The role picks, weapon configs, and ability combos that win rounds on Inferno in Counter-Strike 2. Site-by-site breakdowns + the loadouts that actually pair with them.
T: Split execute: two players hit from Default, three (Entry, AWPer, Support) take Pit. Library + Short + Pit is smoked to deny the trade-cross. Both sides flash on the same count. Lurker plays Banana to delay the rotator. Library smoke is mandatory — without it the AWP holds Pit indefinitely.
CT: Stack A Site: 3-on-site, 2 watching mid + Default flank. AWP holds Long from Pit, rotates to Truck on commit. Default trade with Pit anchor; do not over-extend Long. Read the pace from utility usage — full smoke commit means full execute, walk it down with HEs and flashes. Pit + Default hold loses to a coordinated smoke-and-flash; rotate Truck off CT on the take.
T: Mid-control opener: AWPer takes Banana pick attempts while Support smokes CT + Coffins. Once mid is locked, the team splits — Entry hits Site on the flash, Support and IGL trail. Lurker holds Apps + Mid for the rotation pinch. Coffins molly clears the default anchor; Banana control with two utility cycles wins the round. Plant goes down for the AWPer's post-plant cross-map angle.
CT: Eco / force-buy hold: stack B Site with all 5, save the AWP for the retake. Coffins anchor with New Box trade; Dark molly delays the retake. Trade from Site on the entry. Goal is a round win or a clean save — do not chase frags into the rotate. New Box molly + CT Mid AWP is the standard hold. Save smokes for Banana retake, not the initial hit.
Recon 6 Pro reviews your screenshots and tells you which picks + loadout pieces are actually missing from your last 5 matches on Inferno. Not generic meta — specific fixes.