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

Radar do mapa

Visão geral do radar de NukeT SpawnLobbyRadioTrophyA SiteHutHeavenMainVentsRampB SiteDarkDeconOutsideSiloCT RedGarageSecretCT Spawn

Estatísticas do jogo profissional

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 →

Todos os callouts (41 posições)

Lado CT (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.

Lado T (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.

Controle do mid (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.

Dicas táticas

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.

Estratégias comuns

Ataque pelo lado T

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.

Defesa pelo lado CT

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.

Perguntas frequentes

Quais são os callouts principais em Nuke?
Nuke tem 41 posições principais de callout distribuídas pelo lado CT, lado T e a região do mid. Aprender esses callouts é essencial para a comunicação da equipe durante as partidas competitivas.
Como os CTs devem defender Nuke?
A defesa CT em Nuke deve focar em jogar ângulos fechados, coletar informações cedo com utility e rotacionar com base nos executes do lado T. Setups de crossfire e agressão controlada ajudam a manter o controle do site.
Qual é a melhor estratégia de lado T para Nuke?
A melhor abordagem pelo lado T depende do seu utility e da coordenação da equipe. Setups default que coletam informações antes de comprometer com um site costumam ser os mais seguros. Executes rápidos funcionam melhor quando você tem utility completo.
Qual é a importância do controle do mid em Nuke?
O controle do mid é crucial em Nuke, pois oferece opções de rotação e controle do mapa para os dois lados. Times que controlam o mid ganham uma vantagem estratégica significativa no planejamento do round.
Qual utility devo priorizar em Nuke?
Priorize smokes para os choke points principais, flashes para dar suporte na entrada e molotovs para limpar posições comuns. O utility completo em Nuke costuma custar em torno de US$ 1000-1500 por jogador.

Ver os callouts de Nuke em inglês →