The role picks, weapon configs, and ability combos that win rounds on Nuke in Counter-Strike 2. Site-by-site breakdowns + the loadouts that actually pair with them.
T: Mid-control opener: AWPer takes Outside pick attempts while Support smokes Heaven + Hut + Squeaky. Once mid is locked, the team splits — Entry hits Default on the flash, Support and IGL trail. Lurker plays Lobby/Vent for the rotate. Outside control is non-negotiable; Hut smoke blocks Heaven trade. Vent rush is the off-meta option. Plant goes down for the AWPer's post-plant cross-map angle.
CT: Eco / force-buy hold: stack A Site with all 5, save the AWP for the retake. Heaven trade with Squeaky anchor; Hut molly delays the take. Trade from Default on the entry. Goal is a round win or a clean save — do not chase frags into the rotate. Heaven AWP + Squeaky anchor wins most rounds; do not over-rotate to Outside on smokes alone.
T: Fast hit: pop the smoke on Vent + Lobby round-start, Entry takes first frag with double flashes from Support. AWPer and IGL trade in. Lurker holds Outside for the A pressure pinch. Vent drop into B is the highest-EV exec when CTs commit Outside. Toxic flash blinds the anchor. Goal is to land before defenders rotate from the off-site stack.
CT: Default 2-1-2 setup: AWP rotates from Heaven to B through Vent on commit. Two anchors hold Site, Default anchor with Vent peek; Toxic flash denies Lobby push. IGL plays Outside for the early read; Lurker rotates from Vent based on the call. Save utility for the retake — do not blow smokes on a fake. Vent peek into Site catches drops; Toxic molly delays the standard Lobby push.
Recon 6 Pro reviews your screenshots and tells you which picks + loadout pieces are actually missing from your last 5 matches on Nuke. Not generic meta — specific fixes.