Every figure shows its source. Where a source is missing, the number is a placeholder — and it is never written as fact.

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
    Valve’s round settings

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

  • Counter-Strike 2, from the publisher's own gallery
  • Counter-Strike 2, from the publisher's own gallery
  • Counter-Strike 2, from the publisher's own gallery

Game data and media via IGDB · igdb.com