Mid fight: activate A
1When Middle confirms multiple CTs fighting the first timing, have the IGL activate Ramp and Palace while Middle occupies the rotation.
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.
Use Mid to reveal whether CTs chose Mid or A, then keep enough shape to split the site their rotation leaves thin.
1When Middle confirms multiple CTs fighting the first timing, have the IGL activate Ramp and Palace while Middle occupies the rotation.
2When Middle sees no CT cross or response, have the IGL cancel A, regroup through Mid, and send Catwalk with Apps against the slow B rotation.
3When the opening utility fades and the IGL calls the Mid take, have Top mid and Underpass swing together behind flashes so neither route is isolated.
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.

Blocks the CT AWP's strongest early Mid sightline so Top Mid players can scale.
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Lands in Top Mid so the Mid pair can cross out without giving Window, Connector, or Catwalk a clean opening timing.

Burns the Connector player out of the first Mid fight so Top Mid and Underpass can pressure together.
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Pops over the Mid default pressure point so Top Mid can keep scaling after the first smoke lands.
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Blocks the CT AWP's strongest early Mid sightline so Top Mid players can scale.
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Blocks the top Connector fight so the Mid pack can scale without giving the Connector defender a clean angle.

Burns the Connector player out of the first Mid fight so Top Mid and Underpass can pressure together.
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Pops for the Top Mid pack so the Connector defender cannot cleanly fight the first Mid progression.
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Cuts the Stairs player out of the A hit so Ramp and Palace can clear site before fighting Jungle.
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Cuts the Jungle player out of the A hit so Ramp and Palace can clear site before fighting rotators.
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Blocks the Market Window rotator so B Apps players can isolate site and Bench.
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Lands deeper in Jungle to push the Connector/Jungle rotator farther away from the A split timing.
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Cuts the Connector player out of the first Mid fight and makes Cat pressure safer.

Pops over the Mid default pressure point so Top Mid can keep scaling after the first smoke lands.
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Burns the Window room re-peek during Mid control so Top Mid can keep pressure after the smoke blooms.
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Clears the Ladder player during Mid control so CTs cannot swing from Window room.
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Flashes Window and nearby Mid defenders while Ts scale behind the Window smoke.
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Blocks Catwalk vision so B Apartments players can explode or Mid players can split B.
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Burns the Shadow/Under Balcony pocket so the first A player does not miss a tucked anchor.
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Pushes a Triple defender out of cover and denies a stable crossfire with Ticket.
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Blocks the right Market Arch sightline so B Apartments players can isolate site and Van.
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Flashes over B Site for the Apartments entry path without forcing a dry first contact.
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17 situational utilities are tucked away until needed.
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