
CS2 Anubis Map Guide
Anubis is one of the most exciting maps in the CS2 competitive pool, blending tight chokepoints with open sightlines in an Egyptian-themed setting that rewards both aggressive plays and patient setups. Whether you're grinding Premier mode or climbing the Faceit ladder, mastering Anubis can give you a significant edge since many players still lack deep map knowledge compared to legacy maps like Dust2 or Mirage. This guide breaks down everything you need to dominate both sides of the map, from utility lineups to site executes and rotations.
Understanding the Layout and Key Callouts
Before diving into strategy, you need to internalize the map's geometry. Anubis features a somewhat unusual layout with two bomb sites connected by a sprawling mid area and several connector paths that create flanking opportunities for both teams.
Bomb Site A
Site A is situated in an open courtyard area surrounded by elevated positions. The site itself has a raised platform (commonly called "Pyramid" or "Monument") that serves as a powerful post-plant position for Terrorists. The main approaches to A come through:
- A Main / A Long: The primary T-side entrance leading from T Spawn toward A. This corridor opens up into the site with a long sightline.
- A Short / Connector: A quicker path that connects mid to A site, offering a shorter but more exposed route.
- Heaven: An elevated CT position overlooking the site, accessible via stairs from CT spawn side. Holding Heaven gives CTs strong crossfire angles but is vulnerable to smokes and flashes.
Bomb Site B
B Site has a tighter, more claustrophobic feel with water features and narrow passages surrounding it. Key positions include:
- B Main: The primary T-side entry point into B. This is a narrow corridor that can be easily held by one CT player with a good smoke or Molotov.
- B Short / Water: A secondary approach that runs through the lower water area, offering a flanking route that bypasses the main chokepoint.
- B Pillar / Columns: Structural pillars on and around the site that provide cover for both attackers and defenders during retakes and post-plant scenarios.
Mid Control
Mid on Anubis is critical for map control on both sides. It connects to both A and B through connector paths, making it the spine of the map:
- Mid Bridge: The central elevated area that offers long-range dueling opportunities. An AWPer holding mid bridge can lock down rotations effectively.
- Top Mid: The area closer to T-side where Ts tend to gather before deciding on a split.
- Window: A CT-side elevated position overlooking mid, similar to Mirage's window. Controlling this angle is crucial for CTs to maintain information.
Understanding these callouts and communicating them clearly to your team will immediately improve your coordination. Use the in-game radar and make callouts based on compass directions combined with landmark names for maximum clarity.
T-Side Strategies and Executes
Playing Terrorist on Anubis requires patience, utility usage, and a willingness to take map control in stages rather than rushing headfirst into defended sites.
Default Round Setup
A solid T-side default on Anubis typically involves distributing players as follows:
- Two players mid: Push for early mid control with flashes and a smoke for window. If you win the mid battle, you unlock rotations toward either site.
- One player A Main: Hold the angle and gather information on CT aggression. Don't overcommit without utility.
- One player B Main: Similarly, hold passive and listen for audio cues from B defenders.
- One player as a lurk/rotator: This player can float between positions based on the information gathered.
Early mid control is arguably more important on Anubis than on most maps because of how quickly Ts can split either site once they own mid. Even if you don't execute immediately, the threat of a split forces CTs to spread thin.
A Site Execute
The standard A execute on Anubis typically goes through A Main with a mid-to-A split:
- Smoke off Heaven from T spawn area or top mid — this removes the strongest CT angle.
- Flash over A Main to blind any player peeking the entrance.
- The mid player pushes through connector to apply pressure from a second angle.
- Entry fragger clears Triple Stack (stacked boxes near site) and Pillar positions.
- Plant the bomb toward the A Long side if possible — this makes the post-plant significantly easier as you can play from outside the site.
A well-executed A split with proper smokes can overwhelm a single Heaven player and a site anchor within seconds. The key is timing: both the A Main push and the connector push need to hit simultaneously.
B Site Execute
B requires more precise utility because the entry points are narrower:
- Molotov B Default (the common plant spot) to deny an aggressive CT push.
- Smoke off the B Window angle that CTs can hold from the site's back area.
- Pop-flash through B Main to clear close angles — CTs love to play aggressive peeks here.
- Have your second player trade immediately behind the entry fragger. B Main is too tight for solo entries.
- Consider a Water/B Short lurk to divide the attention of the B defender.
A useful tip: throwing a deep smoke into B Main and pushing through the smoke edge can catch defenders off guard who are holding the doorframe angle. This works especially well in eco rounds when you need to close the distance.
CT-Side Defense and Positioning
Counter-Terrorist on Anubis rewards disciplined positioning and well-timed aggression. You don't need to hold every inch of the map — you just need to delay, gather info, and fall back intelligently.
Standard CT Setup
A balanced CT default might look like:
- 1 player Heaven on A: This player has the most important role on A. With a rifle or AWP, they can control the entire A Main entrance. Fall back if you get smoked out and call for a rotate.
