A Main molotov extinguished: call the warning
1When Ts smoke the opening A Main molotov, have A Anchor call confirmed pressure and Middle or the AWP prepare same-side support before committing a full rotation.
When zoomed, focus the map and use the arrow keys to pan. Press Home or Escape to fit the whole map. Scroll over the map or pinch to zoom. Move the pointer outside the map to scroll the page.
Play Anubis as two connected pairs: A Anchor and Middle protect A and Camera, while Ebox and B Anchor read Canals and B Main; their information determines where the AWP or third defender leans.
1When Ts smoke the opening A Main molotov, have A Anchor call confirmed pressure and Middle or the AWP prepare same-side support before committing a full rotation.
2Once Middle confirms nobody is progressing through Canals, have Ebox refocus B Main so the anchor is not solving both lanes alone.
3When B Anchor confirms no fast B Main cross and Cubby remains clear, flash the Ebox player into an information peek while the pair can still trade.
4When Ts establish Middle, have Middle fall into Camera and A Anchor play the same side so the defense avoids two isolated holds.
5When Ts take Canals, have Ebox re-smoke the lane, Middle apply pressure, and the support players flash the grouped reclear.
When zoomed, focus the map and use the arrow keys to pan. Press Home or Escape to fit the whole map. Scroll over the map or pinch to zoom. Move the pointer outside the map to scroll the page.

Burns the A Main entry lane so CTs can slow the hit before falling into a retake-safe posture.
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Supports the early Water fight by cutting Bridge vision and making Ts clear the middle layer more slowly.
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TBD

Denies the Water and Canals route that turns Middle pressure into fast B Conn or A pressure.
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Burns the A Main entry lane so CTs can slow the hit before falling into a retake-safe posture.
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Flashes through Connector to blind defenders holding the B site entry and give the retake group a safer swing.
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Pops through House to support a Middle or Water fight without asking the rifler to dry-swing the choke.
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Supports the early Water fight by cutting Bridge vision and making Ts clear the middle layer more slowly.
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Lets Heaven or Middle players retake Water timing without dry-swinging the strongest early T lane.
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Slows the B Main pack long enough for E-Box, Temple, and site players to read whether the round is a split or a direct hit.
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Buys the A side time to fall into a retake-safe posture while Middle confirms whether pressure is real.
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7 situational utilities are tucked away until needed.
Priority 2 · GrenadeBridge smoke
Priority 3 · GrenadeHouse Flash
Priority 4 · GrenadeA Main smoke
Priority 5 · GrenadeHeadshot HE
Priority 6 · GimmickCheeky Mid Angle
Priority 7 · GimmickCamera Off Angle
Priority 8 · GimmickMid Rock Hiding Spot
Priority 9 · GimmickHeaven Boost