Understanding Roles in CS:GO

We hear the terms AWPer, lurker, rifler and entry fragger, in-game leader thrown around for years. But what do they even mean in a game where all players look like carbon copies with no class system, such as Counter Strike?

At first look, roles don't appear to be very significant in CS:GO. In comparison to other popular esports titles like League of Legends, Overwatch, and even Valorant, there is no evidence that any player's function in the game differs from that of his teammates.

This is undoubtedly true up to a certain skill level. Most lower-level players rush in and try to acquire the frags they need to win the round, occasionally throwing utility. Roles are more clearly defined and playstyles are established at higher levels to maximise the role's potential.

Let’s delve in.

Entry fragger

The entry fragger comes first. The entry fragger, perhaps the most essential job in the game, will open up sites by being on the frontlines of the battleground and obtaining one or two frags.

Even if the entry fragger survives in the best-case scenario, it's not a tragedy if he receives a free trip to hell, as long as he brings some of his opponents along for the voyage. As a result, if you want to be an entry fragger, you should concentrate on honing your aim. Every fight will come down to being faster and more precise than your opponent, as there is absolutely no way to catch an opponent off guard.

Furthermore, you must improve your game sense to the point where you can forecast your opponents' placement and economics on a regular basis. For example, if your opponents have enough money to buy an AWP and you know a player loves to peek from Mirage into A-ramp, pushing that position in that round might not be the greatest choice.

TL:DR; Opens up the site by pushing first and outplaying the defenders waiting for their arrival.


The support is the entry fragger's bestest friend. These players will do everything they can to make the life of the entry fragger as easy as possible. Support players can relieve some of the load on the entry fraggers in two ways. First and foremost, they throw utility in order to obstruct the defence as much as possible. They block off vital angles of rotation with smoke grenades, and they blind the remaining attackers on the location with flashbangs, perhaps handing their entrance fragger a free kill.

Fire grenades, on the other hand, can be used to push adversaries out of a dangerous situation when the entrance fragger is at risk. Because of the importance of the support player's utility, they frequently forgo some firepower.

As a result, a support player's influence cannot be determined only by their kill-death ratio, as some of their most valuable contributions may occur when they hurl a single flashbang. While a support's rifling abilities aren't as important as an entry fragger's, it doesn't mean they should ignore their aim. The second method they may help their squad is to kill the adversary who kills their entry fragger, a process known as refragging, and to be able to protect the bomb once it has been planted.

If you want to get the most out of your support role, you should concentrate on learning various line-ups on all of the maps you play while also retaining your rifling abilities.

TL:DR Supports help the entry fragger through utility usage and refrags.


Lurker, my favourite role, also known as dedicated antisocial:

The lurker, often known as the lone wolf of CS:GO. This player goes his own way, abandoning the warmth of companionship for the frigid embrace of solitude. The lurker will do exactly what their name says, lurking about the map and going in the opposite direction of his comrades in the hopes of gaining intel or catching a rotation off guard.

A lurker's job is difficult since it's simple to get caught off guard and perish without making an impression. A well-played lurker, on the other hand, has the potential to completely influence the outcome of a round in two ways.

For starters, if his teammates make a lot of noise in front of a given site, foes on the other site are likely to rotate to T-spawn for a backstab. The lurker can then stick behind and ruthlessly put down this assault, freeing his comrades to concentrate on the CT-spawn onslaught. Furthermore, this kill may render the opposite site unprotected, allowing the attacker to easily rotate while the defenders focus on neutralising the original strike.

Second, if a lurker makes a late push after their comrades have launched the main attack, they may easily catch an adversary off guard with his flank. There are two options available here: The squad can commit to the push and deploy the lurker to deal with any unwitting defenders, or the lurker declares the site they pushed clean and instructs his colleagues to rotate while he places himself on an off-angle to deliver some initial damage.

Now, a lurker's success rate is primarily reliant on game sense and the ability to read your opponent's movements based on information. Because a lurker is alone by definition, they are placed in an extremely vulnerable position where no deals can be made. As a result, a lousy lurker may be simply shut down without having any effect in the current round. They must be aware of his timings, fast to respond, and aware of when to press and when to retreat. This is a job that is best suited to more experienced players, but when performed correctly, it may be the difference between winning and losing the map.

TL:DR; Lurkers  rotate the map and put the opposing team off balance, high risk of getting killed because of the risk of getting caught in a 1vMany scenario.

