STRAT TALK: The Xizt Call - Dust 2 CT Mid to B Guide
We discuss Counter Strike's most iconic map, & tactical knowledge from Dignitas CSGO on it. Dust II.
We discuss Counter Strike's most iconic map, & tactical knowledge from Dignitas CSGO on it. Dust II.
Dust II is one of the most played and essential maps in the current CS:GO map pool. Having a few reliable strategies can completely change the dynamic (and the results) on the map, for you and your buddies. Today we discuss one of the easiest and most important strategies that can help you improve your game. This call has often been called the 'Xizt' call, by prominent casters and influencers in top tier Counter Strike, due to Dignitas' team captain Richard 'Xizt' Landstrom's infamous history of calling it in earlier lineups, with a very high success rate.
The Philosophy:
Dust II is a classic three lane Counter-Strike map, with two entrances to the larger bombsite and one compact entrance for the bomb site of our interest, the B site. The B site is infamous for the "Rush B" memes and jokes, but it is understood that rushing B is not the most efficient way of approaching the site. Rushing B through Tunnels allows the solo B anchor too much space and allows him to focus on Tunnels alone and then stay alive if need be, which a higher skilled player will abuse. Approaching B through Mid and Tunnels is generally a much more successful call to make. It will delay rotations from A to B, and will also deny the support of the Mid player to the B player, as well as the fact that the B anchor if all goes well, will be attacked from 3 different angles (Window, Door, and Tunnels). As this strat requires very little utility, and bare-bones team cohesion, you can pull it off with a friend or two in a PUG, and drastically increase the success rates of your B hits.
Utility Required:
At the bare essential minimum, the tactic will require one smoke, though the effectiveness of the strategy will be far lower. The more the utility you have the better, and we will discuss in levels what you can do with different utility sets, to achieve higher chances of success. Not counting the Tunnels players, you would need a few flashes, two mollies and the mentioned smoke.
Basic Procedure:
This strategy can generally be called in multiple ways: After a default, as an early round set call, or as a mid-round call.
After a Default
1. If you default, you must gain control of either A Long or A Short. If you gain control of A Long, leave one player behind to lurk Long. This player can keep the A players engaged if he wants, by peeking into site, baiting, and throwing utility. He can be on the flank late round and help secure the post-plant. This player can also be leave Long and wait outside Long/Top Mid for a Long push, and deny the player rotating from Short.
You can also default into A Short and take A Short control by flashing into Short with a simple flash, or with a lineup like shown below.
You must then leave behind one player Catwalk, who can either fake a Short hit, throw a lurk smoke at catwalk and engage the A players, or even jump down into CT with a well-timed flash. This player can bounce a molotov into a site to further pressure the A players, and spam flashes which can unsettle the other CT players and create an opening for your Mid and Tunnels players to exploit.
2. Mid should be attacked by either two or three players, excluding the long player. The Mid players must clear close Catwalk with either a molotov or by peeking from above Xbox if they feel it is safe. I would recommend even boosting in Lower Tunnels to look into Short and then mollying deep, and then smoking behind the molly as shown in the graphic. You can then bounce a molly behind Mid Doors to clear it, or just hard clear that.
The Mid players must throw the essential CT-Mid smoke now, as shown below. This will ensure safe passage toward B Doors/Window and deny the rotations from CT Spawn.
3. One of the Mid players can then lineup the Xbox-Mid flash as shown below.
Or you can get one a simple one through the doors from your Long player.
Once close Mid is cleared and the CT Mid player is killed, you can post up an AWPer or rifler onto B Window for a counter-peek/trade, and let your players push up Doors/Window. Also take caution and do not let the CTs push your CT-Mid smoke. This is a common play, so just let the player who was holding Window hold the smoke if you have the feeling that a CT may push it.
4. The Tunnels player(s) must make sure they are holding for the Upper Tunnels push from the CT side. They can then push on Tunnels on second/first contact of the Mid players. Mollying back platform is generally a good idea, if the player does not die in the process.
The Tunnels players must make sure not to throw jumpthrow flashes above the site, as they can blind your teammates pushing from CT-Mid. If site is secured, the Tunnels player can return to Tunnels and hold for the rotating Short/T-Spawn player. It is recommended that the area that has the higher number of players should be taking the first contact. For example, if you run the strat with 3 Mid players, let the Mid players take first contact and let the Tunnels player play a bit slower and stay alive, whilst applying pressure/trading teammates.
As a Set Call:
1. The general idea remains the same, but details do differ. The CTs will have a lot more utility with which they will make you uncomfortable. They can counter-flash Mid for their Mid player, push the CT-Mid smoke with a well-timed flash, or push B Tunnels due to playing an aggressive setup. They can also mess with your push on either side with smokes, so you might have to push some smokes blind.
You can throw an Xbox smoke to run down Mid early and even deny the Short player information on Lower Tunnels. (jumpthrow)
2. It would be wise to perform this as a set call if you feel like your opponents won't do any of the above or have a weaker buy with less utility.
3. Watch out for the aggressive Short peek into Mid or Lower Tunnels.
4. Be cautious of quick flanks from A Short, or even A Long.
As a Mid-Round Call:
1. The idea remains the same, but you can throw a lot of the details out the window. CTs can be anywhere, so clear your corners!
2. Like the early round set call, the strength in calling this strat mid-round comes from its speed. You must execute it quickly and without wasting time. This will deny well-timed flanks and rotations and allow you to abuse isolated CT players. Make sure you and your team are on the same page, and do not hesitate.
3. You and the CTs will not have as much utility left, so you will have to hard clear/trade to clear a lot of the angles. They will also be fewer in number, so you can be a little lenient and abuse the gaps. You need not flash every position and angle but beware of flanks and CTs in corners.
Alternative Ideas:
1. If they wish to do so, they can throw a lurk smoke at the entrance of Tunnels, which allows them to peek from a variety of angles and makes the B player yet more uncomfortable. They can play around the smoke or jump on the ledge/box near car.
2. If you wish to take extra care, you can throw a pair of CT-Mid smokes, which block vision even when boosted above the smoke. This play is rarely made at lower levels and in PUGs so it is not necessary. You can rather save a second smoke, and resmoke CT-Mid instead.
3. Alternatively you can also smoke deep CT, and take control of CT Spawn if you wish to shake things up. This smoke can be thrown from variety of positions like A Long or Top Mid.
4. You can also switch things up by throwing the regular utility but not actually committing to going out Mid. This can leave CTs confused and very insecure. It is important to switch things up and not be readable. Or you could go A Short or even do the Long haul and let one person fake the CT-Mid hit and go out A Long and hit the A site. You can allow the Mid Doors player to lurk Mid and deny the rotation from B. He can even push his own CT-Mid smoke and get behind enemy lines.
Conclusion:
In the end, Counter Strike is a game of variables, and Dust II is no less. Dust II is a very aim duel heavy map, and strategies can only help you so much. You must win your duels, and those will win you your rounds, but strategies like these will help you win more often than not.