B Extremity
Usually starts around B Main, T Spawn, Water support routes, Connector timings or late Mid connections depending on the default and final plan. Can change responsibilities with the B entry, Mid player or lurker between rounds, especially when the team wants to pressure B Main, 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, Water or A control.
Archive
Role averages
- K/R
- 0.662
- D/R
- 0.681
- ADR
- 73.1
- KAST
- 72.6%
- Avg. |round swing|
- 4.857
About these averages
Metric: all archived map-side rows with the exact Anubis T “B Extremity” 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 B Main
- Pressure B Main with teammate utility to deny CT aggression and create early space. (Aggressive)
- Hold B Main passively to punish pushes, protect the default and preserve late-round options. (Defensive)
- Reconnect with Water / Connector / Mid pressure according to CT reactions. (Situational)
Pathings and possibilities from support routes
- Flash or trade teammates fighting Water / Connector
- Delay B presence to create uncertainty before the final hit
- Lurk late through B Main to punish rotations or retake movement
Mid-round patterns
- Hold B extremity control while teammates pressure Mid or A, making sure CTs cannot push for free information. Decide whether to stay hidden, take space or regroup according to utility, sound and teammate progress. Teams use it in 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 or trade first contact. The assignment can turn quiet B Main control into a dangerous late execute or split. Expect this when the team is building toward a B finish, when Water control is contested or when the round needs stronger trading structure.
- Lurk late around B Main / Water 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 fits when the team finishes A after B pressure, when CTs over-rotate or when the round depends on late map control.








