By GamGem ResearchLast updated 7 Oct 2026

Nuke strats — T default, CT setup and executesNuke
Active Duty: Ancient · Anubis · Cache · Dust II · Inferno · Mirage · Nuke (Cache replaced Overpass, Valve update 8 Jul 2026)Default: Outside · Silo · Lobby · Squeaky · Ramp — regroup at Lobby.
Stop / rotate / save if: Outside: Free early information and aggression from CTs in the yard.
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
- 2OutsideThrow or prepare the Outside smokes and contest the yard (some guides send two here).
- 3SiloOutside lurk: hold the Silo angle to trade the cross and watch the Secret route.
- 4LobbyHold Lobby so the team keeps access to Hut, Squeaky, Ramp and Vents.
- 5SqueakySecond Lobby player: show A pressure at Squeaky/Hut without committing; use utility before opening the door.
- 6RampWatch or pressure Ramp from the Radio/Trophy side.
- 7Lobbyregroup before the hit
Round clock1:55 → 0:00
- 0:05takes · Rough A-to-B rotation through Vents (a duration, not a round-clock time).
- 0:08takes · Rough A-to-B rotation through the interior (duration).
- 0:03takes · Rotation length on Nuke versus about fifteen seconds on other maps (Heaven, Hell, Vents to B) (duration).
- 0:10takes · A pause this long between clearing Lobby and hitting A lets about three more defenders arrive (duration).
- Round
- 1:55
- Bomb after plant
- 40 s
- Defuse, no kit
- 10 s
- Defuse, kit
- 5 s
Situation → Plan
T default5 guides agree
- 1Outside — Throw or prepare the Outside smokes and contest the yard (some guides send two here).finds out: Whether Garage/an Outside AWP is set up and whether a cross to Secret is on.stop if: Free early information and aggression from CTs in the yard.
- 2Silo — Outside lurk: hold the Silo angle to trade the cross and watch the Secret route.finds out: CT rotations through the yard while the team plays inside.stop if: CTs walking through the yard to flank.
- 3Lobby — Hold Lobby so the team keeps access to Hut, Squeaky, Ramp and Vents.finds out: A-site and Lobby sounds; whether CTs are pushing out.stop if: CT Lobby pushes for early information.
- 4Squeaky — Second Lobby player: show A pressure at Squeaky/Hut without committing; use utility before opening the door.finds out: How the A anchor reacts and where they hold.stop if: Early CT aggression around Hut.
- 5Ramp — Watch or pressure Ramp from the Radio/Trophy side.finds out: Whether a Ramp player is there and how many.stop if: CT Ramp aggression into Lobby.
CT setup5 guides
- 1Heaven — Cover A from above and own the long angle over the site; drop to Hell to reappear from below instead of dying to a pre-aim.
- 2Hut — Anchor A on the site itself, watching the Hut and Squeaky exits from cover; survive and call which door they use.
- 3Ramp — Delay any push down Ramp, call contact early and fall back rather than trade alone; first player into a B retake.
- 4Outside — Early warning for the yard: report smokes, crosses to Secret and pressure on Main; often played from Garage.
- 5Secret — Floater between B and Secret who reacts to what Outside and Ramp report.
