- A trade = within 5 s (HLTV)
- SMG kills pay $600
- Clear angles in order
- Flash, peek, swing
The entry's job ends in one of three numbers.
- UtilitySupport's flash pops over the angle
- SwingEntry steps out, counter-strafes
- DuelFirst bullet decides it
- Trade window · 5 sHLTV: a kill within 5 s of the death is a trade
Hit the site now — the CTs are a player short and rotating.
Job done: even numbers and you know where they were.
A free kill for the CTs. Regroup or fall back to the other site.
Trade window: HLTV Rating 3.0 (20 August 2025). Phases and outcomes: BoostPirate's model of a site hit.
Entry fragging has the worst reputation of any role in Counter-Strike 2: you walk into the site first, you die first, and the scoreboard blames you. It's also the role that decides most T-side rounds. A team that wins the opening duel plays five against four; a team whose entry dies alone plays four against five. This guide explains what the entry's job really is, how to clear a site's angles in order, how to time a flash with your support, the spacing that guarantees a trade, when to peek without utility, what to buy, and the mistakes that waste the first contact.
- Measure entries by trades, not kills: three outcomes, and two of them are fine.
- Clear angles in order: closest and most dangerous first, never two at once.
- Swing with the flash, not after it — and let a teammate throw it.
- Stay one body-length apart so the trader can see your killer the moment you die.
- SMGs pay $600 a kill, twice a rifle's — the anti-eco and force-buy entry tool.
What an entry fragger really does
Every T-side round ends with the Terrorists walking onto a site the CTs have prepared. Somebody has to be first, and the first player through a door faces the CT who has been holding that door for a minute. The entry accepts that disadvantage so the rest of the team doesn't have to. Done well, it produces one of two things: an opening kill, or the exact position of the CT who killed you — handed to a trader who is already looking at it.
That's why HLTV's Entrying attribute (one of seven, live since 21 August 2024) weighs initial contact and first kills against how often the player was traded, and why its Opening attribute counts first bloods separately. HLTV's 2025 Opener of the Year was donk of Team Spirit, ahead of flameZ and YEKINDAR. You don't need their aim to entry well in Premier; you need the habits below. The other four roles are in the roles guide.
The three outcomes of an entry
Your team has numbers. The IGL should hit the site now, before rotators arrive; you keep clearing angles with the trader behind you.
The CT who killed you is dead within 5 seconds and the team knows where the site's defence was. Numbers are even, and the attackers have the initiative.
The only bad outcome. Usually a spacing problem (the trader was too far back) or a timing problem (you peeked before the flash or the call).
Rating 3.0's Round Swing looks at the team's win probability before and after each kill, which captures exactly this: an opening kill moves the round more than a late one. In your own demos, count how many of your first deaths were traded — that number tells you whether your problem is aim or spacing.
Clearing angles in order
A site has more angles than you can check at once. The rule our coaches teach: closest and most dangerous first, then work outward, and never look at two angles at the same moment. Practise the order for each site until it's automatic:
- The angle that can see you first.
Usually the closest corner or box next to the door. Pre-aim it at head height before you're through.
- The deep angle across the site.
The CT holding with a rifle or AWP from the back. The flash should be blinding this one.
- The off-angle and the close corner behind you.
Leave these to the trader or a molotov; turning around mid-site is how entries die twice.
- Then the rotation.
Once the site is clear, face where the CTs will come from and call it.
The common angles per site are in the map guides — Mirage, Inferno, Dust II and Nuke. Pre-aiming them comes from crosshair placement; stopping before the shot from counter-strafing.
Flash timing with your support
A flash only helps if the entry is moving when it pops. A flash that pops while you're still behind the wall gives the CT time to recover; a flash you have to wait for gives the CT time to re-aim. Our sequence for a support-and-entry pair:
- Agree the count.
"Flash on three." The support throws on the count; you start moving on it too.
- Keep your eyes on the angle.
The flash is thrown over or past you, so you don't need to turn away — another reason to let the support throw it.
