• 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

Utility - 7.7

Utility as time

In one line: In a 100-second round, with a spike that explodes after 45 and a defuse that takes 7, every ability is also measured in seconds. Utility delays, denies and forces: players who think this way win the rounds decided on time.

6Recommended from level 6In game: Platinum, Diamond Premium5 min read

The round is a clock

Every round has a clock, and utility is one of the main ways to move its hands. The numbers to remember (explained in the chapter on key numbers):

  • the round gives 100 seconds to plant;
  • planting takes 4 seconds;
  • after the plant, the spike explodes in 45 seconds;
  • defusing takes 7 seconds, with a checkpoint halfway: if you are interrupted after the first 3.5 seconds, you resume from there.

With these numbers, every ability can also be measured in seconds: how many it costs the enemy, how many it gains your team. A player who thinks this way uses utility very differently from one who only thinks about "where it goes".

The rest of this chapter is Premium

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