25 Small Tricks on Dust II by DEVIL
📂 Maps
# 25 Small Tricks on Dust II by DEVIL
## Match Context
* **Map:** Dust II.
* **Match Situation:** This is an instructional guide/demonstration video by the player "DEVIL" showcasing "25 small tricks." It takes place on a solo practice server, meaning there are no active opponents or teammates present.
* **Round Phase & Score:** N/A (Practice Environment, 0-0).
* **Economy & Stakes:** N/A (Practice Environment with unlimited money and utility). The focus is purely on specific utility lineups, boosts, and tactical peeking angles across A Long Doors (GA), Mid, Short A, and B site.
## Players & Roles
* **DEVIL (Instructor / Demonstrator):** The video creator, playing solo. He demonstrates multiple roles (Entry Fragger, Support, AWPer, Lurker) while showcasing deep map knowledge, precise utility, and advanced movement mechanics (circle jumps, run-boosts). Present on facecam at 00:00 and in-game from 00:48 onward.
* **Hypothetical Teammate ("Pote"):** An essential conceptual entity mentioned continuously (01:08, 01:58, 02:51, 04:05) to explain the synergy required for specific boosts or support flashes.
* **Hypothetical Enemy ("CT" or "T"):** The target or threat, frequently referenced to explain how a flash will blind common positions or how an off-angle will catch rushers (01:15, 01:54, 02:06, 06:29).
* **Named Playstyles / Aliases:**
* **Reaction Maka (09:12):** A defensive, passive reaction to a smoke push, holding a razor-thin angle point-blank with a Glock.
* **Décal Xantares (20:56):** A fast, aggressive crouch-peek to surprise opponents holding common angles.
* **Décal Apex (21:15):** A wide, unexpected crouch-peek, often from a very close or unusual position.
* **Equipment & Visual Identifiers:**
* **Knives:** M9 Bayonet | Doppler Phase 1/2 (00:48), Default T Knife (09:20), Bayonet | Doppler Phase 1/2 (10:46).
* **Weapons:** AK-47 | Blue Laminate w/ stickers (01:38), AWP | Hyper Beast (08:01), Glock-18 | Candy Apple (08:57).
* **Gloves:** Specialist Gloves | Crimson Kimono (visible throughout).
* **Visual Habits:** Anti-flash positioning (looking directly at walls at 03:13, 08:03), information jumps over T-Spawn/Mid boxes (00:54), and using minute environmental details (shadows, wall blemishes, Arabic signage) for pixel-perfect utility.
## Utility & Resources
* **A Long (GA) Control:**
* **02:22:** Basic flash bounced between the palm tree and door frame to take A Long doors.
* **04:00:** Trigger-called support flash. The support waits until the entry reaches the blue "telephone" graffiti before throwing the pop-flash over the wall.
* **06:14:** Low/fast support flash over the wall, giving CTs less time to react.
* **10:35:** Jump-throw smoke from outside T-Spawn deep into A Long doors to block early CT vision.
* **Mid & Xbox Control:**
* **11:25:** "Miaouss" Flash bounced near Mid doors to blind crossing CTs. Can be thrown deep (12:02) or tight to the wall (13:13).
* **12:28:** Support flash over Mid doors precisely timed for a teammate who has just been boosted onto Xbox to peek Short A safely.
* **17:05:** Mid smokes, including a deep smoke for Xbox and a closer bounce-smoke to allow crossing to Lower Tunnels.
* **18:43:** "Gla1ve" style backward flash bounced off the wall behind the player, allowing them to swing out as it pops high (19:07).
* **B Site & Tunnels:**
* **13:55:** "Kamikaze" B Site flash bounced off the right inner frame of B doors for a fast, audio-masking dual-entry execute.
* **15:58:** "Hunter" deep, high-trajectory HE grenade thrown from Mid/Outside B into Upper/Lower Tunnels.
* **16:40:** Synchronized Double HE grenades thrown into B Tunnels to maximize burst damage against early aggression.
* **Economy Decisions:** For low-resource/Eco situations (07:11) with no utility, DEVIL advises against wide, sustained peeks, substituting them with tight, fast aggressive crouch-peeks to secure surprise headshots.
## Strategy & Tactics
* **Spawn-Optimized Pacing (03:31, 10:12):** Adjusting map take speed based on spawn points. If a T has the optimal A Long spawn, they bypass preemptive flashes and push immediately with a knife to throw a Molotov, beating CT timing to the chokepoint.
* **Fast Execute / "Kamikaze" B-Take (13:55):** High-tempo site take utilizing a single deep bounce-flash through B doors, followed instantly by a synchronized dual-entry flood.
* **Passive Anti-Rush (01:38, 08:22):** Shifting to static close-angle holds, waiting out early CT smokes/utility to punish impatient pushes.
* **Formations:**
* **B-Doors Split Entry (14:10):** Entry duo splits immediately upon breaching B doors (one cuts left to window, one right to site), forcing defenders to track diverging targets.
* **Mid Vertical Crossfire (17:50):** Two-man setup behind Mid truck. The boosted player takes an off-angle over standard smokes while the base player stays hidden.
