The role picks, weapon configs, and ability combos that win rounds on Mirage in Counter-Strike 2. Site-by-site breakdowns + the loadouts that actually pair with them.
T: Fast hit: pop the smoke on CT + Stairs + Jungle round-start, Entry takes first frag with double flashes from Support. AWPer and IGL trade in. Lurker pinches Apps to deny the B-rotator. Smoke CT and Stairs round-start; Jungle smoke is non-negotiable for any A take. Goal is to land before defenders rotate from the off-site stack.
CT: Default 2-1-2 setup: AWP holds Jungle from CT spawn for the round-opening pick. Two anchors hold Default, Trade out from Triple to CT on the entry, not Default. IGL plays Mid for the early read; Lurker rotates from Triple Box based on the call. Save utility for the retake — do not blow smokes on a fake. Connector control wins A rounds — lose Connector, lose site. Trade off a Window pick if forced.
T: Default → re-take read: take map control through Mid and Apps, force the rotate, then re-fake to B Site. Support smokes Apps Connector + Window only after defenders bite on the off-site noise. Lurker holds Mid to delay CT rotation. Apps takeover with Short flash is the cleanest exec; Window smoke denies the rotator.
CT: Aggressive Mid setup: AWP rotates from Window to Apps on utility commit contests early, IGL and Support flank-watch from Site. Anchor Bench, trade from CT through Connector. Goal is a round-opener pick that flips the economy. Bench molly delays the standard Apps push by 6+ seconds — burn it on every executed round.
Recon 6 Pro reviews your screenshots and tells you which picks + loadout pieces are actually missing from your last 5 matches on Mirage. Not generic meta — specific fixes.