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)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.
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
- 2B ApartmentsGuard B Apartments against a CT push coming out of Market/Kitchen.
- 3Top MidSmoke Window early from T Spawn and take the Top Mid boxes.
- 4Top MidSecond mid player: flash over Top Mid when the Window smoke lands or on contact, and trade the first player.
- 5UnderpassWork from Underpass and flash out toward Connector/Short when ready.
- 6A RampLight pressure on A from Ramp or Palace while listening for rotations.
- 7A Rampregroup before the hit
Round clock1:55 → 0:00
- 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
Situation → Plan
T default2 guides agree
- 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.
- 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.
- 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.
- 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.
- 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.
CT setup5 guides
- 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.
- 2Jungle — Second A player: support both mid and A from Jungle/Stairs, contest early or fall back to play for the retake.
- 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.
- 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.
- 5B Short — Second B player on Short/Catwalk: help mid or B and fall back to the site when B is hit.
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
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. Smoke → WindowThrown from T Spawn; some guides leave it out (see contradictions).
- 2. Smoke → CT
- 3. Smoke → Stairs
- 4. Smoke → Jungle
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
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
- cs2pulse.com12 pages
- csdb.gg2 pages
- bo3.gg2 pages
- cs2.eu1 page
- cs2flow.com1 page
- winio.ai1 page
- esportsrambles.com1 page
- profilerr.net1 page
How fresh
- 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
- 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?
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”.
