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By GamGem ResearchLast updated 7 Oct 2026

Anubis strats — T default, CT setup and executesAnubis

Active Duty: Ancient · Anubis · Cache · Dust II · Inferno · Mirage · Nuke (Cache replaced Overpass, Valve update 8 Jul 2026)
Plan summary

Default: Mid · Mid · Water · B Main · A Main — regroup at Water.

Stop / rotate / save if: Mid: If the CTs commit to the upper route, stop forcing it and play the other one; since 2026 the drop by the doors needs a smoke or map control first.

T default · 4 guides · newest 12 Sept 2026

Coordination budgettwo people listening

Round typegrenades priced

Players alivemissing-player rule

Five role slotspick the slot nearest your spawn — no names

Ordered routespawn → places → regroup

schematic · not a Valve radar
  1. 1T Spawnbuy, split the utility
  2. 2MidFight for Mid Doors/Bridge behind the T-spawn mid smoke and a mid molotov.
  3. 3MidSecond mid player so every fight can be traded.
  4. 4WaterTempo-setter: walk the canal under the Bridge line; an E-Box smoke protects this route from an early AWP pick.
  5. 5B MainControl Ruins/B Long and the anti-push timing; keep B pressure alive.
  6. 6A MainKeep A Main pressure alive so CTs cannot push it for free info.
  7. 7Waterregroup before the hit

Round clock1:55 → 0:00

1:550:000:300:25
  • 0:30Slow B: take Water and Palace quietly, then hit B from three directions in the final thirty seconds.
  • 0:25Late three-way B: hold map control quietly, then hit B from Long, Palace and Street/E-Box in the last 25 seconds.
  • 0:03since the round began · A CT is up in the Sniper's Nest over B about 3.3 s into the round; the first T reaches Outside Long at about 9.3 s.
  • 0:09since the round began · Mid Doors race: CTs about 9.4 s, Ts about 9.6 s (knife) - a dead heat; a CT going only to Middle is there at 6.5 s.
  • 0:08since the round began · A plant: CT 8.3 s vs T 17.7 s; B plant: CT 7.2 s vs T 12.2 s (knife, measured along the map).
  • 0:12takes · A-to-B rotation along the CT side takes about 12.1 s (knife) - how long a lone B CT must hold.
Round
1:55
Bomb after plant
40 s
Defuse, no kit
10 s
Defuse, kit
5 s
Valve: round and bomb · defuse. Guide times are theirs, not measured by us.

Situation → Plan

Coordination load · Main + Connector split
Standard5
Solo-queue1
= our count of actions that must land together · no win-rate claims

T default2 guides agree

schematic · not a Valve radar
  1. 1Mid — Fight for Mid Doors/Bridge behind the T-spawn mid smoke and a mid molotov.finds out: Whether a CT holds Doors or Bridge and how hard the CTs contest mid.stop if: If the CTs commit to the upper route, stop forcing it and play the other one; since 2026 the drop by the doors needs a smoke or map control first.
  2. 2Mid — Second mid player so every fight can be traded.finds out: CT aggression through Doors and Bridge.stop if: Goes with the call - flashes, trades or joins the final hit.
  3. 3Water — Tempo-setter: walk the canal under the Bridge line; an E-Box smoke protects this route from an early AWP pick.finds out: Whether CTs hold Water/E-Box and whether Connector is open, which threatens both sites.stop if: Does not park in the canal; once the info is in, uses it to support mid or threaten a site.
  4. 4B Main — Control Ruins/B Long and the anti-push timing; keep B pressure alive.finds out: CT aggression out of Gate and how B is held.stop if: Even when the hit goes A, shows presence near Gate to slow rotations rather than taking the site alone.
  5. 5A Main — Keep A Main pressure alive so CTs cannot push it for free info.finds out: Heaven/Fountain presence and CT pushes through Main.stop if: Never walks out of Main into Heaven's view without a smoke or flash.
Regroup: WaterWinio: from Water the Ts can pressure A Main, enter Connector or rotate toward B; for a late A they return toward A Main.4 guides · newest 12 Sept 2026

