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By GamGem ResearchLast updated 7 Oct 2026

Mirage strats — T default, CT setup and executesMirage

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

Default: B Apartments · Top Mid · Top Mid · Underpass · A Ramp — regroup at A Ramp.

Stop / rotate / save if: B Apartments: Leaves only on the call: joins a B split from Apartments in sync with the mid group, or adds to Underpass if mid is struggling.

T default · 7 guides · newest 5 Oct 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. 2B ApartmentsGuard B Apartments against a CT push coming out of Market/Kitchen.
  3. 3Top MidSmoke Window early from T Spawn and take the Top Mid boxes.
  4. 4Top MidSecond mid player: flash over Top Mid when the Window smoke lands or on contact, and trade the first player.
  5. 5UnderpassWork from Underpass and flash out toward Connector/Short when ready.
  6. 6A RampLight pressure on A from Ramp or Palace while listening for rotations.
  7. 7A Rampregroup before the hit

Round clock1:55 → 0:00

1:550:001:53
  • 1:53Window smoke from T Spawn, thrown in the 1:53–1:50 window so it is up before the first mid contact.
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 · Full A execute
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. 1B Apartments — Guard B Apartments against a CT push coming out of Market/Kitchen.finds out: Whether CTs push Apartments for early information, and how many are at B.stop if: Leaves only on the call: joins a B split from Apartments in sync with the mid group, or adds to Underpass if mid is struggling.
  2. 2Top Mid — Smoke Window early from T Spawn and take the Top Mid boxes.finds out: Whether the Window AWP and the Connector player are holding mid.stop if: Does not peek Window without the smoke; if mid cannot be won early, waits for delayed smokes.
  3. 3Top Mid — Second mid player: flash over Top Mid when the Window smoke lands or on contact, and trade the first player.finds out: Whether the CTs give up Connector/Short.stop if: Holds the space as a unit instead of pushing Connector or Short alone; waits for the split call.
  4. 4Underpass — Work from Underpass and flash out toward Connector/Short when ready.finds out: Connector and Short presence; whether CTs push Connector.stop if: Drops in quietly and only leaves Underpass behind a flash.
  5. 5A Ramp — Light pressure on A from Ramp or Palace while listening for rotations.finds out: The A setup and whether players rotate off A.stop if: Does not force A alone; joins the A group or the split when called.
Regroup: A RampCSDB's A execute groups at A Ramp and Palace while one player holds mid; for B the group gathers quietly in B Apartments.7 guides · newest 5 Oct 2026

CT setup5 guides

schematic · not a Valve radar
  1. 1Ticket Booth — Watch A Ramp and Palace at the same time from the Ticket/CT side, crossfire with the Jungle player and call early Palace pressure.
  2. 2Jungle — Second A player: support both mid and A from Jungle/Stairs, contest early or fall back to play for the retake.
  3. 3Window — Usually the AWP: own the Top Mid sightline, stop Ts boosting onto Short, report what mid is doing, and swing to B via Kitchen or to A via Jungle when called.
  4. 4Van — B anchor on the Apartments exit: slow the push with a molotov/HE and a flash, then fall back and wait for a teammate rather than taking the first duel alone.
  5. 5B Short — Second B player on Short/Catwalk: help mid or B and fall back to the site when B is hit.
When: The standard, balanced setup in every guide checked; flexible against defaults and fakes because each site has two defenders who can trade.7 guides · newest 12 Sept 2026

Mid control decision tree

Can the Ts smoke Window and win Top Mid, so that Connector (to A) and B Short (to B) open up?
Window smoked and Top Mid won.The CTs have to commit their Connector player and the map opens for a split.Split A through Connector plus A Ramp/Palace, or B through B Short plus B Apartments.
The early mid fight is lost or too costly.Retry with delayed smokes and more players coming from Underpass.Go A via Connector or B via Short, or cut CT rotations from Ladder Room once mid is regained.
No mid control at all.The attack has to come through A Ramp, Palace or B Apartments, which CTs read and prepare for more easily.Play a default, gather information and pick the site after the CTs have spent utility.
4 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

