B Anchor
Usually starts on B Site. Can occasionally start near Mid to support fights, create false information or provoke reactions across the map. Efficient utility management matters here because the player often needs to preserve smokes for B entrances, enabling info plays or delaying map control. Molotovs can punish or slow T control around B Lane, alongside the classic Ramp anti-rush utility.
Archive
Role averages
- K/R
- 0.691
- D/R
- 0.645
- ADR
- 76.6
- KAST
- 74.3%
- Avg. |round swing|
- 4.900
About these averages
Metric: all archived map-side rows with the exact Ancient CT “B Anchor” label. Timeframe: 2024-12-18 to 2026-08-28. Sample: n=5,833.
Source: CSdex V1 aggregate performance archive. Fallback: no fuzzy role-label mapping. Risk: the average describes the archive, not the correct target for every team or round.
Pathings and possibilities for B starts
- Fight for B Lane through Ramp or Cave to catch Ts off-guard and apply pressure across the map. (Aggressive)
- Combine utility with teammates to delay/punish Ts taking space on B or stop fast executes. (Defensive)
- Support Mid or B Lane fights and rotate accordingly. (Situational)
Mid-round patterns
- Anchor B Site through strong positioning, using utility to hold and buy time for teammates to rotate. Set up with teammates and adapt positioning according to the utility Ts still have available, deciding whether to play inside or behind the bombsite. Use this when information clearly points toward a B hit or in advantage situations.
- Anchor B Site from Cave, trying to maintain control of this space since it is extremely important for Ts to build strong post-plants and can become very difficult to clear when proper setups are established. Can also stay there alone to buy time while the team focuses on Mid re-control or A gamble setups. Teams use it for disadvantage or retake-oriented situations.








