All Mirage callouts
A full list of Mirage positions by area, with the name variants you will hear in comms. The same spot goes by different names in different lobbies, so we give the variants in brackets.
Bombsite A and around it 13
The bombsite itself
The upper T entrance on the right side of the site
The booth at the Palace exit
The ledge above Palace
The ramp on the T side
The stack of crates by the ramp
The gap between Tetris and Stairs
The triple crate stack on site
The crate with visible rockets and the HF marking. In practice it is often confused with Triple or Ninja, so the marking on the crate is the most reliable reference.
The spot between the crates where you defuse without being seen
The default plant spot
The steps down from the CT side
The defenders spawn
Mid and connectors 8
The upper part of mid on the T side
The crates in mid. Used interchangeably with Top Mid depending on the situation, for example when someone is standing on the crates themselves.
The window that controls mid
The walkway from mid towards A
The long approach linking Catwalk to the A site. It is one position, even though its length means people describe it from different ends.
The link between mid and the A site
The CT spot at the Connector exit
The passage under mid towards B
Bombsite B and around it 8
The bombsite itself
The main T entrance to B
The room inside Apartments
The building at the Underpass exit
The left archway at the Market exit
The right archway at the Market exit
The vehicle on the site itself
The spot against the site wall
T side 2
The attackers spawn
The ramp leading towards A
How to Play Mirage?
Mirage is one of those maps where good defense makes a huge difference. With sensible positioning and communication, CT has a real advantage. If you play smart, T will have to work really hard to get into the bombsite.
Foundation is MID
Mirage is won by controlling the mid.
Standard:
1 x Window
1 x B Car
1 x short
2 x A (wooden + stairs / ticket)
If you give away the mid for free, T gets split A and B practically on demand.
Therefore:
Window cannot disappear without info
The connector must respond to pressure
Short should look under + boost and wait for the push catwalk.
You don't always have to push. Just don't give away space for free.
Rotations - don't panic
Over-rotate is the most common problem for lower Elo players.
If you play jungle/stairs:
Your role is to delay, not to play the hero.
Smoke on the ramp + flash above the site buys 5-8 seconds
ticket should play for the trade together with stairs, not solo peek palace
Mirage punishes impatience. Stay calm.
T side - how to break CT
Since it's a map for CT, on T you have to:
play for utility
force rotations
finish rounds at a fast pace
Strongest plays:
mid control → split A
late B after pulling the smoke out of the short
fake A + quick underpass split
Don't play a dry exec without mid control. Unless their best players are stationed there.
CT B site - must have timing
If you play:
deep apps smoke
Molotov cocktail on the rush
sometimes aggression after info from mida
Don't stand passively every round. T will read it.
Once play a short push, once apps peek, once retreat under the market.
Diversity = mental advantage and you gain information.




