A Extremity
Usually starts around A Main, T Spawn, Second Mid routes, Red Room support timings or late Donut connections depending on the strat being played. Can change responsibilities with the Mid player, A entry or lurker between rounds, especially when the team wants to pressure A Main, support Mid control, fake presence or punish CT rotations. The A-side assignment also often works as a quiet pressure point that keeps the CT A side honest while the rest of the map develops.
Archive
Role averages
- K/R
- 0.620
- D/R
- 0.708
- ADR
- 68.4
- KAST
- 69.4%
- Avg. |round swing|
- 4.759
About these averages
Metric: all archived map-side rows with the exact Ancient T “A Extremity” label. Timeframe: 2024-12-18 to 2026-08-28. Sample: n=5,836.
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 from starting A Main
- Pressure A Main with teammate utility to deny CT aggression and create early space. (Aggressive)
- Hold A Main passively to punish pushes, protect the default and preserve late-round options. (Defensive)
- Reconnect with Mid / Donut pressure according to CT reactions and team control. (Situational)
Pathings and possibilities from Second Mid / support routes
- Flash or trade teammates fighting Mid / Red Room
- Delay A presence to create uncertainty before the final hit
- Lurk late through A Main or Donut to punish rotations
Mid-round patterns
- Hold A extremity control while the team works Mid or B Lane, making sure CTs cannot push for free information. Decide whether to stay hidden, take space or regroup according to utility, sound and teammate progress. It makes sense in default rounds where the T side wants map control before choosing the final bombsite.
- Support A or Mid pressure as the second layer of the attack, using utility and timing to help teammates enter or trade. The player can turn a simple A Main presence into a real split threat through Donut or A Site. The setup fits when the team is building toward an A finish, when Mid control is contested or when the round needs stronger trading structure.
- Lurk late around A Main / Donut to punish rotations and keep CTs trapped between sites. The goal is not always to be the first contact, but to create timing, cut off movement or force defenders to clear one more dangerous angle. It is practical when the team finishes B after A pressure, when CTs over-rotate or when the round depends on late map control.








