A Lurk Ivy
LurkOne player holds Ivy, 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 Train T gameplans that call Double Pump A, and the economy states they run it on.
The alternative T semi buy tactics on Train a strategy can swap to.
One player holds Ivy, waiting for CT mistakes while others hold defaults.
Team stays deep in B House to punish CT aggression.
Round is based on lurker's success on B Site while the rest of team making noise in Pop Dog and A.
Split onto A through Pop Dog and Main without much utility.
Noise and fake pressure toward B, then rotate for real hit at A.
Four players push Pop Dog for early duels, one lurks around B for rotations.
Focused Semi-Buy duels to punish A Site defenders.
Fast push through Ivy - focus on close-range duels.