DEVIL's Anubis Masterclass: Essential Tricks, Lineups, and Strategies
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# DEVIL's Anubis Masterclass: Essential Tricks, Lineups, and Strategies
## Match Context
* **Map**: Anubis.
* **Round Phase & Score**: Not applicable (Score 0-0). The timer is set to a long duration typical for practice servers (starting around 58:53).
* **Economy & Stakes**: The player maintains a constant $16000 (max money) to freely purchase and demonstrate utility. There are no competitive stakes; this is a tactical tutorial recorded on an offline practice server to demonstrate 25 different movement tricks, grenade lineups, and map strategies.
## Players & Roles
* **DEVIL**: Serving as Content Creator and Coach ("le coach dans l'âme"). He acts primarily as a T-side entry and support player, demonstrating advanced mechanics, fluid movement (strafe jumps, crouch-walk silencing), and precise utility lineups.
* **Visual Identifiers**:
* **Gloves**: Sport Gloves | Slingshot (Red/Tan).
* **Knife**: M9 Bayonet | Doppler (Pink/Purple heavy, likely Phase 2).
* **Rifles/Pistol**: AK-47 | Blue Laminate (StatTrak), AWP | Hyper Beast, Glock-18 | Candy Apple.
* **Crosshair**: Static green crosshair, constantly positioned against wall textures, shadows, and pillars for lineup markers.
* **Bots (Frank, Waldo, Pines, York)**: Static props used to demonstrate player collision geometry (02:08), wallbangs, and utility damage radius (03:52, 11:15).
## Utility & Resources
* **Economy Decisions**: The infinite practice economy allows for the demonstration of resource-heavy executions and utility stacking that would normally require significant economic investment in a live match.
* **Weapon Choices**: The **AK-47** is the primary tool for demonstrating pre-aims and angle clearing. The **AWP** is specifically utilized (17:28 onwards) to demonstrate pixel-tight information angles where zoom is mandatory.
* **High-Impact Grenade Usage**:
* **Smokes**: Mid Bridge one-way using specific bricks (13:13), A Main deep vision block (14:49), and B Main entrance one-way to spot CT feet (23:58).
* **Molotovs**: "Molo xantafast" running throw to deep B pillar (07:38), B Main to Front B bounce (08:54), Mid Drop to Canal flush (10:10), and the "Molo ninja" left-click from Cave to B (14:24).
* **Flashes**: The asymmetrical "Flash pillier" at Mid double doors (20:13) and the B Main high pop-flash (08:56).
* **HE Grenades**: Utilized primarily for synchronized burst damage, targeting common anchor spots like B Ninja from Outside B (30:40).
* **Utility Combos**:
* *Mid Take (10:04)*: Top Mid smoke + Canal door Molotov + Drop pop-flash. Completely shuts down Mid and safely takes Canal.
* *A Main "Electronique" (14:41)*: Deep A Main smoke paired with a Molotov threaded through the upper window, effectively clearing the entrance without a dry peek.
## Strategy & Tactics
* **Round Strategies**:
* *Fast B Executes*: Utilizing momentum-based utility like the "molo xantafast" (07:23) and ledge paths ("skateboard B" at 08:51) to overwhelm defenders at Pillar or Front Site without breaking sprint speed.
* *Anti-Eco / Attrition*: Opening sites entirely through utility damage. Pooling three HE grenades into a spot like B Ninja (30:33) guarantees a kill without risking a gunfight.
* **Tactics**:
* *Silent Drops*: Exploiting map geometry (02:24, 04:47) to slide down brick walls and ledges, negating drop sounds for lurk plays.
* *Off-Angles & Shadows*: Hiding inside environmental shadows in Mid (03:52) to gain first-shot advantage due to CT visibility issues.
* *Asymmetrical Flashing*: Targeting map pillars (20:03) to detonate flashes that blind defenders while keeping pushing T-side entry fraggers completely unaffected.
* **Formations & Coordination**:
* *Water Drop Flank ("Under Taker")*: Dropping from A Main directly into the water with a Molotov (15:12) to create a two-pronged pinch on A site.
