Reboost after the Boost molly
1When CT utility burns the first player off Boost, have the A Extremity reboost them, then return to A Main so the lane stays covered.
An initial plan an IGL can use on the first gun round.
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.
Cache T rounds run through Mid: keep A Main and B Main alive, force the Mid defenders to reveal their shape, then split through Highway or Vents.
1When CT utility burns the first player off Boost, have the A Extremity reboost them, then return to A Main so the lane stays covered.
2As the ground pair starts its Mid swing, have the support flash Highway so Boost can trade the close fight.
3When CTs smoke B Main early, have the B Extremity take Sun Room, check the push, and stay alive to enable the split.
4When the Mid group reaches Vents, the B Extremity flashes teammates into Checkers, then throws the CT Spawn and Heaven utility.
5When a lurker reaches Z unseen during a Highway or Vents split, have them hold the Truck rotation until the pack is secure.
6When the Mid group takes space, keep A Main and B Main represented so the extremities can report CT pushes and identify the open split.
7When the pack splits through Highway, have the Highway players take contact while A Main contains the anchor and prevents a push.
8When preparing an A split, use light flashes or mollies for Fence and Quad so the A anchor cannot hold the site comfortably.
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.

Denies CT information on Mid and cuts the Z player out of the first fight.
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Pairs with the left smoke to block the lower Mid cross from Highway and Z.
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Cuts the CT Spawn lane so the B hit only has to fight site and Checkers on the first wave.
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Burns the Headshot and Default pockets before the B entry commits through Main.
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Flashes over the B entry timing so the anchor cannot isolate the first player out of Main.
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Blocks the Garage-side Mid lane so a lurk can scale without exposing the whole default.
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Blocks the Heaven rotator so the B entry pair can clear site before the second defender joins.
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Burns the back-site pocket so the first B players can clear Missile, Default, and Headshot in order.
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Clears the Missile/New Box pocket so the first B players can plant and fight Checkers without a back-site swing.
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7 situational utilities are tucked away until needed.