CT setup2 guides

schematic · not a Valve radar
  1. 1Heaven — Hold A Main from the raised platform; drop back toward CT/Tunnel when outnumbered instead of dying on site.
  2. 2Connector — Watch the A Connector at range so an A split cannot arrive unseen; trade the Main player.
  3. 3Bridge — Mid player: contest Top Mid or Water early with utility - conceding both gives the Ts Connector.
  4. 4B Main — B anchor behind the site pillars or at Back Site, delaying B Long/Gate and staying alive.
  5. 5Street — B support on the Street side; climbs to the Sniper window to re-peek as the execute smokes fade.
When: The typical default in csdb; Winio describes the same A crossfire and B anchor.3 guides · newest 3 Oct 2026

Mid control decision tree

Take the top route (Doors/Bridge) or the bottom route (Water), and what does it turn into?
CTs commit to the top routeKeep utility pressure on Doors/Bridge while the Water player slips underneath.Take whichever level they left and split the weaker site through Connector.
Water taken quietlyHold it without sitting there - it threatens A Main, Connector and B at once.Late A through Main + Connector, or rotate toward B.
CTs control the new drop by Mid Doors (2026 layout)Smoke the drop or take that space before using it; smoke E-Box so the Water players are not picked.Rotate down to Water / out toward B only once the bridge area is yours.
6 guides · newest 12 Sept 2026

Solo-queue call ladder

  1. 1Agree on one simple default each round; full executes rarely work with randoms. guide
  2. 2Learn and throw your own key smokes instead of counting on teammates to do it. guide
  3. 3Call 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
  4. 4Announce anything that departs from the plan — taking the bomb elsewhere or lurking; an unannounced lurk just leaves the team a player down. guide
  5. 5If unsure what to play, take support: learn a handful of grenades, throw them for others and trade. guide
  6. 6Stay quiet in clutches unless the info is vital, never flame randoms, mute if needed. guide
  7. 7Settle buys together in freeze time; players with spare money drop weapons for poorer teammates. guide
Version shown: two-player calls

Executes3 from the guides

    • Smoke → Heavenlineup
    • Smoke → CT Spawn
    • Molotov → Fountain
    • Flash → A Main
    Call it when: After taking Water or Middle, with both groups in place.Entry order: Three come out of A Main and two through Connector, timed to arrive together so the A pair has to watch two directions.Plant: Fountain sidePost-plant: Hold from A Main, the Fountain cover and Connector rather than sitting on the open site.$1,200 of grenades at Valve’s prices — whether the round can carry it is the economy board’s call.Since Jan 2026 the A crates sit up on Walkway and the pillar has scaffolding, so Ts have less cover on site and a retake from the Camera side is easier.5 guides · newest 12 Sept 2026

Retake options

  • 2-player A site retakeRoute: via Heaven, CT SpawnFirst utility: Smoke A Main and Connector, flash down from the Tunnel/Heaven side, and use one smoke to cut a post-plant angle.Clear first: FountainSave instead if: No explicit save rule; guides only say retakes fail when players arrive separately, and with no kit or low time the team must decide quickly.BoostRoom: wait for at least one teammate when possible. csdb: a fast retake through Tunnel with a flash down; Refrag (2026): retaking from the Camera side has never been easier. BoostRoom: clear close positions before going to the bomb; csdb names Fountain as the post-plant anchor cover.4 guides · newest 4 Jul 2026

Utility order(Main + Connector split)

  1. 1. Smoke → Heaven
  2. 2. Smoke → CT Spawncsdb "the CT/Tunnel entrance"; Refrag "Camera" smoke - the CT-side ways onto A.
  3. 3. Molotov → Fountainbo3; Winio and csdb molotov the Headshot/Grill boxes on site instead (no list callout).
  4. 4. Flash → A Main
The lineups live on the Anubis utility page — this list is the order only.