* *Hidden Crossfire ("L'angle mort de la muerte")*: Tucking into the open Mid double doors (31:15) to catch rotators in the back during late-round scenarios.
* *Layered Flash Swings (26:51)*: One player throwing a deep flash while another throws a close pop-flash to blind all depths of a site simultaneously.
## Decisions & Critical Moments
* **02:24 | Silent Drops for Lurking**:
* *Decision*: Choosing to crouch-slide against specific brick geometry instead of dropping normally into Canal.
* *Outcome*: Negates the loud splash/landing audio queue entirely.
* *Mistake Alternative*: Missing the crouch timing alerts CT rotators to the lurk instantly.
* **03:52 | Mid Shadow Off-Angle**:
* *Decision*: Holding inside the wall shadow to punish CT deep pre-aims.
* *Critical Moment*: Timing the peek. The angle must be abandoned after 4-5 seconds (04:17) to avoid being hard-cleared or flashed.
* **07:23 | "Molo Xantafast" Execution**:
* *Decision*: Executing a running Molotov lineup aimed at B Pillar.
* *Rationale*: Clears the strongest close-holding position without requiring the entry fragger to stop and throw, preserving rush momentum.
* **20:03 | The "Flash Pillier"**:
* *Decision*: Bouncing a flash over Mid doors so it detonates exactly behind the Canal pillar.
* *Outcome*: The entry fragger swings past the doorframe exactly as the flash pops (20:14), easily securing Mid control against blinded CTs.
* **25:21 & 30:33 | Coordinated HE Barrages**:
* *Decision*: Stacking 2-3 HE grenades on a single anchor point (Ninja).
* *Rationale*: Eliminates a fully armored player using mathematical burst damage rather than taking a 50/50 aim duel.
* **27:27 | "s1mple" / "Peek Cadian" AWP Holds**:
* *Decision*: Holding a pixel-gap through the Mid double door hinges with an AWP.
* *Outcome*: Safely gathers visual info on CT rotations. Attempting to shoot through this gap based on human reaction time is a common mistake; it should be used to call rotations for the IGL.
## Practical Takeaways
* **Lessons**:
* *Weaponize the Environment*: Use dynamic map lighting (shadows) and negative space (open doors) to create severe visibility disadvantages for enemies.
* *Maintain Momentum*: Learn running utility lineups to clear anchor positions without stalling your team's execute speed.
* *Isolate with Combos*: Pair a deep smoke with a close Molotov (like the A Main "Electronique" combo) to claim territory without ever taking a dry gunfight.
* **Anti-Patterns to Avoid**:
* *The "One-at-a-time" Grenade Toss*: Throwing HEs sequentially allows enemies to take tick damage and escape. Always synchronize multiple HEs for instant kills.
* *Shooting on Pixel Holds*: Attempting to fire an AWP through a micro-gap often misses and surrenders your position. Use these holds purely for gathering intel.
* *Dry Peeking Anchors*: Never push into sites without clearing deep, tight corners (like B Ninja) with a Molotov or HE barrage first.
* **Drill Ideas**:
* *The Silent Drop Circuit*: Load an offline map and map out elevated positions. Practice dropping from A Water, Mid Bridge, and B Main without making a single audio cue.
* *Combo Execution*: Time yourself performing the A Main "Electronique" combo (14:41)—throw the deep smoke, align the window Molotov, and drop into the water seamlessly.
* *Synchronized HE Callouts*: In a practice server with a teammate, go to Outside B (30:33). Practice counting down ("3, 2, 1, throw") until your HE grenades detonate in Ninja at the exact same millisecond.
## Conclusion
This video serves as a comprehensive T-side masterclass for Anubis, illustrating that high-level Counter-Strike relies on far more than raw aim. By exploiting deep map knowledge—such as utilizing environmental shadows, abusing collision geometry for silent movement, and leveraging asymmetrical pop-flashes—players can systematically dismantle defenses and secure map control with minimal risk.