CT Goal
Delay first contact, keep information alive, and retake as a group when a site is lost.
T Goal
Convert early map control into a split or execute instead of ending through one predictable choke.
Practice Focus
Learn a small reliable utility set, then add timing and trade patterns from the checklist below.
Core Callouts
A Ramp
The most contested area on Vertigo. Ramp control gives Ts the main A route and forces CTs into sandbags, site, and short decisions.
- T Ramp
- Scaffold
- Sandbags
- Lane
- A Short
A Site
A plants are exposed unless Ts control ramp, short, or heaven. CTs can retake quickly if they save utility.
- Default
- Generator
- Heaven
- Short
- Back Site
Mid
Mid opens elevator, B splits, and late lurks. It also punishes CTs who over-stack ramp.
- Top Mid
- Ladder
- Elevator
- Window
- Connector
B Site
B is smaller and often attacked after mid pressure. Entries need to clear close site and back angles together.
- B Stairs
- B Main
- Default
- Back Site
- CT
CT Setups
Fight Ramp In Waves
Use utility and two-player spacing to contest ramp, then fall back before being boxed in by molotovs.
- Open with ramp smoke or molotov
- Flash sandbags for a peek
- Keep one player ready to retake lane
Do Not Abandon Mid
Full ramp stacks get punished by mid splits. Keep a player or utility package watching top mid and ladder.
- Call ladder sound clearly
- Smoke mid when rotating
- Retake elevator before B is exposed
Save Retake Utility
Vertigo sites can be retaken, but only with flashes and smokes. Dumping all utility early makes late plants too strong.
- Keep one smoke for A default
- Flash through heaven or short
- Defuse with ramp and short cleared
T Defaults
Take Ramp Methodically
Ramp control is won through utility cycles, not dry swings. Clear sandbags, close ramp, and short in order.
- Molotov sandbags before scaling
- Smoke short or heaven depending on execute
- Trade lane fights immediately
Use Mid To Punish Stacks
When CTs over-focus A ramp, mid gives clean B splits and elevator pressure.
- Clear ladder before top mid
- Smoke elevator for B splits
- Hold flank after taking mid
Plant For Owned Space
A default is not always the right plant. Plant for ramp, short, or heaven based on which area your team controls.
- Do not plant alone in smoke
- Assign post-plant ramp and short holds
- Expect fast CT retakes
Utility Priorities
Sandbags Molotov
The essential ramp clear. It removes a strong CT position and lets Ts scale without a blind close fight.
- Throw before first ramp commitment
- Follow with a flash for lane
- Clear boosted angles after it fades
A Short Smoke
Blocks a major rotate and site support angle during A hits.
- Use when ending A from ramp
- Watch the smoke push
- Pair with heaven pressure if possible
Elevator Smoke
Useful for mid takes and B splits because it blocks CT vision from the fastest rotate lane.
- Refresh for late mid rounds
- Hold close smoke pushes
- Combine with B stairs pressure
Common Mistakes
- Dry swinging ramp into sandbags every round
- Stacking A while mid is open
- Planting A without post-plant positions assigned
- Ignoring vertical sound cues from ladder and ramp
Practice Checklist
- Drill ramp clears with sandbags molotovs
- Practice mid to B split timing
- Learn A short and heaven smoke options
- Review rounds where you lost to fast retakes



