Round is based on lurker's success on B Site while the rest of team making noise in Pop Dog 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 watch angles
  2. Early
    • Early: hold and gather info
  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 Train 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 Train a strategy can swap to.

A Lurk Ivy

Lurk
T Semi Buy

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

Start Scripted start Train

Anti Push B

Contact play
T Semi Buy

Team stays deep in B House to punish CT aggression.

Start Scripted start Train

Contact Split A

Split
T Semi Buy

Split onto A through Pop Dog and Main without much utility.

Start Scripted start Train

Double Pump A

Fake
T Semi Buy

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

Start A site Train

Fake B

Fake
T Semi Buy

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

Start Scripted start Train

Pop Dog Contact

Lurk
T Semi Buy

Four players push Pop Dog for early duels, one lurks around B for rotations.

Start Scripted start Train

Pop Dog Lockdown

Default / control
T Semi Buy

Focused Semi-Buy duels to punish A Site defenders.

Start Scripted start Train

Tec Rush A

Contact play
T Semi Buy

Fast push through Ivy - focus on close-range duels.

Start Scripted start Train