapons bought to win the previous round, against an enemy on a full buy. You play for the kill and the weapons, and save if the round is lost.

    4Recommended from level 4 Premium

  46. Match point for us

    At our match point you play the round to win it, not to avoid losing it: buy the best you can, play the plan you know best and stay calm. Hurry is the enemy.

    4Recommended from level 4 Premium

  47. Match point for them

    At the enemy's match point there is no next round to prepare for: buy everything you can, play the strategy most likely to win and accept an extra risk.

    4Recommended from level 4 Premium

  48. Overtime

    In overtime the economy no longer matters: each team has money for a full buy every round and sides alternate. All that counts is winning the round, with the plan that works best on that side.

    4Recommended from level 4 Premium

  49. Comeback from far behind

    A comeback is built one round at a time: stop looking at the score, change one thing that is not working and try to win the next round, then the one after.

    4Recommended from level 4 Premium

  50. I have the Operator and the team is on an eco

    With an expensive weapon in an eco round, your goal is twofold: a kill that helps the team, and not losing the gun. Play a safe position from range and save if the round is lost.

    6Recommended from level 6 Premium

  51. Controller: smokes to go in or for the post-plant?

    Smokes are first and foremost for getting in: a failed entry has no post-plant. Use the ones you need to take the site and keep the last one for the retake only if the entry does not need it.

    4Recommended from level 4 Premium

  52. Initiator: information first or the flash to go in?

    Information comes first if there is time: it tells you where the flash is needed. But if the entry has already started, the flash for your duelist is worth more than any information.

    4Recommended from level 4 Premium

  53. Sentinel: the traps have been destroyed

    Without traps you are a defender like the others, but with one extra piece of information: you know the attack has spent utility on you. Call it, change position and delay with what you have left.

    4Recommended from level 4 Premium

  54. Duelist: nobody follows me

    If you go in and nobody follows, it is not an entry: it is a duel alone against the whole defense. Before going in, make sure the team is ready; if it is not, wait and call it.

    1Recommended from level 1 Premium

  55. My ultimate is ready: now or keep it?

    An ultimate is worth most in the round where it changes the result: a round that matters for the economy or the score, a hard execute or retake. Do not use it out of habit, but do not hold it until you lose it with you.

    4Recommended from level 4 Premium

  56. An enemy Operator holds a long angle

    Against an Operator on a long line you do not win the duel on equal terms: take away the line with utility, go around it, or force it to move. Every dry peek is a free kill.

    4Recommended from level 4 Premium

  57. Our team has no controller

    Without smokes you cannot take away sightlines: make up for it with flashes, information, faster entries and paired duels, and pick the strategy that needs the fewest smokes.

    4Recommended from level 4 Premium

  58. Going into a site full of mollies

    Mollies last a few seconds: you do not walk into them, you wait for them to end and go in straight after, when the defense has spent its utility. Every second of waiting costs time, though, so keep count.

    4Recommended from level 4 Premium

  59. I saw the enemy drone or recon: what do they know now

    If an enemy ability has spotted you, the enemy knows where you are. First change position; then think about what they would do with that information, and get ahead of it.

    6Recommended from level 6 Premium

  60. A teammate asks for an ability I no longer have

    Say it straight away and clearly: "no smoke left". A team that knows what is missing adapts; one that counts on an ability that is not there goes in and dies.

    1Recommended from level 1 Premium

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