Nuke

A nuclear power plant with two bombsites stacked vertically. Nuke is the most CT-sided and most technical map in the pool — sound, timing, and vent plays matter as much as aim.

VerticalCT-SidedTechnicalActive Duty

Map-Radar

Nuke Radar-ÜbersichtT SpawnLobbyRadioTrophyA SiteHutHeavenMainVentsRampB SiteDarkDeconOutsideSiloCT RedGarageSecretCT Spawn

Profi-Wettkampfstatistiken

56.9%CT Round Win
47.9%T Round Win
52.8%Pistol Win
14%Pick Rate
32.4%Ban Rate
11848 Teams / Maps Played

56.9% — See all CS2 maps compared →

Alle Callouts (41 Positionen)

CT-Seite (27)

A Site

The upper bombsite inside the reactor hall, entered via Hut, Squeaky, and Main.

Hut

The metal hut connecting Lobby to A site — molotoved and flashed on nearly every A hit.

Tetris

The stepped boxes in front of Hut on A site — a close anchor spot and retake cover.

Heaven

The raised catwalk overlooking A site from the CT side — the strongest defensive position on the map.

Hell

The area beneath Heaven connecting toward the vents — the fast route between A and B.

Rafters

The raised walkway along the back wall of A site, connected to Heaven.

Mustang

The raised nook beside Rafters above the Hut entrance — an off-angle onto the site.

Bridge

The walkway linking Rafters to Mustang above A site.

Main

The wide doorway connecting A site to Outside — the route outside players use to hit or retake A.

Headshot

The box at the back of Ramp giving a head-height angle up the slope.

Stack

The boxes in the Turn Pike-side corner of Ramp.

Boost

The boxes by the Control entrance to Ramp, used to boost over the railing.

Turn Pike

The small room between Ramp and Hell — a rotation cut-through and lurk spot.

Bottom Ramp

The base of Ramp where it opens toward B site and Big Box.

B Site

The lower bombsite in the reactor basement, entered from Ramp, Doors/Window, vents, and Secret.

Big Box

The large crate above the B ramp entrance — the reference point for B plants and holds.

Dark

The shadowed corner by the stairs on B site — a classic anchor and post-plant spot.

Doors

The double doors from Tunnels/Window onto B site — one half of the standard retake pincer.

Window

The room with the smashable window overlooking B site, between Tunnels and the site.

Tunnels

The corridor system behind B connecting Secret, Window, and Decon.

Back Vents

The vent stretch between Decon and the tunnel area behind B.

Decon

The decontamination room with a single door connecting the back vents to B site.

CT Red

The red container on the CT side of the yard near Garage.

Garage

The warehouse on the CT side of Outside — controls the yard and the Secret approach.

Lockers

The locker room with a window onto Garage, connecting the CT side interior to Outside.

CT Box

The box near CT spawn by the stairs toward Heaven.

CT Spawn

Counter-Terrorist spawn beside Heaven's entrance, between A above and B below.

T-Seite (11)

T Spawn

Terrorist spawn in the yard corner, with routes into Lobby or around to Outside.

T Roof

The roof above Lobby, reached by ladder — used for early yard picks and Silo jumps.

Lobby

The first interior room from T spawn, connecting Squeaky, Radio, and the Ramp path.

Radio

The room with vending machines between Lobby and Trophy — the interior crossroads toward Ramp.

Trophy

The trophy-case room between Radio and Control on the way to Ramp.

Control

The control room connecting Trophy to the top of Ramp — cleared before every Ramp take.

Squeaky

The room with the loud squeaky door opening onto A site — its sound telegraphs every entry.

Sandbags

The sandbags between Lobby and Hut, cover for Ts staging an A entry.

Ramp

The long ramp room descending toward B site — the main interior route to B.

Silo

The tall silo on the T side of the yard, climbable from T Roof for sightlines over Outside.

T Red

The red shipping container on the T side of the yard, cover for the outside crossing.

Mid-Kontrolle (3)

Vents

The crawl-space vent system linking A site, Secret, and B site — Nuke's vertical shortcut.

Outside

The huge open yard flanking the building — T-side pressure here stretches the CT defence thin.

Secret

The stairway from Outside down into the tunnels behind B — the payoff for winning the yard.

Taktische Tipps

1

Sound is king: control your own noise in vents and on ramps, and punish theirs.

2

As T, alternate interior and outside rounds so the defence can never pre-stack.

3

Smoke Heaven and Main on every A hit — dry entries die from above.

4

The vent drop works only with cover noise; pair it with an A fake.

5

As CT, remember the world's fastest rotation is yours: Heaven → Hell → vents → B.

Gängige Strategien

Angriff auf der T-Seite

Standard A Execute

Smoke Main and Heaven, molotov Hut, then enter Squeaky and Hut together off a Lobby flash. Plant behind Tetris cover and hold retakes from site boxes and Squeaky.

Outside Take → Secret Split

Wall off Garage and the CT-Red lane with smokes, cross four players to Secret, and squeeze B from Secret and Ramp simultaneously.

A Fake → Vent Drop

Throw full A utility and show two bodies at Hut, then drop the other three through vents onto B before Heaven repositions. The defining Nuke round-steal.

Ramp Take → B Hit

Clear Ramp off a Control flash and molotov Headshot, then hit B with a Doors smoke, holding post-plant from Dark and back Ramp.

Verteidigung auf der CT-Seite

Yard AWP Lock

An AWP in Garage/CT Red denies the outside crossing solo while four players compress the interior chokes — the classic Nuke defence.

Heaven-Hell Flex

The A player rotates between Heaven and Hell mid-round, appearing above or below site entries unpredictably and using vents to answer B pressure instantly.

Häufig gestellte Fragen

Was sind die wichtigsten Callouts auf Nuke?
Nuke hat 41 wichtige Callout-Positionen, verteilt über CT-Seite, T-Seite und den Mid-Bereich. Das Erlernen dieser Callouts ist für die Team-Kommunikation während Wettkampfspielen unerlässlich.
Wie sollten CTs Nuke verteidigen?
Die CT-Verteidigung auf Nuke sollte sich darauf konzentrieren, enge Winkel zu spielen, mit Utility frühzeitig Informationen zu sammeln und je nach T-Side-Executes zu rotieren. Crossfire-Setups und kontrollierte Aggression helfen dabei, die Site-Kontrolle zu behalten.
Was ist die beste T-Side-Strategie für Nuke?
Der beste T-Side-Ansatz hängt von deiner Utility und der Team-Koordination ab. Default-Setups, die Informationen sammeln, bevor man sich auf eine Site festlegt, sind in der Regel am sichersten. Schnelle Executes funktionieren am besten, wenn du volle Utility hast.
Wie wichtig ist die Mid-Kontrolle auf Nuke?
Die Mid-Kontrolle ist auf Nuke entscheidend, da sie beiden Seiten Rotationsoptionen und Map-Kontrolle bietet. Teams, die die Mid kontrollieren, verschaffen sich bei der Rundenplanung einen erheblichen strategischen Vorteil.
Welche Utility sollte ich auf Nuke priorisieren?
Priorisiere Smokes für wichtige Choke Points, Flashes zur Entry-Unterstützung und Molotovs zum Freiräumen typischer Positionen. Volle Utility auf Nuke kostet in der Regel etwa 1000–1500 $ pro Spieler.

Nuke-Callouts auf Englisch anzeigen →