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Meltdown

Search & DestroyLegendary/Master

entry fragger

mid_hillside_roomscooling_tower

First through the contested choke on the called site. On A: enter via the pipe side_rooms/stairway behind support smoke and clear the turbine deck. On B: dry-peek or flash a tower-base entry and trade-bait the post cluster. Win the opening duel; if you trade, the team converts the man-advantage. Never enter without utility down.

support smg

mid_tunnelcooling_towerside_rooms

Second body behind entry — guaranteed trade. Carries smokes/flashes for site execs (smoke the control/ANKA windows for A, flash the tower-base posts for B). Hold tight CQB angles inside the tower base on B holds. Clears close corners the sniper can't.

awp sniper

control_bldganka_bldgwaterfront

Hold the long top-lane turbine-deck line and the hill window every round for opening picks. On defense, anchor a Control/ANKA window covering hill + tower exits. On attack, get one pick on the open A approach then drop the AWP for CQB on the plant. Never take the sniper into the tower-base interior.

lurk flank

mid_tunnelside_roomswaterfront

Use the tower-base underpass / container corridor to flank spawn-to-spawn and catch rotators / defuse-seekers from behind. Time the flank WITH the site exec, never solo. On defense, lurk the off-site (the one not being hit) to punish fakes and gather early info on which site the attackers commit to.

igl anchor

control_bldgmid_hillanka_bldg

Anchor the central spine (Control '3' / ANKA building) controlling hill + both site approaches. Make the A-or-B call off lurk/early info, manage economy and util, and hold the last-man defuse on retakes. On defense, the building lets one player influence both sites — never over-rotate early off a fake.