- Swing as it pops.
Step out wide and counter-strafe; the blinded CT can't shoot back for the first moment.
- Clear angle one, then two.
The trader follows through the door behind you; the support comes last.
In solo queue nobody may flash for you. Learn one pop flash per site you can throw for yourself — one that pops right as it clears the wall — and turn away while it pops. The flashbangs and molotovs guide has the throws. Jump-throws work without a bind in CS2, and since 19 August 2024 binds that combine several movement or attack actions are ignored.
Spacing for the trade
The trader's position decides whether your death is traded. Too close and one spray kills you both; too far and the CT who killed you has time to step back. Our rule of thumb is one body-length behind and slightly to the side, so that the moment the entry dies the trader can already see where the shot came from. HLTV's five-second window is generous — in practice a good trade happens in the first second or two.
- Watches the entry's first angle, not a different one
- Doesn't peek until the entry has peeked
- Calls "traded" or "he's [callout]" at once
- Says which angle they're taking before the swing
- Doesn't back out through the trader
- Calls the killer's position as they die
When to dry peek
A dry peek — swinging with no utility — is sometimes right. Utility runs out, rounds run long, and an expected flash is itself information for the CT. BoostPirate's guide to when it pays:
The CT just used utility or reloaded; you heard them rotate away; a teammate is swinging the same angle with you; or the clock forces it.
The angle is an AWP angle; it's the first contact of a full-buy round; or the trader isn't in position yet.
A wide swing past a tight angle can win the first frame. A slow "shoulder" peek into an AWP is a free kill.
The mechanics of wide swings, shoulder peeks and jiggles are in the peeking guide; for movement rules, see the movement guide.
Loadout and economy
The entry's buy changes with the round type. All amounts are in-game money from our weapon prices guide:
The $2,700 AK is the T-side rifle. Ask the support for the flash; carry your own for the second angle.
SMGs pay $600 a kill. The $1,050 MAC-10 is the fastest weapon in Valve's data (240 units/s) — ideal for closing distance.
Entry with a teammate; Glock fights are lost by peeking alone.
Since Valve's 22 September 2026 update the grenade limit also caps how many grenades you can buy, so the entry can't stock up on spare flashes — share them out in freeze time.
Entry skills on CT side
Most entries are the aggressive player on CT side too: the one who takes an early fight for information, or leads the retake. The same skills apply — clear angles in order, swing with a flash, stay tradable — with one difference: on CT side an early death costs your team its numbers on a site that's about to be hit, so take the information fight only when the call asks for it. Retake order and post-plant positions are in the retakes guide.
A 15-minute entry routine
- Five minutes of pre-aim.
A pre-fire map or a practice server with bots on common angles; walk the site in your angle order.
- Five minutes of swings.
Wide swing, counter-strafe, one-tap, back. The practice commands set it up.
- Five minutes of pop flashes.
One per site on your best maps, thrown until you can do it without looking.
Common entry mistakes
- Say the angle you're taking before you swing.
- Call the killer's position as you die.
- Swing on the flash count, not after it.
- Count traded deaths in your demos.
- Wait for the perfect moment while the clock runs.
- Check two angles at once.
- Back out through your trader.
- Entry with an AWP on T side.
- HLTV — Rating 3.0 (20 Aug 2025, five-second trade window and Round Swing, via Dust2.us) · Attributes (21 Aug 2024, Entrying and Opening, via Dust2.in) · 2025 award finalists (29 Dec 2025) · winners (Jan 2026)
- Valve — Rush Hour notes (22 Sep 2026, grenade purchase limit, via SteamDB) · 19 Aug 2024 notes (multi-action binds) · jump throws without a bind (Valve, 22 Mar 2023, via Dexerto) · weapons.vdata (MAC-10 speed, read 25 Oct 2026) · prices and kill rewards as in our weapon prices guide
- Angle order, flash sequence, spacing and the dry-peek guide are BoostPirate's coaching advice. Checked 8 November 2026.
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Common questions
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