Every figure shows its source. Where a source is missing, the number is a placeholder — and it is never written as fact.

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)
Plan summary

Default: Outside · Silo · Lobby · Squeaky · Ramp — regroup at Lobby.

Stop / rotate / save if: Outside: Free early information and aggression from CTs in the yard.

T default · 6 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. 2OutsideThrow or prepare the Outside smokes and contest the yard (some guides send two here).
  3. 3SiloOutside lurk: hold the Silo angle to trade the cross and watch the Secret route.
  4. 4LobbyHold Lobby so the team keeps access to Hut, Squeaky, Ramp and Vents.
  5. 5SqueakySecond Lobby player: show A pressure at Squeaky/Hut without committing; use utility before opening the door.
  6. 6RampWatch or pressure Ramp from the Radio/Trophy side.
  7. 7Lobbyregroup before the hit

Round clock1:55 → 0:00

1:550:00
  • 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
Valve: round and bomb · defuse. Guide times are theirs, not measured by us.

Situation → Plan

Coordination load · Standard A from Lobby (Hut + Squeaky)
Standard6
Solo-queue1
= our count of actions that must land together · no win-rate claims

T default5 guides agree

schematic · not a Valve radar
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
Regroup: LobbyRead what the CTs show, then pick A, Ramp/B or Secret late rather than rushing the call. Sources agree on spreading over Outside, Lobby and Ramp and deciding late; head counts differ (see contradictions). The Silo lurk is csdb's T lurker role; the Squeaky lane is the second Lobby player in BoostRoom's split. Radio and Trophy are not on the callout list and are folded into Ramp.6 guides · newest 12 Sept 2026

CT setup5 guides

schematic · not a Valve radar
  1. 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.
  2. 2Hut — Anchor A on the site itself, watching the Hut and Squeaky exits from cover; survive and call which door they use.
  3. 3Ramp — Delay any push down Ramp, call contact early and fall back rather than trade alone; first player into a B retake.
  4. 4Outside — Early warning for the yard: report smokes, crosses to Secret and pressure on Main; often played from Garage.
  5. 5Secret — Floater between B and Secret who reacts to what Outside and Ramp report.
When: Default gun rounds when you have no read on the T side yet; it covers every route without stacking anywhere.Sources agree on two players for A, one Ramp and one Outside; they differ on the fifth (B/Secret floater in csdb, B site/Vents in cs2.eu, near Lobby/Squeaky in VPEsports, "lower/flexible" in BoostRoom). csdb puts its A anchor at "Hut" and cs2.eu at "Hut/Squeaky area" — kept as Hut. "Garage" is named by csdb as an alternative Outside spot.5 guides · newest 12 Sept 2026

Mid control decision tree

Do we take Outside this round, and what is the CT side showing in the yard?
Garage / an Outside AWP is contesting the yardSmoke Garage and the CT-side lane before anyone steps out, cross behind the wall as one group and flash the Silo-side angles.Cross to Secret for B, or walk up toward Mini and split A with Heaven smoked (do not smoke Mini if teammates are coming through it).
Smokes are up and the cross worksTake Secret and hold it patiently without over-pushing.Hit B from Secret and Ramp (or Vents) together, or use the pull to go back to A.
CTs stack or fight Outside hardStop forcing the cross; keep the threat alive with the smoke wall while most players stay in Lobby.Hit A through Hut and Squeaky, or take Ramp.
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

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. 1. Smoke → Main
  2. 2. Smoke → Heaven
  3. 3. Molotov → Hutcsdb "molotov Hut": burns the CT cover on the Hut side of the site
  4. 4. Molotov → Rafters
  5. 5. Flash → Hutthrown from Lobby so it pops over the site above Hut/Squeaky
The lineups live on the Nuke 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

Stop forcing the cross; keep the threat alive with the smoke wall while most players stay in Lobby. Then: Hit A through Hut and Squeaky, or take Ramp.rows: mid decision tree · Nuke

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

How fresh

Newest guide 12 Sept 2026Valve’s latest change to Nuke, 23 Jul 2024: “Clipping adjustments.” — guides from before it (the oldest is 18 Oct 2023) may not show it.
  • 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

7
  • 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?

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”.