Understanding your CS:GO roles can be tricky - using an AWP (AWPer) isn’t for everybody and neither is being the in-game leader. Over the years, CS:GO has developed a competitive community that has created primary roles within a competitive line up, and we are going to break down those roles in simple terms.
CS:GO roles: The basics
Competitive CS:GO roles have been defined as a play style that an individual will use throughout a match. There are many different roles that players can choose to play but we will highlight the most common.
A high level of communication is required regardless of what role is being played. Depending on which side you are on and the map being played, you could have players grouping up on multiple roles, for example, two AWPs or two Entry Fraggers.
You also don’t have to stick to the below roles, it is more common to see these played on the highest level of competitive play and it’s not required for fun team compositions who want to run 5 AWP’s.
Bet on Cs:go
Odds on all the major CS:GO eventsLatest odds
What are the different CS:GO roles?
An Entry Fragger, or Fragger is typically the first one on the scene. They aren’t afraid to rush into situations or scenarios that might appear to be dangerous and they take high-risk actions that retain high rewards.
Contrary to the name, the Fragger will not be the highest on the scoreboard. They will assist the team in executing the overall strategy and will push faster than the rest of the team. They might be able to exchange kill for kill or leave the enemy weak enough that it can be picked up easily by the Playmaker or another role.
The Support is generally the person who is carrying the flashbangs, molotovs, grenades, etc. You might consider this as a staple for more or less all roles, but as there are seven competitive maps in which you will need to remember every possible position a grenade can go in and a designated team member covering this aspect of the game is useful.
A Support will know the vantage points of every map, looking for ways to hinder the enemy team. Normally, they rely on the in-game leader to make calls about what to expect from the enemy team. The leader might also decide to pick up this role.
In-game Leader (IGL)
The IGL is responsible for calling out the overall strategy within the match. Throughout the match, they tend to call the round strategy, push objectives or locations, and also the positions that people should be in.
The IGL will also tend not to be as high on the leader board, as their role specifically works around the team’s strategy and overall success throughout every round, their concentration will be at executing everything correctly.
The AWP (Arctic Warfare Police) can be a very dangerous weapon to play with on your team due to the cost. If a team is letting the clock run down or at the end of a round, they tend to pick the AWP up if needed.
This role can be very dependent on the IGL. For example, the IGL might make certain calls to the AWP to move to a certain location, refrain from rushing in with the group in case the enemy team is flanking from behind, or to clear the objective location from afar.
The Lurker, as the name would imply, is someone that waits patiently and uses the environment to their advantage. Slow with movements but fast with communication, the Lurker would be responsible for letting his team know about the enemy’s positions.
They tend to take a different route from the rest of the team, and they will be the ones that take a longer route to the objective, taking the longest in getting there due to their sneaky nature.
Other roles that might make an appearance
You probably would have seen the guy behind the teams, walking backwards and forwards with a piece of paper in his hand.
Before the match, during tactical time outs and after the match is when the coach is at his best. He will be the primary source of the team’s research, and will be there calming or hyping the team up and making calls.
Playmaker (Secondary Entry Fragger)
The Secondary Entry Fragger, unsurprisingly, is usually the second one in after the Fragger. Their role remains the same except they tend to work off of information provided by the Fragger. They normally get the return kill if the Fragger goes down. They are also good in situations where the odds might be against them, turning unlikely situations into clutch plays.
Can be played in twos but not often, only if the map allows for more than one. Same role as a normal AWPer and most roles can pick up an AWP and perform well. The majority of the time, a secondary AWP isn’t bought but instead picked up from the losing team, this is down to the cost of the AWP in general.
Having two one–shot-kill machines can lead to an early win or tactical win or give the enemy team the upper hand if you lose, as it will give the enemy a weapon worth $4750.
Why the objective matters to CS:GO roles
The roles all vary depending on which side you are on, Terrorists (T) or Counter-Terrorists (CT). Players tend to divide the roles between each other but every player has a ‘go to’ that they tend to stick with.
For example, a Lurker would tend to be more favoured on Terrorists as they have more potential to roam around the map and can see bigger results in sneaking up on CT’s, whereas CT’s don’t need to leave the objective areas unless they are trying to scout ahead.
Whilst CT’s might not have a dedicated Lurker, they tend to have two players that are dedicated to a specific role or function within the match.
A rotating / pivot player, a counterpart to the Lurker, is usually floating around various different parts of the map in order to provide a rapid response to different situations. They also provide support for the team once the fire fight starts and are able to flank the enemy team if they are in the correct position.
The other role, is the defensive / static player. Essentially, this player is looking to hold objectives and keep the enemy team back for as long as possible until the rest of the team turn up.
A defensive player can go both ways depending on objective control. They will not enter the fight expecting to come out alive but they can make crucial calls to the team about how the enemy team has entered or is entering the bomb site and how many there were, they might even be able to exchange a kill or in clutch plays take down the majority of their team.