• 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

Weapons, armor and economy - 6.10

Saving, round streaks, recovering

In one line: Saving a gun in a lost round is worth almost a full buy next round. Loss streaks raise your bonus, and a team that syncs its money recovers faster than one that buys in bits and pieces.

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

When to save

Saving (a save) means you stop playing to win the round and only try to survive, to keep your gun and armor for the next one. It is a hard call, because nobody likes giving up. But a saved rifle and heavy armor are worth 3900 credits: almost an entire full buy.

You save when the round is truly lost. Typical signs:

  • you are heavily outnumbered (say 1v4) with no positional advantage;
  • on defense, the spike is planted and there is no time left to get there and defuse;
  • on attack, there is too little time left to enter the site and plant;
  • the team decided it together, perhaps on the IGL's call.

You do not save when the round can still be won with good play: a 1v2 with the spike planted and time on your side is a round to play.

The rest of this chapter is Premium

You read the preview. The full text, every "if, then" card and the cheat sheet come with Premium. Your progress stays saved either way.

5 more sections

Related

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