Mirage

The most played map in competitive Counter-Strike. A Moroccan-themed three-lane layout where mid control decides rounds, with two bombsites that reward coordinated utility and disciplined trades.

BalancedMid ControlUtility HeavyActive Duty

Radar de la carte

Vue d’ensemble du radar de MirageA SiteStairsJungleConnectorWindow (Sniper's Nest)KitchenCT SpawnB SiteT SpawnA RampPalaceB ApartmentsMidTop MidBoxesUnderpassCat (B Short)Ladder Room

Statistiques du jeu professionnel

55.7%CT Round Win
49.5%T Round Win
53.4%Pistol Win
11.8%Pick Rate
28.4%Ban Rate
13808 Teams / Maps Played

55.7% — See all CS2 maps compared →

Tous les callouts (41 positions)

Côté CT (22)

A Site

The A bombsite plaza, reached from A Ramp, Palace, Connector/Jungle, and CT. Plants usually go Default or behind Triple Box.

A Default

The standard A plant spot beside the default boxes at the front of the site, plantable from cover.

Tetris

The stack of stepped boxes on the site edge nearest Ramp — a common close-range hold and post-plant hide.

Sandwich

The gap between the Default boxes and Firebox, "sandwiched" between the two — a sneaky off-angle for both sides.

Firebox

The lone box between Sandwich and Stairs, named for the fire graffiti — often molotoved by Ts before entry.

Stairs

The staircase at the back of A site leading up toward the Palace drop — a strong CT hold covering Ramp and Palace.

Ninja

The hidden cubby beneath/behind the Ticket Booth area on A — a classic spot for ninja defuses and sneaky saves.

Ticket Booth

The booth structure on A site near CT; players hide behind or on top of it to surprise site takers.

Triple Box

The stack of three boxes toward the back of A site, a favourite AWP perch covering Ramp and Palace exits.

CT

The passage connecting CT spawn to A site past Ticket Booth — the standard CT rotation route, smoked off in almost every A execute.

Jungle

The shaded room between Connector and A site. Controls the Connector exit and forms a crossfire with Stairs.

Chair

The corner with the chair at the mid end of Connector — a cheeky close hold against Ts pushing from mid.

Window (Sniper's Nest)

The elevated CT window room overlooking all of mid — the most important AWP position on the map.

Kitchen

The room behind Window connecting toward B Market — the fast CT rotation path between mid and B.

CT Spawn

Counter-Terrorist spawn, sitting between A (via CT) and B (via Market/Kitchen) for quick rotations.

B Site

The enclosed B bombsite behind Apartments, defended from Van, Bench, Market, and Short.

Market

The shop interior beside B site with a door onto the site and a window facing Apartments — key CT holding room.

Market Window

The single window in Market overlooking the B site and the Apartments exit — usually smoked or molotoved during B hits.

Market Door

The doorway from Market onto B site — CTs peek it late in executes; Ts must clear it before planting.

Bench

The bench along the back wall of B site — a common post-plant and retake-delay position.

Van

The van parked on B site facing the Apartments exit — the classic close-range B anchor spot.

B Plat

The raised platform on B site near Short where the bomb is often planted for Cat post-plants.

Côté T (9)

T Spawn

Terrorist spawn, with routes to A Ramp/Palace on the left, mid ahead, and B Apartments on the right.

T Roof

The rooftop above T spawn — a boost position for early picks toward Top Mid.

A Ramp

The main T entrance to A site from T spawn — an arched ramp corridor that empties onto the site beside Tetris.

Shadows

The dark corner at the bottom of A Ramp beside the site — a favourite lurk and post-plant spot.

Palace

The elevated interior above A site reached from T spawn — Ts drop from its two exits onto the site during A hits.

Pillars

The columned area beneath the Palace exit on A site — checked constantly during site takes and retakes.

B Apartments

The long apartment corridor from T spawn to B site — the primary T route into B.

Apps Ramp

The ramp inside B Apartments climbing from T spawn up to the apartment interior.

Side Alley

The narrow alley branching off Apartments toward Underpass — used to fake B then hit mid.

Contrôle du mid (10)

Connector

The corridor linking mid to Jungle and A site. Whoever holds Connector can rotate or split faster than the enemy.

