A Extremity
Usually starts around A Main, T Spawn, Canals-side support routes, Mid connection timings or late A pressure positions depending on the default and final plan. Can change responsibilities with the Mid playmaker, AWPer, lurker or A entry between rounds, especially when the team wants to pressure A Main, hold CT aggression, fake A presence or punish rotations. This player keeps the A side of the map active while the rest of the team works Mid, Canals or B control.
Archive
Role averages
- K/R
- 0.644
- D/R
- 0.700
- ADR
- 71.2
- KAST
- 71.3%
- Avg. |round swing|
- 4.715
About these averages
Metric: all archived map-side rows with the exact Anubis T “A Extremity” label. Timeframe: 2024-12-18 to 2026-08-28. Sample: n=1,424.
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 control and create early space. (Aggressive) Hold A Main passively to punish pushes, protect the default and preserve late-round options. (Defensive) Reconnect with Mid, Connector or late A hits according to CT reactions and team control. (Situational)
Pathings and possibilities from support routes
Flash or trade teammates fighting A Main / Mid Delay A presence to create uncertainty before the final hit Lurk late through A Main to punish rotations or retake movement
Mid-round patterns
Hold A extremity control while teammates pressure Mid, Canals or B, making sure CTs cannot push A Main for free information. Decide whether to stay hidden, take space or regroup according to utility, sound and teammate progress. It appears in default rounds where the T side wants map control before choosing the final bombsite. Support A hits as the second layer of the attack, using utility and timing to help entries clear Site, Heaven and Connector-side positions. The assignment can turn quiet A Main control into a dangerous late execute or split. Teams choose it when the team is building toward an A finish, when Connector control is contested or when the round needs stronger trading structure. Lurk late around A Main 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. Use this when the team finishes B after A pressure, when CTs over-rotate or when the round depends on late map control. Reconnect with Mid / Connector pressure after forcing attention toward A. This can make the CT side hesitate between reinforcing A, fighting Mid or preparing for a B finish. It works when the T side wants to fake A presence, punish passive CT setups or turn A extremity control into a stronger late-round split.








