FACEIT Major London 2018: Ninjas in Pyjamas (NiP) vs. Astralis
📂 Demo Analysis
# FACEIT Major London 2018: Ninjas in Pyjamas (NiP) vs. Astralis
## Match Context
* **Map:** Mirage. The analysis spans critical areas including A Site (Ramp, Sandwich, Jungle, Bench, Default, Firebox, Under Palace), Mid (Window, Connector, Short), and B Site (B Apartments, Balcony, Van).
* **Round Phase:** Second half of regulation (NiP mostly T-side) and Overtime 1. Key analyzed rounds include Round 20 (00:00), Round 21 (03:48), Round 27 (05:30), Round 32 / OT1 (06:12), and Round 33 / OT1 (08:55).
* **Score State:** A highly contested match. NiP trails 8-11 at 00:00. The score ties at 13-13 (05:30) and moves into Overtime, showing 15-16 (06:12) and 16-17 (08:55) in favor of Astralis.
* **Economy:** Fluctuates based on the round. Round 20 features full buys (NiP AK-47s vs. Astralis M4A4s/AWP). Round 21 shows NiP on a full buy punishing an Astralis low buy/eco. Overtime rounds feature maximum money, resulting in premium full buys for both teams.
* **Stakes:** High-stakes "Winners Match" during the Challengers Stage of the Major. The victor advances directly to the Legends Stage with a flawless 3-0 record.
## Players & Roles
### Ninjas in Pyjamas (NiP)
* **Lekr0 (IGL, Entry Fragger, Aggressive Rifler, B Apts Anchor):** Showcases highly aggressive, wide-swinging movement and seeks first duels. Excellent crosshair placement and utilization of map geometry (B Apartments pillars) for 1v1 isolation. Frequently inspects his knife while moving.
* *Equipment:* AK-47 | The Empress, M4A4 | Howl, Butterfly Knife | Fade, AWP.
* **dennis (Map Control / Lurker):** Plays isolated, forward positions (e.g., A Ramp at 00:01) to gather information and delay CT aggression.
* **GeT_RiGhT (Support / Rifler):** Throws critical utility from safe zones (e.g., Tetris at 08:10).
* **REZ (Entry Fragger / Rifler):** Executes synchronized pushes (Connector at 03:11) and deploys precise utility (08:01).
* **f0rest (Hybrid AWPer / Rifler):** Key component in synchronized site utility executes (07:54).
### Astralis
* **device (Primary AWPer):** Locks down Mid and A Site. Found securing early picks (01:17) and holding aggressive AWP lines in B Apartments (11:30).
* **gla1ve (IGL / Rifler):** Proactive defender. Pushes aggressively through execute smokes (01:23) to disrupt T-side timings.
* **Magisk (Rifler / Site Anchor):** Holds Default box on A Site (01:34) and utilizes defensive molotovs to stall post-plant setups.
* **Xyp9x (Support / Site Anchor):** Anchors B Site (05:51) and participates in multi-player T-side pushes in OT.
* **dupreeh (Rifler / Entry):** Holds Sandwich on A Site (01:31) and Short/Catwalk (07:47).
## Utility & Resources
* **T-Side Executes & Area Denial:**
* NiP utilizes a standard A-site smoke wall (CT, Stairs, Jungle) coupled with molotovs for Sandwich and Bench (00:23 - 00:35).
* At 07:54 - 08:15, NiP deploys a perfectly synchronized 4-molotov lineup. f0rest (Short), REZ (Default), dennis (Jungle), and GeT_RiGhT (Under Palace) systematically flush defenders out of cover and directly into Lekr0's AWP sightlines.
* **CT-Side Counter-Utility:**
* gla1ve counters an A-site hit by dropping a defensive molotov from Sandwich, followed by a pop-flash to push through the T-smoke (01:43).
* Magisk uses a deep molotov from CT spawn into A site to delay bomb plants (04:32).
* **Weapon Choices & Impact:** Lekr0 leverages the AK-47 for aggressive entry (04:14), the AWP for Mid control and shutting down rotations (06:45), and the M4A4 for close-quarters spray transfers on CT-side (08:55). device relies on the AWP for Mid control, but its lack of mobility is punished when NiP pushes aggressively through utility (05:46).
* **Resource Management:** NiP suffers from a "Utility Depletion Penalty" at 02:50. After expending all smokes/molotovs to take A Site, they lack the flashes and smokes necessary to hold the post-plant, allowing Astralis to easily retake the stagnant positions.
## Strategy & Tactics
* **Round Strategies:**
* *Standard Execs:* Methodical A-site takes using layered utility (00:23).
* *Pacing Adjustments:* An aggressive anti-eco B-site rush (03:48) to overwhelm lesser-armed defenders before crossfires are established.
* *Splits:* Mid-to-B splits (05:30) to divide defensive attention, and Mid Control into A-Split setups (06:12).
