Lurker Role and Off-Site Play
Lurkers are players positioned away from main team attack, gathering information on enemy rotations and creating scoring opportunities. While main team hits B site, lurker plays A site, catching rotators. Lurkers are information gatherers and anti-rotation specialists.
Lurker advantages: secure information about enemy rotation direction, catch unprepared rotators, disrupt enemy economy (forcing enemies to buy anti-lurker utility). Lurking requires patience and map knowledge—knowing where rotators pass, predicting timing based on bomb site decision.
Lurker positioning: hold positions controlling rotation paths. If enemy main team is at B, rotate to A and hold key rotation routes. If you catch rotators, inform main team immediately. This info influences main team's execution—if rotators aren't coming, aggressive pushes are safer.
Lurking risks: if lurker dies early, team is man down with no info. Lurking only works when lurker survives. Trade-offs: either die with information or survive with uncertainty. Experienced lurkers balance these risks.
Key Points
- Gather rotation info
- Control rotation paths
- Catch unprepared rotators
- Map knowledge essential
- Risk of man-down situations
Common Mistakes to Avoid
- Dying before info
- Predictable positioning
- Not communicating info
- Overcommitting lurk
Related Questions in Competitive Play
- Introduction to Competitive CS2 Play
- In-Game Leader (IGL) Role and Responsibilities
- Building Team Chemistry and Synergy
- Entry Fragging and First Blood Importance
- Support Player Role and Responsibilities
- Optimal Pistol Round Execution
- Meta CT Defense Setups for Competitive Maps
- Defending the Bomb After Terrorist Plant