Round is based on lurker's success on B Site while the rest of team making noise on Mid and A.

Round plan

How Contact Lurk B unfolds across the round: from the setup call through the early, mid and late timings to the post-plant.

  1. Basic
    • Send a lurker
    • Use fewer default grenades
    • Double-pump utility on execute
    • Custom push route
    • Custom watch angles
  2. Early
    • Early: push map control
  3. Mid
    • Mid: hold positions
    • Mid: fake A
    • Mid: check for enemies
  4. Late
    • Late: commit B
    • Late: regroup together
  5. Post-plant
    • Post-plant: some hold, some flank

Run in these strategies

The Ancient T gameplans that call Contact Lurk B, and the economy states they run it on.

Other Semi Buy plays here

The alternative T semi buy tactics on Ancient a strategy can swap to.

A Lurk Main

Lurk
T Semi Buy

One player holds A Main, waiting for CT mistakes while others hold defaults.

Start Scripted start Ancient

Anti Push B

Contact play
T Semi Buy

Team stays deep in Ruins to punish CT aggression.

Start B site Ancient

Contact Split A

Split
T Semi Buy

Split onto A through Mid and A Main without much utility.

Start A site Ancient

Double Pump A

Fake
T Semi Buy

Fake pressure on A, fall back and then return for a sudden hit.

Start A site Ancient

Fake B

Fake
T Semi Buy

Noise and fake pressure toward B, then rotate for real hit at A.

Start B site Ancient

Mid Contact

Lurk
T Semi Buy

Four players peek Mid for early duels, one lurks around B for rotations.

Start Scripted start Ancient

Mid Lockdown

Contact play
T Semi Buy

Focused Semi-Buy duels to punish Mid defenders.

Start Split A / B Ancient

Tec Rush A

Contact play
T Semi Buy

Fast push through A Main - focus on close-range duels.

Start A site Ancient