ACTIVE DUTY · PREMIER SEASON 5 CACHE IN — OVERPASS OUT · EFFECTIVE JUL 6 2026

Five-Man
Playbook

Set executes and strats for the full seven-map pool. Default first, execute second — the calls below are answers to information, not opening moves.

Hover or tap any utility line to see throw → landing on the mini-map
IGL in-game leader · mid-round calls
E1 entry · first through smokes
E2 second entry · trades every fight
AWP opening picks · holds rotations
LRK lurker · cuts rotations, delays
Trade or dieNo solo fights on an execute. E2 shoulders E1 through every choke.
One call, three secondsAll utility lands within 3s of "GO." Bodies move on the last flash.
Default until 0:45Spread, gather info, then answer with an execute.
Keep two post-plant smokesUsually LRK + IGL hold theirs through the hit.
Anti-eco: split 3–2Never five in one choke. Plant fast, play crossfires.
Post-plant default2 site · 1 close cover · 2 on the retake path. Never 5 on site.

Mirage

Win connector, win the map.
T-Side
Default

Spread

E1+E2 top mid / underpass · AWP palace-ramp pick · IGL+LRK B apps presence. Read CT utility, call the execute at ~0:45.

Execute 01

A Split

  • IGLSMOKEJungle (from top mid)
  • E2SMOKECT (from top mid)
  • LRKSMOKEStairs (from ramp)
  • E1FLASHPop over A + IGL flash over connector
  • AWPMOLLYSandwich, then HOLD connector

MovementE1+LRK ramp → site. E2+IGL connector after flashes. Plant for CT/jungle.

Execute 02

B Rush Apps

  • IGLSMOKEBench (window side)
  • E2SMOKEMarket door
  • LRKMOLLYVan
  • E1FLASH×2 out of apps, staggered 1s
  • AWPHOLDMid/window for the rotation cross

MovementE1 to short/car, E2 wide to van, IGL+LRK trail. Plant default behind boxes.

Execute 03

Slow A Default

  • TEAMPalace + ramp control by 0:35, one flash each
  • LRKFLASH+MOLLYB apps bait at 0:30
  • IGL/E2SMOKECT + jungle at 0:20

MovementSingle flash over site, walk out. Punishes early rotators off the B bait.

Pistol

B Apps Flood

All five apps. One smoke bench, two flashes over, plant fast. Post-plant: 2 site / spread van, short, apps.

CT-Side · Quick Reference
  • Setup: 2A (site + jungle) · 1 mid window AWP · 2B (site + apps/market)
  • Force rounds: stack B with 3, upgraded pistols, double-molly apps
A Retake

3–2 from CT + Short

Smoke jungle-to-connector (blocks the rotator)

Flash one over CT for the CT-line clear

Movement 3 push CT + jungle, 2 come palace/short. Never solo-retake from connector.

B Retake

Apps + Market Together

Smoke apps (cuts the default plant crossfire)

Molly default plant behind boxes

Flash from CT over site. From apps + market at once — solo apps dies to bench crossfire.

Dust2

Long control decides your half.
T-Side
Default

Long Control

E1+E2 take long (flash + car molly) · AWP mid-doors pick · IGL+LRK upper tunnels. Long free → A execute. Contested hard → B split.

Execute 01

A Long + Short Split

  • E2SMOKELong corner (blue container)
  • IGLSMOKECT
  • LRKSMOKEShort (goes catwalk via mid)
  • E1FLASHOver A site from long
  • AWPHOLDMid doors — kills the mid-to-B crosser

MovementE1+E2 long → site. LRK+IGL up catwalk. Plant for long. AWP joins short late.

Execute 02

B Tunnels Flood

  • IGLSMOKEB doors/window (mid cut)
  • E2SMOKEBack plat
  • LRKMOLLYBig box / car
  • E1FLASH×2 out of tunnels (IGL throws second)
  • AWPHOLDMid doors

MovementE1 wide to car, E2 site, trail in. Plant for tunnels. 2 play off the doors smoke fade.

Execute 03

Mid to B

  • IGL/E2SMOKECT mid doors + xbox at 0:50
  • LRKHOLDTunnels flank

MovementCatwalk → lower. Hit B from lower + tunnels simultaneously — anchor gets sandwiched. Use vs passive CTs.

Pistol

Long Rush

Flash over long corner, all five long, smoke CT cross, plant long-side. Classic for a reason.