* **Tactics & Adaptations:**
* *Timing Pushes:* Lekr0 pushes dry through Astralis's top Mid smoke (05:43) to catch the AWPer (device) off-guard and secure a massive timing advantage.
* *Deep Area Denial:* Lekr0 throws an entry molotov deep into the back pillar/bench area of B Site (04:14) to deny CTs a safe retake corner.
* **Formations:**
* Astralis employs a fluid, layered A-site defense (Sandwich and Default crossfires) to delay plants while awaiting Jungle/CT rotators (01:28).
* NiP utilizes a split crossfire setup on A Site during OT, with Lekr0 posting an AWP in Connector to lock down escape routes while teammates push Palace and A-Main (06:45).
* **Coordination:** Astralis coordinates trade setups via utility, flushing attackers with molotovs so teammates can swing together (04:41). NiP's crowning coordination is their simultaneous 4-molotov A-site clear.
## Decisions & Critical Moments
* **Round 20 (00:36 / 01:43 / 02:06):** dennis pushes A Ramp early to catch off-guard CTs but yields nothing. gla1ve counters by pushing through the execute smoke, creating chaos. *Mistake:* NiP delays the bomb plant until their visual cover dissipates, leaving the planter exposed. They should have planted immediately.
* **Round 21 (02:40 / 03:06):** device is boosted in CT spawn to secure an opening sniper kill over the execute smokes. With the primary execute stalled and utility fading, REZ and Lekr0 pivot to push Connector. *Outcome:* The pivot fails due to a gla1ve smoke; NiP becomes structurally stagnant and loses the round flawlessly.
* **Round 27 (04:06):** Lekr0 makes the decision to play hyper-aggressively on a B-site hit, pushing past teammates to force aim duels. *Outcome:* He dictates the pace and positioning, though he is eventually traded and NiP loses the round.
* **Round 32 / Overtime 1 (05:42):** Lekr0 decides to push dry directly through the Astralis top Mid smoke. *Outcome:* He catches device entirely unaware, breaking Mid map control. NiP easily executes a B-split, and Lekr0 secures two more kills to win the round.
* **Round 33 / Overtime 1 (07:54):** NiP calls a synchronized 4-molotov setup to deny all cover on A Site. *Outcome:* The CTs are forced to blindly flee into Lekr0's AWP crosshairs holding Connector. Three easy kills secure the round.
* **Overtime CT-Side B Apts Hold (09:18 / 10:48):** Lekr0 drops a defensive smoke at the B Apartments entrance, waits, and throws a pop-flash. *Outcome:* He swings wide, catching two jumping T-players mid-air for a double kill. *Decision:* Rather than retreating to site, he remains forward, jiggle-peeking the structural pillars to maintain pressure and remain untradeable.
## Practical Takeaways
* **Lessons:**
* *Calculated Smoke Pushes:* Pushing a fresh enemy smoke dry without flashes can be a high-reward timing play against AWPers who lower their guard assuming the smoke offers absolute safety.
* *Synchronized Area Denial:* Layering utility simultaneously (like the 4-molotov A-site clear) is exponentially more effective than throwing it sequentially.
* *Geometry for Duel Isolation:* Use narrow linear structural cover (like B Apartments pillars) to continuously jiggle-peek, vary exposure angles, isolate 1v1s, and break the enemy's ability to trade.
* **Anti-Patterns:**
* *Late Bomb Plants:* Do not delay the plant until your execute smokes fade. Plant immediately under visual cover.
* *Total Utility Depletion:* Expending all utility just to enter a site leads to post-execute stagnation. Retain at least one smoke/flash for post-plant crossfires or to delay retakes.
* *Freezing During a Failed Hit:* Passively hiding when an execute breaks down leads to being overwhelmed. Maintain forward momentum and hunt for isolated duels.
* **Improvement Areas:**
* *Dynamic Defensive Adjustments:* Shift crosshairs and positioning based on attack flow. Transition seamlessly between holding a drop and holding a push without fully conceding the area.
* *Proactive Lurking:* If taking early forward map control, actively seek to punish CTs throwing early information utility rather than just hiding.
* **Drill Ideas:**
* *Synchronized Flush Execution:* Load a private server and practice dropping 3-4 simultaneous molotovs on a specific site, with one player holding the predetermined escape funnel (e.g., Connector).
* *Pillar Jiggle-Peek Practice:* In deathmatch, anchor to a narrow piece of cover. Practice firing short bursts, retreating, and strictly re-peeking from a slightly different angle (crouch, wide swing, opposite side) every single time.
## Conclusion
This video serves as a masterclass in high-level map control, dynamic utility usage, and role execution. Through Lekr0's aggressive mechanics and NiP's highly coordinated set-pieces, it highlights the stark contrast between predictable execution and dynamic adaptation. Players looking to improve will find immense value in the breakdown of synchronized area denial, the exploitation of map geometry for 1v1 isolation, and the calculated risks required to break a world-class defense.