A Anchor
Usually starts around A Site, Heaven, Default, Connector-side or A Main pressure positions depending on the setup. Can change responsibilities with the Mid / Connector player or AWPer between rounds, depending on spawn, utility and the amount of early control the CT side wants to contest. The player has to balance A Main control, site survival and fast rotation awareness: giving up A too early can make plants difficult to deny, but overfighting A Main can leave the site exposed before rotations are ready.
Archive
Role averages
- K/R
- 0.666
- D/R
- 0.643
- ADR
- 74.2
- KAST
- 73.6%
- Avg. |round swing|
- 4.962
About these averages
Metric: all archived map-side rows with the exact Anubis CT “A Anchor” label. Timeframe: 2024-12-18 to 2026-08-28. Sample: n=1,519.
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 / forward A positions
- Fight or pressure A Main with flash support to deny early control and disrupt T defaults. (Aggressive)
- Fall back into Site / Heaven after contact, delaying pressure without overcommitting. (Defensive)
- Support Mid / Connector fights with utility and rotate according to information. (Situational)
Pathings and possibilities from starting A Site / Heaven
- Hold A Site crossfires with the Connector or AWPer
- Use utility to slow A Main pressure and deny clean entries
- Stay close to rotation paths while keeping A protected from late hits
Mid-round patterns
- Anchor A Site through strong positioning, utility usage and coordinated crossfires with the Connector, Heaven or Mid player. Decide whether to hold forward space, play from Site or fall back into a retake position according to the amount of A Main and Mid control Ts have taken. The setup fits when information points toward an A hit, advantage situations or rounds where the CT side wants to keep a stable defensive setup.
- Anchor A from Heaven / deeper Site positions after giving up early A Main control. Focus on delaying the plant, surviving first contact and forcing Ts to clear multiple layers before taking the bombsite. It is practical when Ts have taken A Main with utility, when the CT side is playing retake-oriented or when the team needs to preserve numbers instead of fighting for space.
- Re-clear or pressure A Main in the mid-round to recover information and deny late A pressure. This can free the Connector / Mid player to rotate or focus on the other side of the map. Expect this when Ts slow down after early utility, when A has been quiet for too long or when the CT side needs information before deciding the final stack.








