The role picks, weapon configs, and ability combos that win rounds on Vertigo in Counter-Strike 2. Site-by-site breakdowns + the loadouts that actually pair with them.
T: Default → re-take read: take map control through Mid and Heaven, force the rotate, then re-fake to A Site. Support smokes Sandbags + Heaven only after defenders bite on the off-site noise. Lurker holds Mid + B Hall for the rotate read. Ramp peek is suicide without Sandbags smoke; Heaven flash blinds the anchor for Boxes plant.
CT: Aggressive Mid setup: AWP holds Ramp from Heaven for the round-opener pick contests early, IGL and Support flank-watch from Default. Ramp anchor with Heaven trade; Sandbags molly delays the take. Goal is a round-opener pick that flips the economy. Ramp molly + Heaven AWP is the standard hold; rotate from B Hall through Mid not the long route.
T: Split execute: two players hit from Generator, three (Entry, AWPer, Support) take Site. Catwalk + Generator is smoked to deny the trade-cross. Both sides flash on the same count. Lurker pinches Mid for the A rotator. Stairs + Generator double-take requires synced flashes; Catwalk lurker pinches the rotate.
CT: Stack B Site: 3-on-site, 2 watching mid + Generator flank. AWP holds B Hall from Stairs, rotates Mid on commit. Site anchor with B Hall trade; Catwalk molly cycle delays. Read the pace from utility usage — full smoke commit means full execute, walk it down with HEs and flashes. Catwalk control wins B rounds; trade off the Stairs entry, do not anchor Site behind boxes.
Recon 6 Pro reviews your screenshots and tells you which picks + loadout pieces are actually missing from your last 5 matches on Vertigo. Not generic meta — specific fixes.