Executes4 from the guides

  • Call it when: The standard A hit, usually after a mid default; the same smokes can also be thrown instantly as a fast A hit that skips mid.Entry order: CT smoke first, Jungle (and Stairs) next, entry flashes from Palace and A Ramp right before the peek; Palace and Ramp go together once every smoke has bloomed. Molotov the close spots (sources name Under Balcony, Sandwich and Firebox, none of which is in the callout list) and clear the whole site before taking post-plant spots.Plant: Default (behind the box)Post-plant: Cover the bomb from three spots: Palace or Shadows, a site spot (Sandwich, Default or Tetris), and an A Ramp player looking toward CT.$1,200 of grenades at Valve’s prices — whether the round can carry it is the economy board’s call.7 guides · newest 5 Oct 2026

Retake options

  • 3-player A site retakeRoute: via CT and JungleFirst utility: Smoke A Ramp to cut T reinforcements, HE the Ramp-side post-plant player, flash over the site, then enter from two doors at once; save your best utility for this.Clear first: The A Ramp post-plant player, then Shadows/Default box layer by layer with one player watching PalaceSave instead if: no guide states a line — see the save rules below.CSDB's map page names CT and Connector as the two entries instead of CT and Jungle (see contradictions).3 guides · newest 4 Jul 2026

Utility order(Full A execute)

  1. 1. Smoke → WindowThrown from T Spawn; some guides leave it out (see contradictions).
  2. 2. Smoke → CT
  3. 3. Smoke → Stairs
  4. 4. Smoke → Jungle
The lineups live on the Mirage 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

The attack has to come through A Ramp, Palace or B Apartments, which CTs read and prepare for more easily. Then: Play a default, gather information and pick the site after the CTs have spent utility.rows: mid decision tree · Mirage

Screenshot briefing

Mirage · T · I have no caller
PLAN: Default: B Apartments · Top Mid · Top Mid · Underpass · A Ramp — regroup at A Ramp.
1 B Apartments: Guard B Apartments against a CT push coming out of Market/Kitchen.
2 Top Mid: Smoke Window early from T Spawn and take the Top Mid boxes.
3 Top Mid: Second mid player: flash over Top Mid when the Window smoke lands or on contact, and trade the first player.
4 Underpass: Work from Underpass and flash out toward Connector/Short when ready.
5 A Ramp: Light pressure on A from Ramp or Palace while listening for rotations.
STOP: B Apartments: Leaves only on the call: joins a B split from Apartments in sync with the mid group, or adds to Underpass if mid is struggling.
REGROUP: A Ramp

Sources21 guides

How fresh

Newest guide 5 Oct 2026Valve’s latest change to Mirage, 22 Sept 2026: “Reinforced scaffolding by balcony in A site.” — guides from before it (the oldest is 12 Sept 2024) may not show it.
  • 2025-09-26: Collision updated around the top of the ladder hole. Minor movement change on a CT rotation path.
  • 2026-09-22: Scaffolding by the balcony on A site reinforced. Every strategy guide used here was last reviewed before this patch (the bo3.gg timings article is later but does not mention it). Positions and molotov spots near the A balcony (Under Balcony, Stairs side) should be re-checked in game.
  • Other CT setups guides name without giving positions: 3-1-1 and 1-3-1.

Contradictions

4
  • Shape of the T defaultOne view: One B Apartments anti-push, three mid (Top Mid + Underpass), one around A (bo3.gg); CS2.eu says 1 A, 3 Mid, 1 B/Underpass.Another: Two Top Mid, one lurking Palace or A Ramp, two in B Apartments (CSDB.gg).
  • Which smokes make up the A executeOne view: Window, CT, and Stairs or Jungle (CSDB.gg map page).Another: Stairs, Jungle and CT with no Window smoke (Winio, CS2 Pulse, CS2.eu); Jungle, Stairs and Window (CSDB.gg lineups); Jungle and CT (bo3.gg timings).
  • The second entry for an A retakeOne view: Regroup CT and Jungle (CSDB.gg lineups).Another: Come from CT and Connector (CSDB.gg map page).
  • Where the second B player stands in 2-1-2One view: On Short/Catwalk (CS2.eu) or Short/Van (CSDB.gg).Another: As a rotator near Market/Kitchen (bo3.gg).

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”.