* **Tight Smoke Anchoring (08:57):** Positioning point-blank on the edge of a fading Mid doors smoke with a pistol to guarantee the first shot on pushing CTs.
* **Tactics:**
* **Anti-Flash Peeking (03:13, 08:01):** Deliberately facing a wall while holding an angle to dodge friendly pop-flashes, swinging wide the exact moment they detonate.
* **Fluid Run-Boosting (09:20):** Base player runs and crouches in motion, allowing the jumping player to launch seamlessly onto Mid Xbox without losing forward momentum.
* **Silent Off-Angle Scaling (18:18):** Precise crouch-jumps to silently scale boxes near B Doors, establishing an unexpected vertical angle without audio cues.
* **Information Jumps (00:48):** Circle-jumps behind T-Spawn/Mid boxes to spot CT B-crossers without exposing hitboxes to AWPs.
## Decisions & Critical Moments
* **Anti-Flash Positioning for Entry (03:13):**
* *Decision:* The entry player intentionally turns to face the wall before throwing their Molotov to avoid their teammate's support flash.
* *Outcome:* Maintains full vision to swing instantly when the flash pops.
* *Mistake:* Looking forward prematurely or throwing the Molotov too early leads to being team-flashed or wasting the resource.
* **Spawn-Dependent Utility Usage (03:31):**
* *Decision:* Choosing *not* to throw a preemptive flash because the player has the best A Long spawn.
* *Outcome:* Player gains space faster and denies the corner with a Molotov.
* *Mistake:* Prepping a flash with the best spawn slows the player down, surrendering the crucial timing advantage to the CTs.
* **Trigger-Called Support Flash / "Prise de Jax" (04:00):**
* *Decision:* Support player holds the flash until the entry passes a visual landmark (the blue "telephone" graffiti).
* *Outcome:* Perfect synchronization catches defenders totally blind.
* *Mistake:* Preemptive throwing causes the flash to detonate before the entry is ready to peek.
* **Low-Economy Aggressive Peek (07:12):**
* *Decision:* Abandoning methodical clearing for a fast, wide crouch-peek ("Xantares peek") when lacking utility.
* *Outcome:* Disrupts standard head-level crosshair placement of heavily armed CTs.
* *Mistake:* Dry-peeking standard angles slowly against superior firepower is almost always fatal.
* **"Maka" Reaction to Smoke Pushes (08:57):**
* *Decision:* Shifting to a razor-thin, point-blank angle right next to a fading smoke when armed with a pistol.
* *Outcome:* Guarantees the first shot on an aggressively pushing enemy before they can clear the wider area.
* *Mistake:* Holding a deep, long-range angle with a pistol against rifles.
* **Kamikaze Execute Pathing (13:55):**
* *Decision:* Splitting paths immediately after entering B Doors.
* *Outcome:* Overwhelms site anchors by breaking their crosshair placement across two wide angles.
* *Mistake:* Both players running single-file makes them an easy double-kill spray transfer.
## Practical Takeaways
* **Lessons:**
* *Respect Spawn Timings:* If you get the optimal spawn for an opening duel, skip the flashbang and push with your knife out. Use the timing advantage to immediately drop a Molotov.
* *Master Anti-Flash Mechanics:* Learn to actively turn away from teammate utility and sync your peeks or own grenade throws precisely to the detonation audio.
* *Use Visual Landmarks for Support:* Never throw support flashes randomly. Agree on visual cues (e.g., "throw when I pass this graffiti") for perfect sync.
* *Diverge on Entries:* When rushing a site, the entry duo must explicitly split their pathing the moment they breach the chokepoint.
* **Anti-Patterns (Mistakes to Avoid):**
* Throwing Molotovs before teammate pop-flashes detonate (risks getting team-flashed in animation).
* Dry-peeking slowly on low economy (instead, use aggressive "Xantares" crouch-peeks).
* Holding long-range angles with a pistol (instead, hug smoke edges tightly for the "Maka Reaction").
* Stopping your movement too early when serving as the base for a fluid run-boost.
* **Improvement Areas & Drill Ideas:**
* *Silent Jump Repetitions:* Practice the precise timing to silently crouch-jump onto elevated surfaces (like the boxes outside B doors). Reset if you hear a landing sound.
* *Anti-Flash Swing Drill:* With a friend, practice staring at a wall while they throw pop-flashes, snapping to a target exactly as it detonates.
* *Run-Boost Sync:* Spend 10 minutes refining the moving running-crouch timing for the fast Xbox boost.
* *Backward Pop-Flashes:* Practice the "Gla1ve" style backward-bouncing flash to peek with your own utility.
* *Double HE Countdown:* Practice verbal countdowns ("3, 2, 1, throw") to perfectly sync double-HE damage into chokepoints like B Tunnels.
## Conclusion
This video provides extreme value by shifting the focus from standard default play to nuanced, micro-level mechanics. DEVIL expertly demonstrates how highly specific utility alignments, situational economy awareness, precise spawn-timing adaptations, and implied teamwork dynamics (even demonstrated solo) can drastically elevate an individual's fundamental impact on Dust II.