CT-Side · Quick Reference
  • Setup: 2 long (pit + corner) · 1 mid AWP at doors · 2 B (site + tunnels watch)
  • Mid AWPer is the rotation engine — never let them die for free
A Retake

CT + Short Together

Smoke long corner (blocks the long rotator/AWP)

Molly default plant (goose or ct-side plant)

Movement 3 CT, 2 short — hit on the flash. Short from ninja is real vs a default plant.

B Retake

Window + Doors

Smoke back plat (kills the back-site angle)

Molly tunnels (cuts the flank rotate)

Flash from doors over site. Hit together — never solo doors, that's a free frag for them.

Inferno

Rounds are won at 0:30, not 1:50.
T-Side
Default

Map Control

E1+E2 banana control (car molly + flash) · LRK apps presence · IGL+AWP mid, AWP holds arch pick. Take banana + apps, then decide.

Execute 01

A Apps + Short Split

  • LRKFLASHBalcony + MOLLY pit (from apps)
  • IGLSMOKEArch-side + library (from 2nd mid)
  • E2SMOKECT
  • E1FLASHPop over short
  • AWPHOLDMid for the arch rotator

MovementLRK pressures apps first (draws eyes), then E1+E2 short → site, IGL trails. Molly graveyard on retake sound.

Execute 02

B Banana Execute

  • IGLSMOKECT
  • E2SMOKECoffins
  • LRKMOLLYNew box / sandbags
  • E1FLASH×2 over banana, staggered
  • AWPMOLLY1st oranges, enters 3rd

MovementE1 wide to dark, E2 to new box. Plant for banana. 2 stay in crossfire, 3 fall to banana/spools for the retake.

Execute 03

Fake B → Slow A Apps

  • B PAIRMOLLY+FLASHBanana show at 0:40, no push
  • LRKMOLLYPit + FLASH balcony at 0:25

Movement3 through apps, banana pair rotates 2nd mid → short. A 3-stacked B dies to the A sandwich.

Pistol

B Rush

Full five banana at freeze-time end. Flash over car, flash over sandbags. Speed beats the CT molly if you're clean.

CT-Side · Quick Reference
  • Setup: 2 B (site + car/coffins) · 1 arch (IGL) · 2 A (pit + site/apps)
  • B anchors survive 20 seconds — you're not winning 1v5. Molly banana at 0:40 whenever affordable
A Retake

CT + Apps Together

Smoke short-to-site (cuts short crossfire)

Molly graveyard (default plant killer)

Flash from CT. From CT + apps — never from 2nd mid, that angle is a death sentence.

B Retake

CT + Arch Regroup

Smoke banana (blocks the flank rotate)

Molly coffins / new box (default plant zone)

Flash from CT double, second player peeks. Arch player forgives dry-peeks — wait for the flash.

Nuke

Patience. Win outside or ramp first.
T-Side
Default

Outside Presence

E1+E2 threaten the outside cross · AWP main/squeaky presence · IGL+LRK lobby, reading hut/vent sounds. Commit only after control.

Execute 01

A Fast — Three-Point Entry

  • IGLMOLLYRamp delay + SMOKE hut-to-site
  • E2FLASHMain + follow flash
  • LRKMOLLYSqueaky, then opens it
  • E1First through hut
  • AWPHOLDMain angle for the heaven peek

MovementHut + main + squeaky at once — two CTs can't hold three doors. Plant for main; fall to lobby playing vent sound.

Execute 02

Outside B — Smoke Wall

  • IGLSMOKEGarage line
  • E2SMOKERed line
  • LRKSMOKESilo line
  • E1FLASHOver secret
  • AWPMOLLYGarage interior, trails

MovementAll five cross behind the wall. E1+E2 secret → B, AWP+LRK garage, IGL flexes. Lives or dies on smoke sync — drill it.

Execute 03

Vents B (Fake A)

  • A PAIRFLASHFull hut/main show at 0:35, no entry
  • IGLSMOKEB site through squeaky gap

Movement3 drop vents while CTs watch A. High risk, brutal payout — once per half maximum.

Pistol

Ramp Rush

Five lobby → ramp. Two flashes over, molly top of ramp behind you to cut the retake. Plant B, hold ramp + secret.

CT-Side · Quick Reference
  • Setup: 2 outside (garage + secret watch) · 1 ramp anchor · 2 A (site + heaven flex)
  • Ramp player never dry-dies — molly, fall to B, retake with your team alive
  • Rotate through heaven/hell, not outside, when outside is smoked
A Retake

Heaven + Hell Together

Smoke main (blocks the entry-back flank)

Flash through squeaky then over site

Movement Never through ramp — you're rotating with rifles, don't dry-peek stacked crossfires.

