DEVIL_CSGOD's Mirage "Kamikaze" T-Side A Execute Strategy

📂 Strategy
# DEVIL_CSGOD's Mirage "Kamikaze" T-Side A Execute Strategy ## Match Context * **Map:** Mirage. Key areas highlighted include A Ramp, Palace, Tetris, Firebox, Jungle, Connector, Middle (Mid), and CT Spawn/Ticket. * **Round Phase:** Practice environment tutorial. The round timer is manipulated (frequently showing 58+ minutes remaining) to facilitate the demonstration. * **Score State:** 0-0. * **Economy:** Full Buy. The demonstrator operates with a maximum practice economy of $16,000, allowing for constant access to an AK-47, AWP, armor, and a full suite of utility (Smokes, Flashbangs, Molotovs). * **Stakes:** Purely educational. The video breaks down a fast-paced T-side execute onto Bombsite A, internally referred to as "La strat à Dédé" or the "Kamikaze" strategy. ## Players & Roles The tutorial is presented by **DEVIL_CSGOD**, who wears glasses and a headset on facecam. In-game, he wields an **M9 Bayonet | Doppler** (Phase 2) and an **AK-47 | Case Hardened** (Blue Gem pattern with custom blue "Devil" stickers). He utilizes a $16,000 config to sequentially demonstrate the 5 distinct roles required for the strategy: * **Role 1: Le Kamikaze (Primary Entry Fragger):** Focus begins at **00:58**. Equipped with an AK-47 and Knife. The tip of the spear who relies on speed over utility, exploding out of A-Ramp to take deep space in Connector or drop onto the site, disrupting the defense. * **Role 2: Le Revenger (Secondary Entry / Trader):** Focus at **01:15**. Equipped with an AK-47, Molotov, and Flashbangs. Tightly follows the Kamikaze to instantly trade if they fall. Paths right towards Default/Firebox. Responsible for initiating the execute with an entry Molotov (**01:34**) and follow-up entry Flashes (**01:42**, **01:52**). * **Role 3: Le Rôle Difficile (Main Support):** Focus at **02:47**. Equipped with an AK-47 and full utility. Anchors inside A-Ramp to deploy critical execute utility before pushing. Throws the deep Jungle/Connector Smoke (**02:49** lineup, **03:07** throw), a high Ramp Flash (**03:17**), an archway pop-flash (**03:32**), a Firebox/Ninja Molotov (**04:06**), and a deep CT/Ticket Molotov (**04:12**). * **Role 4: L'AWP (Sniper / Bomb Carrier):** Focus at **04:25**. Intended to carry the Bomb and an AWP. Throws the standard "Stairs" Smoke (**04:26**) to complete the wall and a high skybox Flash (**04:37**). Plants the bomb safely and holds long angles against retaking CTs. * **Role 5: La Petite Baitouze (Palace Lurker / Support):** Focus at **04:46**. Equipped with an AK-47, Molotov, and Flashes. Operates independently from Palace. Throws a fast Default/Shadows Molotov (**04:48**), wallbangs Default boxes (**05:22**), and throws supporting Palace Flashes (**05:36**) while trading teammates dying on the main site. * **Alternative Role (Mid Fake):** In a 1-3-1 variation starting at **07:27**, a player throws a Mid Window Smoke (**07:41**) and a Top Connector Smoke (**07:43**) from T-Spawn to act as a diversion. ## Utility & Resources * **Economy Decisions:** The "Kamikaze" is strictly a Full Buy strategy. Executing this on an eco or force-buy is unviable as it requires a massive, synchronized utility dump (minimum three Smokes, multiple Flashes, and area-denial Molotovs) to cross open space safely. * **Weapon Choices:** AK-47s are essential for Roles 1, 2, 3, and 5 for their one-hit headshot potential against armored CTs. An AWP is strictly designated for Role 4 to lock down long post-plant sightlines (Jungle/CT). * **Grenade Usage & Trajectories:** * **Jungle Smoke:** At **02:49**, Role 3 stands against the right wall inside A-Ramp, aiming slightly above a dark horizontal line near a white blemish to perfectly block Jungle/Connector vision. * **Pop-Flashes:** The most critical resource for the entry's speed. At **03:32**, Role 3 bounces a Flashbang off the right-side wall of the A-Ramp exit archway. This pops exactly as the entry players exit, blinding Jungle/Stairs defenders without blinding the rushing Terrorists. * **Area Denial Molotovs:** Role 3 clears Firebox/Ninja (**04:06**) and uses a running jump-throw over Tetris to burn deep CT/Ticket (**04:12**). Role 5's fast Palace Molotov (**04:48**) forces defenders out of the Default/Shadows area. * **Wallbang Ammo:** At **05:22**, Role 5 specifically leverages their AK-47 magazine as a resource to spam the wooden Default boxes from the Palace balcony, dealing safe damage through the smoke. * **Diversion Smokes:** The alternative Mid Smokes (**07:41**, **07:43**) are spent entirely as decoys to freeze CT rotations. ## Strategy & Tactics * **Round Strategies:** The core identity of the "Kamikaze" execution (**00:20**) is extreme speed combined with a synchronized 5-man utility dump. The goal is to overwhelm A-site before CTs can react or deploy counter-utility. A