Mid

The central corridor between Top Mid and Window. Controlling it unlocks Connector (toward A) and Catwalk (toward B).

Top Mid

The T-side mouth of mid, exposed to Window — where Ts smoke and fight for map control each round.

Boxes

The stack of boxes in Top Mid that Ts hide behind to play the Window duel or boost for picks.

Underpass

The tunnel running from the B Apartments side beneath mid, emerging at bottom mid under Window — the sneaky route between B and mid.

Cat (B Short)

The catwalk climbing from mid toward B site — the "short" route to B, guarded by CTs from Window and Site.

Short Corner

The tight corner at the top of Cat before it opens onto B Plat — always cleared before a Short push continues.

Ladder Room

The small room with a ladder connecting mid toward the B half of the map — an alternative flank route.

Vent

The vent passage linking Ladder Room and the B Short area — noisy, but useful for late-round flanks.

Boost

The boost spot at Top Mid where a teammate lifts a player to see over the mid boxes toward Window.

Conseils tactiques

1

Control mid early. Winning the Window duel or forcing the AWP back gives T-side the whole map.

2

Learn the four standard A-execute smokes (Window, CT, Stairs, Jungle) — they turn 50/50 hits into clean site takes.

3

As CT, vary the B setup between aggressive apartment pushes and passive Van/Bench crossfires.

4

Use Underpass for timing plays: soft-drop in to keep rotations silent and hit mid from below.

5

Post-plant on A, split your players between Palace/Shadows and Ramp so one retake flash cannot clear both.

Stratégies courantes

Attaque côté T

Default → Mid Split A

Take mid with a Window smoke, then split A through Connector and Ramp/Palace simultaneously. The Connector pair cuts off Jungle while entry players clear site from Ramp.

Full A Execute

Smoke Window, CT, and Stairs; flash from Palace and Ramp together. Five players hit the site in one wave, then set up post-plant in Shadows, Sandwich, and Ramp.

B Apartments Execute

Flash out of Apartments, smoke Short and Market Window, molotov Van. Plant for B Plat and hold the site from Bench, Apartments, and Short.

B Contact Play

Walk Apartments with no utility warning, then hit the site together the moment the first duel starts. Best against CTs who stack utility elsewhere after seeing a mid default.

Défense côté CT

A Anchor + Connector Control

One player Stairs/Ticket Booth, one Jungle, with Window supporting Connector. Molotov Ramp on hit sounds and hold retake-ready positions rather than overcommitting.

B Apartment Aggression

Two CTs flash into Apartments at round start for info and an early pick, then fall back to Van/Market crossfires before the T wave arrives.

Foire aux questions

Quels sont les callouts clés sur Mirage ?
Mirage compte 41 positions de callout majeures réparties entre le côté CT, le côté T et la zone du mid. Apprendre ces callouts est essentiel pour la communication d’équipe pendant les matchs compétitifs.
Comment les CT devraient-ils défendre Mirage ?
La défense CT sur Mirage devrait se concentrer sur le jeu d’angles serrés, la collecte d’informations précoce avec l’utility et les rotations en fonction des executes du côté T. Les setups de crossfire et une agressivité maîtrisée aident à garder le contrôle du site.
Quelle est la meilleure stratégie côté T pour Mirage ?
La meilleure approche côté T dépend de ton utility et de la coordination de l’équipe. Les setups default qui recueillent des informations avant de s’engager sur un site sont généralement les plus sûrs. Les executes rapides fonctionnent mieux quand tu as l’utility complète.
Quelle est l’importance du contrôle du mid sur Mirage ?
Le contrôle du mid est crucial sur Mirage, car il offre des options de rotation et le contrôle de la carte pour les deux camps. Les équipes qui contrôlent le mid obtiennent un avantage stratégique considérable dans la planification des rounds.
Quelle utility devrais-je privilégier sur Mirage ?
Privilégie les smokes pour les choke points clés, les flashes pour soutenir l’entrée et les molotovs pour nettoyer les positions courantes. L’utility complète sur Mirage coûte généralement entre 1000 et 1500 $ par joueur.

Voir les callouts de Mirage en anglais →