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)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.
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
- 1T Spawnbuy, split the utility
- 2MidFight for Mid Doors/Bridge behind the T-spawn mid smoke and a mid molotov.
- 3MidSecond mid player so every fight can be traded.
- 4WaterTempo-setter: walk the canal under the Bridge line; an E-Box smoke protects this route from an early AWP pick.
- 5B MainControl Ruins/B Long and the anti-push timing; keep B pressure alive.
- 6A MainKeep A Main pressure alive so CTs cannot push it for free info.
- 7Waterregroup before the hit
Round clock1:55 → 0:00
- 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
Situation → Plan
T default2 guides agree
- 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.
- 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.
- 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.
- 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.
- 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.
CT setup2 guides
- 1Heaven — Hold A Main from the raised platform; drop back toward CT/Tunnel when outnumbered instead of dying on site.
- 2Connector — Watch the A Connector at range so an A split cannot arrive unseen; trade the Main player.
- 3Bridge — Mid player: contest Top Mid or Water early with utility - conceding both gives the Ts Connector.
- 4B Main — B anchor behind the site pillars or at Back Site, delaying B Long/Gate and staying alive.
- 5Street — B support on the Street side; climbs to the Sniper window to re-peek as the execute smokes fade.
Mid control decision tree
Solo-queue call ladder
- 1Agree on one simple default each round; full executes rarely work with randoms. guide
- 2Learn and throw your own key smokes instead of counting on teammates to do it. guide
- 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
- 4Announce anything that departs from the plan — taking the bomb elsewhere or lurking; an unannounced lurk just leaves the team a player down. guide
- 5If unsure what to play, take support: learn a handful of grenades, throw them for others and trade. guide
- 6Stay quiet in clutches unless the info is vital, never flame randoms, mute if needed. guide
- 7Settle buys together in freeze time; players with spare money drop weapons for poorer teammates. guide
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. Smoke → Heaven
- 2. Smoke → CT Spawncsdb "the CT/Tunnel entrance"; Refrag "Camera" smoke - the CT-side ways onto A.
- 3. Molotov → Fountainbo3; Winio and csdb molotov the Headshot/Grill boxes on site instead (no list callout).
- 4. Flash → A Main
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
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
- refrag.gg2 pages
- csdb.gg1 page
- winio.ai1 page
- csbepro.com1 page
- bo3.gg1 page
- csmarket.gg1 page
- boostroom.com1 page
- blog.sih.app1 page
How fresh
- 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
- 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?
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”.
