AWPer
Usually starts around Top Mid, Ramp, Palace, Underpass or late Catwalk / Connector timings depending on spawn, default structure and the opening plan. Can change responsibilities with the Mid playmaker, A lurker or B split players between rounds, especially when the team wants to punish CT aggression, pressure Mid, hold rotations or create a peek before committing to either bombsite.
Archive
Role averages
- K/R
- 0.640
- D/R
- 0.687
- ADR
- 67.1
- KAST
- 67.8%
- Avg. |round swing|
- 4.934
About these averages
Metric: all archived map-side rows with the exact Mirage T “Awper” label. Timeframe: 2024-12-18 to 2026-08-28. Sample: n=6,096.
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 Mid
- Peek Top Mid / Window / Connector lines with teammate utility to punish early CT aggression. (Aggressive)
- Hold passive Mid angles to catch re-peeks, pushes or rotation mistakes. (Defensive)
- Reposition toward Connector, Catwalk, Ramp or Palace according to early information. (Situational)
Pathings and possibilities from starting A-side routes
- Hold Ramp or Palace angles to punish CT pushes and support A pressure
- Cover teammates taking A control while they clear close positions
- Reposition late toward Mid, Connector or B depending on the final call
Pathings and possibilities from starting B / Underpass routes
- Support Mid fights from Underpass or late Connector timings
- Hold Catwalk / Apps aggression while teammates take space
- Reconnect into B splits or rotate back toward A according to CT reactions
Mid-round patterns
- Support Mid control with the AWP, holding long sightlines around Top Mid, Window, Connector and Catwalk while riflers clear close angles and pressure CT utility. Decide whether to take first contact, hold the trade line or stay passive to punish re-peeks. Teams choose it when the T side wants Mid control before choosing between A split, B split or a late reset.
- Hold A-side pressure from Ramp / Palace, making it harder for CTs to push for information or rotate freely away from the site. The AWPer can punish exposed A players, cover teammates crossing into execute positions or hold the post-plant line after space is gained. Use this when the team wants to pressure A slowly, fake A presence or keep the A anchor trapped while the rest of the map develops.
- Reposition late toward the final hit to stabilize the execute instead of forcing a risky opening duel. The AWPer can cover Connector, Catwalk, Market, CT or Jungle rotations while riflers take the closer fights. It works when CT positions are uncertain, when the team has already created pressure elsewhere or when the round depends on converting map control into a clean site take.