secondary variation utilizes a Mid Fake to freeze fast rotators (**07:27**). * **Formations:** The execution relies on a 4-1 Split, heavily loading A-Ramp with four players (Entry, Trader, Support, Bomb/AWP) while isolating one player in Palace to pinch the site (**04:46**). * **Coordination & Timing:** The strategy hinges on a strict verbal comms protocol. The execute initiates only when the secondary entry/support calls "Go" (**01:47**) as the final Molotov or Flashbang is released, ensuring the team swings exactly as utility takes effect. * **Divergent Entry Pathing:** As Roles 1 and 2 exit A-Ramp, they deliberately split their paths. One player pushes left toward Tetris/Default, and the other pushes right toward Firebox (**02:08**). This forces single CT defenders to attempt impossible spray transfers across multiple separated targets. * **Phased Transitions:** Post-plant strategy is strictly phased: Phase 1 secures the site (**06:00**), Phase 2 pushes aggressively into CT Spawn to claim map control (**06:02**), and Phase 3 falls back into established post-plant crossfires (**06:04**). ## Decisions & Critical Moments * **00:26 - The Execution Timing:** *Critical Moment.* The entry players must explode out of A-Ramp *before* the support flashes detonate. This timing allows them to sprint across open ground while defenders are fully blinded or turning away. * **01:01 - Pathing off Spawn:** *Decision.* Role 1 evaluates their spawn. A good spawn allows a path to the left; a poor spawn requires a crouched approach hugging the right wall. This prevents premature detection from an early Connector AWPer (a mistake highlighted at **01:05**). * **02:37 - The Instant Trade:** *Critical Moment.* When Role 1 makes first contact and falls, Role 2 must instantly secure the trade kill. Failing this breaks the forward momentum of the execution. * **03:09 - Flash Selection:** *Decision.* Role 3 decides between a deep flash (**03:17**) or a fast archway bounce-flash (**03:32**) based on the threat of close-contact CT aggression. * **04:40 - Bomb Positioning:** *Critical Moment & Mistake.* The bomb must be planted shielded from Stairs. Because the strat focuses utility on Jungle and CT, planting in the standard "Default" spot exposed to Stairs is a fatal error highlighted at **04:44**. * **05:00 - Palace Peek Timing:** *Decision.* Role 5 decides to hold inside Palace rather than rushing out simultaneously with the main Ramp group. This patience allows them to use the killfeed to identify distracted CTs and trade them safely, rather than dry-peeking into multiple crosshairs. * **05:13 - Alternative Engagement:** Instead of dry-peeking, Role 5 opts to utilize utility and wallbang the Default boxes (**05:22**) from relative safety. ## Practical Takeaways * **Lessons:** * **Speed as Utility:** Run out of the chokepoint *while* the pop-flash is in the air (**00:26**). * **Split the Crosshairs:** Always utilize divergent entry pathing when exiting a chokepoint to make spray transfers impossible for defenders (**02:08**). * **The "Revenger" Protocol:** A secondary entry fragger has one job: trade the primary entry instantly. Do not stop. (**01:15**) * **Take Post-Plant Space:** Don't default to passive angles after a plant. Push outward (e.g., into CT Spawn) to deny the defense a staging area for their retake (**06:02**). * **Anti-Patterns:** * **Ignoring Spawn Timings:** Taking a careless path with a bad spawn alerts the defense (**01:05**). * **Blind Bomb Plants:** Exposing the bomb planter to unsmoked angles (like Stairs) rather than adapting the plant position to match the utility (**04:44**). * **Premature Lurk Peeks:** The Palace player dry-peeking at the exact same time as the A-Ramp rush, resulting in instant death (**05:00**). * **Improvement Areas & Drill Ideas:** * **Synchronized Entry Drill:** Practice the geometry and timing of the A-Ramp archway bounce-flash (**03:32**). Have Roles 1 and 2 run out exactly as Role 3's flash pops. * **Palace Isolation Practice:** Load Mirage and drill the sequence of the fast Default Molotov (**04:48**) followed instantly by a full AK-47 wallbang spray into the Default boxes from the balcony (**05:22**). * **Rapid-Fire Fake Smokes:** Practice throwing the Mid Window (**07:41**) and Top Connector (**07:43**) smokes from T-Spawn back-to-back to minimize delay. ## Conclusion This video serves as a masterclass in highly-coordinated T-side executions on Mirage. By breaking down a singular, fast-paced strategy into 5 granular roles, it bridges the gap between macro-level tactical concepts (split pathing, phased map control) and micro-level mechanical execution (precise spawn-based pathing, exact pop-flash geometries, and instant trade protocols). It is a highly valuable resource for competitive teams looking to elevate the pacing and discipline of their bombsite takes.