Players to watch: Get_RiGht, Happy, Flusha

In game leader

The in-game commander, who is the brains behind the operation, is the next role. Between and between rounds, this 'IGL' will make the major choices. They'll decide whether to eco or force purchase a round, whether to emphasise utility or firepower, and what strategy to use. Clearly, this job must be performed in conjunction with the other duties.

There is no apparent preference for a certain combination among professional teams, and there are several examples of entry fraggers who are also the IGL for their team and have had tremendous success. Of course, playing from a supporting position gives you a greater vision of what's going on on the battlefield, which is why many IGLs adopt a backline position.

It's critical for an IGL to have a level head at all times and to pay attention to what's going on. When a team is up against a seemingly impenetrable defence, it is up to the IGL to find the weak spots in their opponent's setup. They call the correct plan to exploit his opponents' weak places after they've figured out their enemies' weak spots.

There are various factors that you must be able to keep track of in order to be a competent IGL. First and foremost, you must keep track of the other team's and your own economies, making purchase selections appropriately. While there is no way to know exactly how much money the opponent has in the bank, you may get a decent estimate by looking at their purchases and projecting how much money they got in a particular round.

Second, keep an eye out for patterns in the enemy's playstyle. Is your opponent aggressive and pushes specific positions? Then you may take a step back and wait for the push, only entering after you've gotten the kill. If you decide to push that position and they play passive from a given position with an AWP, be sure to advise one of your teammates to toss a smoke grenade or a flashbang to eliminate that angle.

Finally, you must be able to make split-second judgments based on the constant stream of data received during a round. A single kill, whether on the enemy's or your own side, might cause you to reconsider your decision. It's critical that you retain a cool mind and make the appropriate judgments throughout these heart-pounding situations. A lot of the talents necessary to be a successful IGL come only with a lot of experience, and some of the top in-game leaders in the world have an incredible amount of game sense.

TL:DR Manages the economy, and steers the team, and calls for strategies

Notable coaches include Danny “zonic” Sorensen, Wilton “zews” Prado, and Fatih “gob b” Dayik.

Main AWP / AWPer

*team let’s eco this round*
Goes ahead and buys an AWP

Last but not least, the major AWP. The primary AWP player can genuinely make a difference and single-handedly win rounds for his team, making it one of the most disputed roles in team configurations, especially when playing with randoms. The AWP's primary goal is to maintain long-range angles and pick off foes before their colleagues commit to a location or the adversary arrives. They can also be a better alternative for players with low health because the time to kill is significantly faster than with rifles, with the drawback that a bullet can only be fired once every second.

Given the huge influence that 2020's top two players, Oleksandr "s1mple" Kostylievs and Mathieu "ZywOo" Herbaut, have on their teams, it's no wonder that many players want to execute the same flamboyant moves, pouring damage on their opponents with lightning-fast shots. These are, without a doubt, extraordinary players, and only a select handful will ever reach their level. That isn't to say that no one else should be in charge of AWP, but it is critical to set realistic expectations and act appropriately.

If you're always going for the miraculous play, the odds are you'll die early in the round and have little influence. The most significant disadvantage of being an AWP player is that there is no opportunity for error. When you pull the trigger, you're done.

As a result, as the primary AWP player, you must choose your battles carefully, and if entry fraggers demand aim on par with Legolas', you must go above and beyond with eagle-like precision and reflexes as the main AWPer. You can be a giant on the battlefield if you know how to use this powerful weapon. If you miss shots and are outplayed, you're little more than a bothersome bug.

Importantly, as an AWP member, you must keep a close eye on your budget. Because the AWP is more expensive than rifles, losing one due to poor play is a costly mistake, and you should have a buddy pick up your AWP if you die. Furthermore, you will frequently be forced to make do with a lower purchase than your teammates during eco and force-buy rounds.

There also could be a second AWPer if your bank is full, usually on the CT side.

TL:DR; High risk high reward player, most effective at holding long angles

Bonus: Rifler

A rifler is a general-purpose player that does not have a specific job within a team and instead tends to play one of the other roles depending on the scenario. They are competent with an Assault Rifle such as the AK-47 or the M4A4 and are required to deliver consistent results.

Freddy "KRIMZ" Johansson, Dan "apEX" Madesclaire, and Hansel "BnTeT" Ferdinand are three renowned Riflers.

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