B Retake

Ramp + Hell Squeeze

Molly vents (kills the boost angle)

Smoke secret exit (cuts flank)

Movement Ramp holder drops with the retake, heaven watches for boost-fake bait plants.

Ancient

The map collapses around mid.
T-Side
Default

Mid Squeeze

E1+E2+IGL take mid (flash over) · AWP A-main pick · LRK B-ramp presence, no push. Own mid and both sites are split-able.

Execute 01

A Split — Main + Donut

  • IGLSMOKECT (from mid)
  • E2SMOKETemple/elbow — donut stays open as entry path
  • LRKMOLLYPit (from main)
  • E1FLASHOver A main + IGL pop from donut
  • AWPHOLDMid for the rotate

MovementE1+LRK main → site, E2+IGL through donut. Plant behind box; donut + main post-plant crossfire.

Execute 02

B Ramp Flood

  • IGLSMOKEShort/CT cut
  • E2SMOKECave-exit line (from long)
  • LRKMOLLYDefault plant / pillar
  • E1FLASH×2 over ramp, staggered with E2
  • AWPClears long with LRK, HOLD cave after

MovementE1+IGL ramp, E2+LRK long — pincer. Plant for ramp; pillar + lane crossfire.

Execute 03

Mid to B

  • IGL/E2SMOKECT + short simultaneously at 0:50
  • LRKHOLDMid-to-A flank

MovementDrop into B short with four. The anchor faces a 4-man flood with no help. Use vs mid-passive CTs.

Pistol

B Ramp

Five ramp, one smoke short, two flashes over. Plant for ramp, spread long/cave/site.

CT-Side · Quick Reference
  • Setup: 2 A (site + donut watch) · 1 mid · 2 B (site + short flex)
  • Mid player is a tripwire, not a hero — announce and fall back
  • Molly ramp + main at 0:40 every gun round. Ancient CT-side is a utility war
A Retake

CT + Short Regroup

Smoke A main (blocks the rotator/back cross)

Molly default plant behind box

Flash from CT/temple. Come together — donut is a solo-death spot.

B Retake

Cave + Short Together

Smoke short/CT cut (blocks post-plant crossfire)

Molly pillar plant (their default)

Flash from CT. From cave + short at once — the pincer is the whole play.

Anubis

Water control opens everything.
T-Side
Default

Water + Mid

E1+E2 mid toward connector/window · LRK silent in water/canal · IGL+AWP A-main presence, AWP holds walkway pick.

Execute 01

B Split — Main + Water

  • IGLSMOKEB site CT-line (from main)
  • E2SMOKEDouble doors (mid cut)
  • LRKFLASHOut of water for self + E2
  • E1FLASHOver B main
  • AWPHOLDMid for connector rotators

MovementE1+IGL main → site, LRK+E2 out of water. Post-plant: 1 water, 1 dark, 2 falling to main/palace.

Execute 02

A Execute — Main + Con

  • IGLSMOKECT + heaven (both from main — practice these)
  • E2SMOKEWalkway, then takes connector
  • LRKMOLLYDefault / ninja spot
  • E1FLASHPop over A main
  • AWPEnters con behind E2, HOLD heaven fade

MovementE1+IGL+LRK main → site, E2+AWP through connector. Watch the heaven smoke fade on post-plant.

Execute 03

Fake A → B Water

  • A PAIRSMOKE+FLASHFull A show at 0:40, 2 bodies at main
  • IGLSMOKEB site, thrown on the rotation sound

Movement3 through water at 0:25. Anubis rotations are long — this punishes them hard.

Pistol

Mid Rush → A Con

Five mid, smoke double doors, flood connector into A with one flash. Fast plant, spread con/site/main.

CT-Side · Quick Reference
  • Setup: 2 A (site + main watch) · 1 mid-connector · 2 B (site + water watch)
  • Water is the blind spot — utility or info-check it every round at 0:40
A Retake

CT + Heaven Together

Smoke A main (blocks the rotator)

Molly default plant

Flash from heaven, CT peeks on the pop. Watch for water flank — leave one player CT-side to check.

B Retake

CT + Upper Squeeze

Molly water (kills the flank rotate first)

Smoke B main entry (blocks the retake-back)

Flash from CT. Cut water before retaking, then hit with 3 minimum.