- 1 player A Short / Connector: Watching the mid-to-A flank. This player can also rotate quickly to help mid if needed.
- 1 player mid (Bridge or Window): An AWPer here is incredibly powerful. If you can hold mid, you essentially force Ts to commit to one site with no split option.
- 1 player B Main: One strong anchor with a smoke, Molotov, and flash can hold B Main for a very long time.
- 1 player B Short / Water: Watching the secondary B entrance and ready to rotate.
Holding A Site
The most important thing about holding A is not to over-peek. Your Heaven player should hold a passive angle and only take duels when the Ts are fully committed to the site entrance. Use these utility timings:
- Smoke A Main around 1:45 remaining if you expect a rush. This buys approximately 18 seconds (standard CS2 smoke duration) of free time.
- Molotov A Main entrance to force Ts to either wait or take damage pushing through. The standard Molotov burns for approximately 7 seconds and deals roughly 40 damage per second to a standing target.
- Save a second smoke for when the first one fades — this can delay a push for over 30 seconds total.
If you hear multiple footsteps and utility coming into A, don't be the hero. Fall back to site, call for rotates, and play retake positions. Two CTs retaking A with full utility is often stronger than one CT dying early on A Main.
Holding B Site
B is the harder site to retake, so holding it aggressively can pay dividends. A common strong setup:
- Play a close-angle hold inside B Main for the first 30 seconds. With a Five-SeveN or Tec-9 on pistol rounds, or an MP9 on force buys, you can catch Ts off guard who expect a deeper hold.
- After getting early info or a kill, fall back to Pillar and play for trades.
- Coordinate with your mid player — if mid falls, the B player needs to watch for a Water flank immediately.
Utility Lineups You Need to Know
Having even a handful of smoke and flash lineups on Anubis will put you ahead of most players at any rank.
Essential Smokes
- CT Smoke for A Main (from T spawn): Line up with the building edge near T spawn and throw toward the left side of the A Main entrance. This smoke lands deep and blocks the CTs' favorite AWP angle.
- Heaven Smoke (from Top Mid): Stand at the corner of top mid and aim at the top of the Heaven building. A standard jump-throw lands this perfectly.
- Mid Window Smoke (from T Spawn): This allows your mid players to contest mid bridge without getting picked off by a CT AWPer in window.
- B Site Default Smoke (from B Main): Aim at the left doorframe and throw to land in the center of site, blocking off the defender's retreat.
Essential Molotovs
- Heaven Molotov (from A Short): This forces the Heaven player to relocate, buying your team precious seconds on an A execute. Throw it onto the wooden platform — it covers the entire area.
- B Pillar Molotov (from B Main): Clears the common close-angle defender position and deals damage even if they're partially behind cover.
- Water Entrance Molotov (from B site): Useful on CT side to deny a Water flank when you're retaking or repositioning.
Learn these six lineups and you'll already be ahead of 80% of players on this map. Practice each one for 10 minutes in an empty server using console commands like sv_cheats 1, sv_infinite_ammo 1, and sv_grenade_trajectory_prac_pipreview 1.
Economy Management and Buy Timing
Anubis's tight corridors mean that eco rounds can be more viable here than on maps with long sightlines. The map heavily rewards SMG play in close quarters, so consider these economic principles:
- Force-buy after losing pistol: On Anubis, an MP9 or MAC-10 with a flashbang can genuinely win force rounds on B Main thanks to the tight angles. Don't full save unless your team is coordinated about it.
- AWP investment on CT side: One AWP is almost mandatory on CT. It's effective holding A Main, mid bridge, and even B Main from a deep position. Two AWPs can be viable if your team has the economy, but be careful of over-investment.
- Rifle priorities: The M4A1-S is excellent on Anubis due to the number of medium-range angles where its silenced tracer advantage matters. On T side, the AK-47's one-tap potential is king for breaking through Heaven and site holds.
Keep track of the enemy economy by noting their buy patterns. If a CT team is saving, expect aggressive pushes — Anubis has several close-range peek spots where a saving CT can get a surprise pick and swing the economy.
Key Takeaways
- Mid control wins rounds on Anubis. Invest utility and players into winning mid early on T-side, and contest it aggressively on CT-side.
- Learn at least six utility lineups — two smokes per site, plus Heaven and B Pillar Molotovs. This alone will boost your win rate significantly.
- Don't over-peek on CT-side. Anubis rewards patience. Delay, gather info, and play for retakes rather than hero plays.
- B Site is harder to retake than A. Prioritize holding B with an anchor player and consider more aggressive B holds early in rounds.
- Use tight angles on eco rounds. The map's narrow corridors make SMGs and pistols more viable than on open maps like Dust2.
- Communicate rotations clearly. Because the map has multiple connector paths, a lurker catching a rotator off guard is common — always call when you're moving between positions.
Master these fundamentals and you'll find yourself consistently outperforming opponents on Anubis. The map is still relatively fresh in the competitive pool, so players who invest time now will have a compounding advantage as the meta continues to develop.