By GamGem ResearchLast updated 7 Oct 2026

CS2 Strategy — Strats, CT Setups, T Defaults and ExecutesAll 7 maps
CS2 strats for all 7 Active Duty maps from the guides that teach them — the T default, CT setups, executes, retakes and the calls a solo-queue team can use.
Ancient
T default: Elbow · Mid · A Main · B Ramp · Cave — regroup MidCT setups: 2-1-2 (standard) · 2-0-2 + roamer (utility mid lock) · 2 mid (mid denial)Executes: Late A execute · Mid take into Donut split · Fast B Ramp rush · Ramp + House split7 guides · newest 3 Oct 2026Open the Ancient plan →Anubis
T default: Mid · Mid · Water · B Main · A Main — regroup WaterCT setups: 2-1-2 · 1-2-2 (one A anchor)Executes: Main + Connector split · Full B execute with a Palace second wave · B Long + E-Box split10 guides · newest 3 Oct 2026Open the Anubis plan →Cache
T default: A Main · Garage · Mid · Vents · B Main — regroup MidCT setups: 1-2-2 · 2-1-2Executes: A Main + Squeaky execute · Mid-to-A split via Highway · B Main + Checkers execute · Fast Vents + B Main split13 guides · newest 24 Jul 2026 · Valve changed the map 22 Sept 2026, after every guideOpen the Cache plan →Dust II
T default: Long Doors · Long Doors · Top Mid · Catwalk · Upper Tunnels — regroup Long ACT setups: 2-1-2 · 3-1-1 (A / Long control)Executes: Long take into A · Mid-to-Short split with Long · Upper Tunnels B hit · Mid-to-B split10 guides · newest 16 Aug 2026Open the Dust II plan →Inferno
T default: Banana · Banana · Middle · Second Mid · Apartments — regroup CarCT setups: 2-1-2 (two B, one Arch/Mid flex, two A) · Banana take, then one stays on BExecutes: Banana control into B execute · Late B execute after a slow default · Apartments + A Short split · A Short + A Long split from Top Mid21 guides · newest 12 Sept 2026Open the Inferno plan →Mirage
T default: B Apartments · Top Mid · Top Mid · Underpass · A Ramp — regroup A RampCT setups: 2-1-2 (two A, one mid, two B) · 1-2-2 (one A, two mid, two B)Executes: Full A execute · Mid-to-A split · B Apartments execute · B split via B Short and B Apartments21 guides · newest 5 Oct 2026Open the Mirage plan →Nuke
T default: Outside · Silo · Lobby · Squeaky · Ramp — regroup LobbyCT setups: 2-1-2 standard (two on A, one Ramp, one Outside, one floater) · Two Outside (anti-Secret) · Two on Ramp (1 Heaven, 1 Main, 1 Garage, 2 Ramp)Executes: Standard A from Lobby (Hut + Squeaky) · Outside take into Secret split · Ramp take into B · A fake into Vent drop17 guides · newest 12 Sept 2026Open the Nuke plan →Before you pick a map
Every plan is five places and jobs, never names — the default, the setups, the executes and the retakes as the guides teach them, each cited. Where guides disagree, both views stay.
- Round
- 1:55
- Bomb after plant
- 40 s
- Defuse, no kit
- 10 s
- Defuse, kit
- 5 s
Team play on every map
Roles
- Entry: First player into contested space; job is to win the opening duel or die where a teammate can trade and take the space. guide
- Support: Throws most of the set utility, flashes for others and is the trade behind the entry. guide
- Lurk: Plays away from the main group, holds ground the team left, cuts rotations and closes late rounds — with timing agreed with the team. guide
- AWPer: Carries the team's most expensive weapon to close or open long sightlines; a team purchase, not a personal one. guide
- IGL: Calls the round, reads it mid-round and manages the team's money. guide
- Anchor: CT who holds a site alone or in a pair and is judged on surviving long enough for help, using delay utility. guide
- Rotator: CT who floats between areas and decides when the noise is real before moving. guide
Trading
- Stay tradeable: keep enough spacing that a teammate can punish your killer — not stacked on top of each other, not so far back that the defender escapes. guide
- The trading player swings right after first contact, before the enemy can reset; on a numbers advantage, count down a double peek. guide
- Do not be the first to see an enemy unless the trade or your utility is ready; an entry only works as a pair, and an untraded first death gives the enemy free value. guide
- On CT side, being tradeable means crossfires, a support angle or a fallback route rather than a lone early fight. guide
- In retakes, enter together and trade instantly instead of trickling in. guide
When to save
- The bomb explodes 40 s after it is planted (CS2 default). guide
- Defusing takes 10 s without a kit and 5 s with one; the kit costs $400 and is used automatically. guide
- Your last safe moment to start a defuse is time left minus defuse time; a kit lets you start 5 s later, which buys time to clear or trade first. guide
- Save mid-round when heavily outnumbered, when there is no time left for a realistic retake, or when you hold an AWP or rifle the team cannot afford to replace. guide
- Example threshold from the source: a 2v4 retake with no kit and little utility is often worth less than keeping two rifles; a 2v3 with kits and grenades may still be worth trying. guide
- Call the save early — hesitating gives you neither a retake nor a saved weapon. guide
- Under MR12, lean toward keeping full-buy weapons alive over a marginal retake; how retakeable the site is should weigh in. guide
- A T who survives without a plant gets no loss bonus, so saving a rifle can be worth it but saving a cheap pistol usually is not. guide
Solo queue
- Agree on one simple default each round; full executes rarely work with randoms. guide
- Learn and throw your own key smokes instead of counting on teammates to do it. guide
- Call exact numbers, positions (callouts, not "left"), utility you see and kills you get; say when you are guessing and how old your information is. guide
- Announce anything that departs from the plan — taking the bomb elsewhere or lurking; an unannounced lurk just leaves the team a player down. guide
- If unsure what to play, take support: learn a handful of grenades, throw them for others and trade. guide
- Stay quiet in clutches unless the info is vital, never flame randoms, mute if needed. guide
- Settle buys together in freeze time; players with spare money drop weapons for poorer teammates. guide
Common mistakes → fixes
- Taking first contact with nobody close enough to trade.→ Only take an early fight if a teammate can trade it or it buys real information. guide
- Swinging before the smoke blooms or the flash pops.→ Wait for the utility, then go together with the entry. guide
- Rotating on one sound or the first sign of a fake.→ Rotate on confirmed information; rotators should judge whether the noise is real. guide
- Overpeeking after a kill, dry-peeking an AWP, rotating late.→ Review your own deaths: did I need to be there, did I need that fight? guide
- Uneven buying — four save while one buys an unsupported rifle.→ Match the team spend so the next round is a proper buy. guide
- Retaking one at a time or alone.→ Wait for teammates on other paths and enter together; call the utility you are throwing. guide
- Vague calls like "they're B" after seeing one or two enemies.→ Give the exact number you saw. guide
- Dying with unused utility.→ Spend grenades to take space, delay or retake. guide
Official images
Game data and media via IGDB · igdb.com