Round review: errors → repairs

If CTs push / we lose a player

  • 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

Ask about this plan

Smoke the drop or take that space before using it; smoke E-Box so the Water players are not picked. Then: Rotate down to Water / out toward B only once the bridge area is yours.rows: mid decision tree · Anubis

Screenshot briefing

Anubis · T · I have no caller
PLAN: Default: Mid · Mid · Water · B Main · A Main — regroup at Water.
1 Mid: Fight for Mid Doors/Bridge behind the T-spawn mid smoke and a mid molotov.
2 Mid: Second mid player so every fight can be traded.
3 Water: Tempo-setter: walk the canal under the Bridge line; an E-Box smoke protects this route from an early AWP pick.
4 B Main: Control Ruins/B Long and the anti-push timing; keep B pressure alive.
5 A Main: Keep A Main pressure alive so CTs cannot push it for free info.
STOP: Mid: If the CTs commit to the upper route, stop forcing it and play the other one; since 2026 the drop by the doors needs a smoke or map control first.
REGROUP: Water

Sources10 guides

How fresh

Newest guide 3 Oct 2026Valve’s latest change to Anubis, 4 Feb 2026: “Adjusted grenade clipping around connector (e-box :P) hole and old drop.” — guides from before it (the oldest is 12 Feb 2025) may not show it.
  • Anubis returned to Active Duty in January 2026 with layout changes (21 Jan 2026): the Bridge drop moved next to Mid Doors, Mid Doors were flipped, a hole now links E-Box/Connector with the back of B, the A-site crates moved up onto Walkway and the A pillar got scaffolding. Sources dated before that day (Refrag nades Feb 2025, CSMarket Apr 2025, SIH 18 Jan 2026) describe the older layout; items built on them are marked.
  • Callout mapping used in this file: "Double Doors"/"Mid Doors"/"Top Mid"/"Middle" -> Mid; "A Connector" -> Connector; "B Long"/"Gate"/"Ruins" approach -> B Main; "Sniper"/"Snipers Nest" (window over B, above Street) -> Street; "Tunnel"/"Camera" (CT-side ways onto A) -> CT Spawn or Heaven as noted; "Boat" -> Water; B-site "Pillar" -> B Main (first cover inside the B entrance).

Contradictions

6
  • CT setup shapeOne view: csdb: 2-1-2 - two on A (Main and Connector), one mid, two on B (site + Street side).Another: bo3 and CSMarket: one A anchor, two B, two floating in mid; BoostRoom: one A, one B, one mid, one Connector/Canal support and one flexible rotator.
  • Where the second B defender playsOne view: csdb: on the Street side, falling onto the Sniper platform.Another: BoostRoom and Refrag (2026): E-Box/Connector support, which the new E-Box hole makes stronger; CSMarket: near Water.
  • Did Anubis change when it returned in January 2026?One view: SIH blog (18 Jan 2026): Valve was bringing the map back without a single change.Another: Refrag, csbepro and bo3: the 21 Jan 2026 update changed Mid Doors, the Bridge drop, E-Box and A site. The SIH piece was published before the patch.
  • T-side tempoOne view: bo3: rush Canal immediately and use the early timing advantage.Another: Winio: patient map control - contest Water or Middle, make the CTs show utility, then hit the weaker site.
  • What "Connector" meansOne view: csdb: (A) Connector is the walkway from Middle to A; E Box is the separate nook from Middle toward B.Another: Skin.Club: "Connector (E Box)" is the link from Water to B.
  • Which "Heaven"One view: csdb and Refrag: Heaven is the raised CT platform on A (csdb also lists a T-side "Heaven (Ruins)" over B Long).Another: bo3 lists "Heaven (B Ruins)" under B site and smokes "Heaven (B)" from Ruins on a B hit.

Why this plan?

All five slots filled — no gaps.

Each line on this board is a row from a guide — a default, a setup, a branch, an execute — cited where it shows. The missing-player rule, the swap rule and the coordination count are ours, and say so.

Entry:
First player into contested space; job is to win the opening duel or die where a teammate can trade and take the space.
Support:
Throws most of the set utility, flashes for others and is the trade behind the entry.
Lurk:
Plays away from the main group, holds ground the team left, cuts rotations and closes late rounds — with timing agreed with the team.
AWPer:
Carries the team's most expensive weapon to close or open long sightlines; a team purchase, not a personal one.
IGL:
Calls the round, reads it mid-round and manages the team's money.
Anchor:
CT who holds a site alone or in a pair and is judged on surviving long enough for help, using delay utility.
Rotator:
CT who floats between areas and decides when the noise is real before moving.

Plans in our words from the guides each part cites · no match data, no player names, no map renders · plans are conventions, not “the meta”.