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: Lobby is held and, ideally, Outside pressure has already pulled a defender off A.Entry order: Smokes on Main and Heaven first, then fire on the Hut side and Rafters, then the Lobby flash; Hut and Squeaky players step out at the same moment while one player watches Mini. No stopping in the doorways, and no long pause after Lobby is clear.Plant: Behind the box cover by Hut (Tetris), so a defender in Heaven has to come down to ground level to stop the defuse.Post-plant: Hold from the site boxes and Squeaky, with Heaven as the angle to respect.$1,600 of grenades at Valve’s prices — whether the round can carry it is the economy board’s call.cs2.eu smokes Heaven and Mini instead of Main (see contradictions). "Tetris" is not on the list; it is the box group next to Hut.5 guides · newest 12 Sept 2026
Retake options
- 2-player A site retakeRoute: via Heaven and Hut, with a late peek from HellFirst utility: flash → HutClear first: Squeaky and the Hut-side cover, where Ts hold after a Hut-side plant.Save instead if: You would be going in alone or badly outnumbered — A gives CTs little room to fall back, and waiting only makes the post-plant stronger, so either go together early or save.No source gives a head count; 2 is the minimum the two-direction route implies. thrown down from Heaven onto the Hut side of the site5 guides · newest 12 Sept 2026
Utility order(Standard A from Lobby (Hut + Squeaky))
- 1. Smoke → Main
- 2. Smoke → Heaven
- 3. Molotov → Hutcsdb "molotov Hut": burns the CT cover on the Hut side of the site
- 4. Molotov → Rafters
- 5. Flash → Hutthrown from Lobby so it pops over the site above Hut/Squeaky
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
Nuke · T · I have no caller PLAN: Default: Outside · Silo · Lobby · Squeaky · Ramp — regroup at Lobby. 1 Outside: Throw or prepare the Outside smokes and contest the yard (some guides send two here). 2 Silo: Outside lurk: hold the Silo angle to trade the cross and watch the Secret route. 3 Lobby: Hold Lobby so the team keeps access to Hut, Squeaky, Ramp and Vents. 4 Squeaky: Second Lobby player: show A pressure at Squeaky/Hut without committing; use utility before opening the door. 5 Ramp: Watch or pressure Ramp from the Radio/Trophy side. STOP: Outside: Free early information and aggression from CTs in the yard. REGROUP: Lobby
Sources17 guides
- cs2pulse.com5 pages
- refrag.gg3 pages
- csdb.gg1 page
- cs2.eu1 page
- vpesports.com1 page
- boostroom.com1 page
- winio.ai1 page
- primagames.com1 page
How fresh
- Names outside the required list are mapped: Headshot/Big Box -> Ramp (both sit at Ramp); Doors/Window/Double Doors -> Tunnels (they open from the Tunnels corridor); Single Door -> Decon; Tetris -> Hut (box group by Hut); CT Red -> Outside; Radio/Trophy -> folded into Ramp/Lobby; Dark and Mustang have no list equivalent and appear only in free-text plant/post fields.
Contradictions
- How many CTs on Ramp, and where the fifth CT playsOne view: One Ramp player; the fifth floats between B and Secret (csdb) or near Lobby/Squeaky (VPEsports).Another: Two on Ramp — a front player near the box at the back of Ramp and a second one further back (Prima Games); cs2.eu also puts two on the B/Ramp side.
- How long the A-to-B rotation takesOne view: About 5 s through Vents, about 8 s through the interior (cs2.eu).Another: About 3 s (csdb).
- T default head countOne view: Two Outside, one Lobby, two Ramp (cs2.eu).Another: Two Lobby, one Outside/smokes, one Ramp/Radio, one lurk (BoostRoom).
- Which smoke goes with Heaven on an A executeOne view: Smoke Main and Heaven (csdb).Another: Smoke Heaven and Mini (cs2.eu); BLAST says not to smoke Mini when your own players come through it.
- Holding Outside aloneOne view: An AWP in Garage can deny the yard on its own while four play inside — the classic defence (csdb).Another: Fighting Outside alone every round is a common CT mistake; Outside needs timing, utility and support (BoostRoom).
- Is playing for the retake viable on Nuke?One view: Disciplined CTs win post-plants here more than on other maps — save utility for it (csdb); BoostRoom lists a passive retake setup.Another: Teams hardly play for the retake on Nuke, especially on A, because there is nowhere to fall back (backpackbrain, 2024).
- How CT-sided Nuke is in CS2One view: CTs win 57.8% of rounds across csdb's tracked team map results.Another: CT round wins fell from about 55% (CS:GO 2023) to about 51% (CS2 2024) in LAN top-20 data (backpackbrain).
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”.
