A Lurk Palace
LurkOne player holds Palace, waiting for CT mistakes while others hold defaults.
Fake pressure on A, fall back and then return for a sudden hit.
How Double Pump A unfolds across the round: from the setup call through the early, mid and late timings to the post-plant.
The Mirage T gameplans that call Double Pump A, and the economy states they run it on.
The alternative T semi buy tactics on Mirage a strategy can swap to.
One player holds Palace, waiting for CT mistakes while others hold defaults.
Team stays deep in Apartments to punish CT aggression.
Round is based on lurker's success on B Site while the rest of team making noise on Mid and A.
Split onto A through Mid and Ramp without much utility.
Noise and fake pressure toward B, then rotate for real hit at A.
Four players peek Mid for early duels, one lurks around B for rotations.
Focused Semi-Buy duels to punish Mid defenders.
Fast push through Ramp - focus on close-range duels.