Cache

Mid is the whole map. So is the prep gap.
Rebuild warning: the CS2 version has revised geometry and sightlines versus CS:GO. These plays are structural — verify every smoke and flash lineup in an offline server before match day. Legacy lineups will not all transfer.
T-Side
Default

Mid Pressure

E1+E2 mid control (smoke garage line, boost checks) · AWP+IGL A-main pick toward squeaky/quad · LRK silent at B main. Garage/vents control opens either site or a double split.

Execute 01

A Split — Main + Squeaky

  • IGLSMOKECT / site cross
  • E2SMOKEQuad
  • LRKMOLLYDefault / dumpster
  • E1FLASHOver A main + E2 flash through squeaky
  • AWPHOLDMid for the rotate

MovementE1+IGL+LRK main → site, E2 through squeaky. Plant for main; quad-side + main crossfire.

Execute 02

B Main Execute

  • IGLSMOKECT (heaven/spawn cut)
  • E2SMOKESite / checkers cut
  • LRKMOLLYClose-left corner
  • E1FLASH×2 over B main, staggered with E2
  • AWPHOLDMid/vents for the rotation

MovementE1 wide, E2 site, trail in. With mid control, send LRK through vents simultaneously — the anchor can't hold main + vents alone.

Execute 03

Mid Split Both

  • TEAMOwn garage + highway by 0:45
  • SPLIT2 vents → B · 3 connector/white box → A, utility on both

MovementA 2-1-2 CT setup breaks completely. Commit to whichever site holds a lone anchor, on IGL's call.

Pistol

B Rush

Five B main, one flash over, one smoke site-cross. Plant fast: 2 site / 1 vents / 2 main.

CT-Side · Quick Reference
  • Setup: 2 A (site + quad/truck flex) · 1 mid (garage/white box) · 2 B (site + vents watch)
  • Vents discipline: someone owns vents info every round or B-main hits become unholdable
  • Cache rewards AWPers — give yours the mid or A-main sightline and keep them alive through rotations
  • 30 min/day on the CS2 version until lineups are muscle memory. Most opponents don't know this map yet — outwork them
A Retake

CT + Heaven Together

Smoke A main (blocks the rotator)

Molly default plant / dumpster

Flash from CT. Come together — squeaky solo dies to the quad crossfire.

B Retake

CT + Vents Squeeze

Smoke B main (blocks the retake-back)

Molly close-left plant zone

Flash from CT. From CT + vents at once — solo CT dies to the plant crossfire every time.

Economy

Money is utility with a delay.

The IGL calls every buy for all five. No solo forces, no ninja AWPs on eco. These are the tiers, the decision trees, and the loss-bonus math you need to plan two rounds ahead instead of one.

Buy Ladder
$0 – $1,500

Full Eco

  • Pistol only, no armor, no util
  • Save for round after
  • Stack one site, look for a trade kill
$2,000 – $2,500

Light Buy

  • Upgraded pistol (P250/Tec-9/Five-SeveN) + armor
  • 1 nade if affordable, otherwise smoke-only for exec
  • Coordinated hit — never spread out
$2,500 – $3,500

Semi-Buy

  • SMG or shotgun + armor
  • MP9/MAC-10 for close angles, XM/Nova for A-short types
  • Kill = $600, gun kept — snowballs your eco
$4,000 – $4,750

Force Buy

  • Galil / FAMAS + armor + 1–2 nades
  • Occasional AK/M4 if two teammates can drop
  • Use when denial > next-round quality
$5,000+

Full Buy

  • AK/M4 + armor + kit (CT) + 2 nades minimum
  • AWP if bank supports the whole team
  • Nade priority: smoke → flash → molly → HE
$16,000

Max Cap

  • Money over cap is wasted — drop for a teammate
  • AWP drop, rifle drop, extra flashes
  • Check bank at freeze time, not spawn
Decision Trees
Question 01

Full Buy or Save?

Full buy ifAll five can afford rifle + armor + 2 nades AND next round you'd still full buy on a loss
Save ifAnyone under $4,500 AND a loss now means broken eco for 2+ rounds
RuleNever buy a "half rifle" round where two players have no util. That's a fake full-buy — worst of both worlds.
Question 02

Force or Eco?

