A Anchor
Usually starts around A Site, Ticket, Triple, Default, Stairs or CT. Can change responsibilities with the Connector player, Jungle player or AWPer depending on spawn, utility and the setup being played. The player has to survive heavy utility and multiple entry points at once: Ramp, Palace, Connector and late Cat pressure can all affect the A hold. The hard decision is choosing when to fight for space, when to delay, and when to stay alive for the retake instead of dying inside the execute.
Archive
Role averages
- K/R
- 0.691
- D/R
- 0.640
- ADR
- 76.0
- KAST
- 74.7%
- Avg. |round swing|
- 4.940
About these averages
Metric: all archived map-side rows with the exact Mirage CT “A Anchor” label. Timeframe: 2024-12-18 to 2026-08-28. Sample: n=6,024.
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 Site
- Fight A Ramp or Palace with flash support to deny early map control or punish slow defaults. (Aggressive)
- Hold Site / Ticket / Triple with utility, crossfires and safe fallback options. (Defensive)
- Support Connector or Mid fights with flashes and rotate according to information. (Situational)
Pathings and possibilities from starting deeper A positions
- Play Ticket / CT to delay A hits and stay alive for rotations
- Hold Stairs / Jungle connections to support Mid and Connector
- Set up with the AWPer or Connector player to punish Ts crossing into the site
Mid-round patterns
- Anchor A Site through strong positioning, utility usage and coordinated crossfires with the Connector, Jungle or AWPer. Decide whether to fight Ramp, hold Palace contact or play deeper from Ticket / CT according to the utility Ts still have available. Teams choose it when information clearly points toward an A hit, advantage situations or rounds where the CT side wants to keep a stable site defense.
- Anchor A from Ticket / CT / Triple after giving up early Ramp control. Focus on delaying the execute, surviving through the first wave of utility and forcing Ts to clear multiple angles before planting. Use this when Ts have strong A control, when the CT side is playing retake-oriented or when the team needs to preserve numbers instead of taking isolated fights.
- Re-clear Ramp or Palace in the mid-round to recover information and deny late A pressure. This can free the Connector / Jungle player to rotate or focus on Mid, while making it harder for Ts to finish A for free. It works when Ts slow down after early utility, when A pressure has been low across the half or when the CT side needs extra information before rotating.








