B Extremity
Usually starts around B Ramp, Cave, T Spawn, B Lane support timings or late Mid connections depending on the default and final plan. Can change responsibilities with the B entry, Mid player, lurker or A extremity between rounds, especially when the team wants to pressure B Lane, hold CT aggression, fake B presence or punish rotations. The player in the role keeps the B side of the map active while the rest of the team works Mid, Red Room or A control.
Archive
Role averages
- K/R
- 0.649
- D/R
- 0.728
- ADR
- 72.0
- KAST
- 69.4%
- Avg. |round swing|
- 4.806
About these averages
Metric: all archived map-side rows with the exact Ancient T “B Extremity” label. Timeframe: 2024-12-18 to 2026-08-28. Sample: n=5,501.
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 B Ramp / Cave
- Pressure B Lane with teammate utility to deny CT control and create early space. (Aggressive)
- Hold B Ramp / Cave passively to punish pushes, protect the default and preserve late-round options. (Defensive)
- Reconnect with Mid, Donut or late B hits according to CT reactions and team control. (Situational)
Pathings and possibilities from support routes
- Flash or trade teammates fighting B Lane / Cave
- Delay B presence to create uncertainty before the final hit
- Lurk late through Ramp or Cave to punish rotations or retake movement
Mid-round patterns
- Hold B extremity control while teammates pressure Mid or A, making sure CTs cannot push Ramp, Cave or B Lane for free information. Decide whether to stay hidden, take space or regroup according to utility, sound and teammate progress. The setup fits default rounds where the T side wants map control before choosing the final bombsite.
- Support B hits as the second layer of the attack, using utility and timing to help entries clear Cave, Lane and Site positions. The assignment can turn quiet Ramp control into a dangerous late execute or split. Use this when the team is building toward a B finish, when Cave control is contested or when the round needs stronger trading structure.
- Lurk late around B Ramp / Cave to punish rotations and keep CTs trapped between sites. The goal is not always to be first contact, but to create timing, cut off movement or force defenders to clear one more dangerous angle. It works when the team finishes A after B pressure, when CTs over-rotate or when the round depends on late map control.
- Reconnect with Mid / Donut pressure after forcing attention toward B. This can make the CT side hesitate between reinforcing B, fighting Mid or preparing for an A finish. This makes sense when the T side wants to fake B presence, punish passive CT setups or turn B extremity control into a stronger late-round split.