Force ifOpponent is on a save/light AND you can deny their next full buy by winning this one
Force ifScore/momentum needs a break — 10–4 down at half deserves a coin-flip round
Eco ifOpponent is on full buy AND your force wouldn't beat their eco next round either
Question 03

Anti-Eco Buy

WhatRifle + armor + HE + 1 flash. Drop the smoke — you don't need it vs pistols.
WhyHE is the anti-stack tool. Ecos flood one site 5-deep; a well-placed HE deletes the round.
SetupSplit 3–2, hold long angles, no peeking corners. Ecos win on close aggressive trades.
Question 04

Bonus Round (post-pistol win)

Buy upSMG or Galil/FAMAS + armor + nades. You have ~$4,300 — spend it.
Keep $2k floorDon't buy so much you can't full buy next round on a loss.
AWPerSkip the AWP this round unless bank supports it. Save for round 3.
Loss Bonus Ladder

How much you earn per consecutive round lost

Loss #BonusWhat it means
1$1,400Still a full save — no util, no armor
2$1,900Light buy possible — armor + pistol upgrade
3$2,400Semi-buy window opens — SMG + armor
4$2,900Force-buy territory — Galil + nades on a save-stacked round
5+$3,400Max bonus — full buy is affordable after 2 saves at this tier
Round-Type Playbook
FULL

Full Buy

Everyone rifle + armor + 2 nades. Run your named executes. This is the round the playbook was written for.

TRIGGER: All five ≥ $4,750
FORCE

Force Buy

Galil/FAMAS + armor + 1 nade. Close angles, no long duels. Deny their next round even if you lose the fight.

TRIGGER: Bank $2,900–$4,500 + opponent light
SEMI

Semi-Buy

SMG + armor + smoke. Snowball round — kills = $600 each. Play for pick-offs, not sites.

TRIGGER: Bank $2,500–$3,500 + you can afford to reset
ECO

Full Save

Pistols only. Stack one site 5-deep, or lurk for a pick + gun. No solo hero peeks — the goal is next round.

TRIGGER: Loss now = broken eco next round
ANTI-ECO

Anti-Eco

Rifle + HE + flash, skip the smoke. Split 3–2, hold long, never peek corners. HE breaks stacks.

TRIGGER: You full-buying, opponent on eco
BONUS

Pistol Bonus

Won pistol → SMG/Galil + armor + nades. Buy up but keep $2k floor. AWPer waits until round 3.

TRIGGER: Round 2 or 13, coming off pistol W
IGL Reminders
  • Call buys at freeze time, not spawn. Bank changes with the win/loss you just took.
  • Announce the bank ceiling. "Save $2k on wins" tells the team what they can drop for next round.
  • Drop discipline: AWPer + entries get first drops. Lurker buys their own gun 90% of the time.
  • Half-time reset: everyone starts $10k on side swap — plan rounds 16–17 like a fresh pistol + bonus.
  • The 3-round rule: if a lost round would break eco for 3+ rounds, save now even if it looks winnable.

Live

Round-by-round call log for match day.

Click US or THEM after every round. The tracker follows loss streaks, projects next-round buys, and calls out force windows before you burn a save.

US
0
T · 1st Half
·
THEM
0
CT · 1st Half
Next-Round Recommendation
Full buy
Round 1 · pistol

Us

Loss streak0
Bonus if we lose$1,400
Est. bank next round$800

Them

Loss streak0
Bonus if they lose$1,400
Est. bank next round$800

Round Log

No rounds logged.

Timing

What should be happening at every mark.

A 1:55 round has phases, not one long fight. Every player should know where they are in the round by the clock — freeze buy, default setup, control check, execute window, plant deadline. Miss the mark, lose the round.

1:55 · Freeze

Buy Call

IGL announces the round type before anyone buys. Bank check, drop assignments, strat name.

Comms: "Full buy, running A-split, [name] drop AK, [name] drop flash."

1:40 · Default Setup

Positions

Everyone to their default spot. E1+E2 pressure side, LRK opposite, AWP pick angle, IGL support.

Rule: if you're still moving toward default at 1:35, you're late — no round-opening picks happen.

1:15 · Control Check

Info Sweep

IGL asks each pair what they know. Who's holding where? What util has been used? What's the CT setup?

Decision point: commit to a side, fake and rotate, or hold default longer.

0:45 · Execute Window

The Call

IGL says "GO" and names the execute. Utility lands in 3 seconds, bodies move on the last flash.

Late-window rule: if you're not in execute by 0:35, downgrade to a slow default. No panic hits.

0:20 · Plant Deadline

Bomb Down

Plant must be in the ground by 0:20. Any later and you're planting under pressure with no post-plant time.

If you can't plant: save. Do not throw utility for a dry defuse attempt.

0:15 · Post-Plant Setup

Crossfires

2 site (crossfire), 1 close cover, 2 on the retake path. Never 5 on site — you die to one HE.

