Roamer
Usually starts around T Spawn, Connector support routes, Fountain, Playground, Water or late A/B rotation paths depending on spawn and the default. Can change responsibilities with the A extremity, B extremity, Connector playmaker or AWPer between rounds, especially when the team wants to apply pressure across both sides of the map. The player is a flexible connector: it protects the default from CT aggression, supports fights that need an extra body and arrives late where rotations are weakest.
Pathings and possibilities from starting Connector / middle routes
- Support Connector or Bathrooms fights with flashes and trade spacing. (Aggressive)
- Hold passive anti-push timings against Connector, Fountain or Water aggression. (Defensive)
- Reposition toward A, B or flank control according to teammate progress. (Situational)
Pathings and possibilities from starting Water / A support
- Help B Short pressure before rotating away
- Support A control through Bathrooms or Long
- Delay presence to sell a different final hit
Mid-round patterns
- Float between A, Connector and B to keep the map connected. It makes sense in defaults where the final site is chosen after CT utility and reactions are revealed.
- Trade or flash for whichever teammate is taking the important space, then decide whether to continue, hold or rotate. The assignment often decides whether a small map-control win becomes a real execute.
- Lurk late through Connector, Bathrooms or Water to punish rotations. The value is reading when CTs have moved too far and turning that movement into a stronger final hit or safer post-plant.