Save two smokes for the retake sound (usually IGL + LRK held theirs through the hit).

0:05 · Round End

Comms Silence

No talking except the caller during the last 5 seconds — clutch player needs to hear footsteps.

After the round: death cam intel first, blame never. Fix it in the next freeze time.

CT Timing Marks
  • 1:40: anchors in position, AWPer picking, rotators standing by info
  • 1:15: first molly window on choke points (banana, long, ramp)
  • 0:45: if no info, expect a slow default or fake — do NOT rotate off first sound
  • 0:20: plant should not be down yet — if it is, they broke you clean, reset for retake
  • Post-plant: retake by 0:10 or don't retake. Late retakes = defuse impossible.

Comms

Same words, same meaning, every round.

Bad comms lose more rounds than bad aim. The template below is what your IGL says every freeze time. The vocabulary is the words everyone means the same thing by. The demo review checklist is what to actually look at when watching opponents.

Pre-Round Template
IGL: "Bank check — [name] $X, [name] $Y…" (only if buys are tight) IGL: "Full buy / force / eco. Running [strat name]." IGL: "[Name] drop [rifle] for [name]. [Name] drop [nade] for [name]." IGL: "Utility: [name] smoke [X], [name] smoke [Y], [name] flash [Z]." EACH: "Copy" — everyone confirms once, no chatter until spawn. — round starts — IGL @ 1:15: "Info sweep. [Pair 1] what do you have?" IGL @ 0:45: "GO GO GO" (or) "Reset, slow default"
Mid-Round Vocabulary

If two people mean different things by "rotate," you're losing rounds to comms. Standardize now.

Rotate
Move to the other site. Named site required: "rotate B" not just "rotate."
Collapse
All available players converge on one site NOW. Emergency call — someone died or lost a fight.
Stack
Play multiple players on one site pre-emptively. "Stack B" = 3 minimum B before round start.
Cross
Second player crosses the choke after the first — trade setup. "Cross me" = follow me through.
Flood
All bodies commit to a choke on the execute. Different from a split — one entry point, mass.
Fade / Faded
Smoke is about to expire. "Smoke fading" = 2 seconds of util left, don't peek through it.
Peek / Wide / Off-angle
Peek = normal angle. Wide = uncommon holding spot. Off-angle = deep back cover, hidden.
Ninja
Sneak defuse behind cover / from a hidden angle. Called only when you're actually starting one.
Reset
Abandon execute, back to spread default, no util spent. Cheap round, gather info again.
Slow
Passive round, no aggression, hold defaults. On CT, save util for retake.
Fake
Show utility somewhere you're NOT hitting. Followed by the real call: "Fake A, hit B."
Save
Round is lost, everyone break contact and preserve guns. No hero peeks.
Force
Buy this round even though you should eco. Denial > next-round quality.
Lurk (verb)
Sit on flank/opposite side, cut rotates. Silent — no comms unless it's info that changes the play.
Trade
Kill the player who killed my teammate. "Traded" = we broke even on the fight.
Demo Review Checklist

Post-scrim demo review is 30 minutes MAX on lost gun rounds only. This is what to look for, not just "watch it."

What to Actually Look For

Scouting

Opponent notes, saved in your browser.

Notes are stored locally on this device only. Sync between teammates by sharing screenshots or copying text. Nothing is uploaded anywhere.

Tracker

Log scrims, see trends.

Add your roster, then log each scrim after it ends. Data lives in this browser only — export by screenshot if you want teammates to see it.

Roster
Log a Scrim
Scrim Log

Recent Sessions

Team Systems

Veto — 7-Map Pool

  • Ban your worst map instantly
  • Cache is the exploit window — grind it now and pick it for the next 4–8 weeks while opponents' prep is thin
  • Keep 3 genuine picks. Two-map teams die in BO3s

Reset Calls

  • "Reset" — back to spread default, no utility, gather info
  • "Slow" — 4-man site hold on CT, save utility for retake
  • 3 lost T-rounds in a row → pause, change which side of the map you pressure, not just the strat name

Economy

  • Full buy = everyone gets rifle + armor + 2 nades minimum, or full eco
  • No solo force-buys. IGL calls buys for all five
  • Bonus round after pistol win: buy up, keep a $2k floor where possible

Practice — Weekly Split

  • 2× execute timing drills — dry-run utility until sync is under 3s
  • 2× scrims — run every execute at least once
  • 1× Cache-only session until it's a pick
  • Demo review 30 min post-scrim — lost gun rounds only