CS2 Dust II Callouts
Complete guide to all 26 callout positions on Dust II. Learn every callout name to communicate effectively with your team and make faster decisions in-game.
Dust II overhead map with all callout positions labeled
All Dust II Callouts (26)
Every callout position on Dust II with descriptions of where they are and how they're used in competitive play.
T Spawn
The Terrorist starting area at the bottom of the map, providing access to Long, Mid, and Tunnels.
Outside Long
The open area outside Long Doors on the T side, often used for early-round positioning before pushing Long.
Long Doors
The double doors connecting T side to Long A. A critical chokepoint frequently smoked or flashed through.
Blue/Long Corner
The corner with blue barrels just past Long Doors. A common spot to hold or peek from after taking Long control.
Pit
The sunken area at the end of A Long near A Site. Provides strong cover for attacking or defending A.
A Long
The long straight corridor running from Long Doors to A Site. One of the most famous aim duels in CS history.
A Car
The car positioned on A Site near A Long. Used as cover for both attacking Ts and defending CTs.
A Site
The A bombsite area. Features multiple angles and elevated positions, making it one of the most contested areas.
Goose
The corner behind A Site near the wall with a graffiti goose. A classic hiding and post-plant spot.
A Short/Catwalk
The elevated walkway connecting Mid to A Site. A key rotation path and crucial for mid-round control.
A Ramp
The ramp leading up from CT Spawn to A Site. CTs use this for quick A site rotations.
CT Spawn
The Counter-Terrorist starting area between both bombsites. Central location for rotations between A and B.
Mid
The central corridor of the map connecting T Spawn to both sites. Mid control is essential for map dominance.
Xbox
The large box in Mid near the bottom of Short. Named after its shape, it provides crucial cover for crossing players.
Top Mid
The area at the northern end of Mid, near CT Spawn. CTs often hold this angle to deny Mid control.
Palm
The area in Mid near a palm tree, between T Spawn and Mid Doors. A transitional zone for T-side mid plays.
Lower Tunnels
The lower section of the tunnels on the T side leading toward B. The first area Ts enter when heading to B.
Upper Tunnels
The upper section of the tunnel system closer to B Site. Connects Lower Tunnels to B Doors.
B Doors/Upper B
The double doors leading from Upper Tunnels into B Site. A heavily contested chokepoint for B executes.
B Window
The window opening overlooking B Site from the tunnel side. Provides a quick peek angle into the site.
B Site
The B bombsite area. An enclosed space with multiple boxes and elevated positions for defenders.
B Car
The car on B Site used as cover. A common spot for CTs to play behind during B site defense.
B Closet
The small enclosed area on B Site near Back Plat. A sneaky position used for close-range ambushes.
B Back Plat
The elevated back platform on B Site. Provides a strong defensive angle over the entire bombsite.
Back of B
The area behind B Site toward CT Spawn. Used by CTs for retakes and late rotations.
Mid Doors
The double doors in Mid that CTs can be seen through from T Spawn. One of the most famous angles in CS.
How to Learn Dust II Callouts
Learning callouts takes practice, but there are efficient ways to speed up the process. Here are proven methods that work for players at all skill levels:
- Play deathmatch on Dust II - Every time you get a kill or die, consciously identify the callout of that position. Say it out loud or in your head. Repetition builds muscle memory for callout association.
- Watch professional matches - Pro casters and analysts constantly use callouts during Dust II coverage. Hearing callouts in context makes them stick faster than memorizing a list.
- Use this page as a reference - Keep this guide open on your phone or second monitor while playing. When you hear a callout you don't recognize, look it up immediately.
- Call out in every match - Even in casual games, practice giving callouts when you spot enemies. "Two players B Apartments" is more useful than "they're over there." Your teammates will appreciate it and you'll learn faster.
- Walk the map in a private server - Load Dust II offline and walk through every area, identifying each callout as you move through it. This builds spatial awareness.
Tips for Effective Communication on Dust II
- Be specific - "One player site" is vague. "One player triple box on A" is actionable. The more precise your callout, the faster your team can respond.
- Include numbers - Always say how many enemies you see. "Two B apartments" tells your team exactly what to expect.
- Call when you die - Your most valuable callout is your death callout. Immediately say where the enemy who killed you is positioned.
- Some callouts vary by region - European, North American, and Asian communities sometimes use different names for the same position. This guide uses the most widely accepted English callouts.
- Keep calls short - In the heat of a round, brief callouts are better. "Jungle, two" is faster and clearer than "I see two enemies in the jungle area."
Dust II Utility Lineups
Now that you know the callouts, learn the utility lineups for Dust II.
Frequently Asked Questions
How many callouts are there on Dust II?
What are the most important Dust II callouts to learn first?
Are Dust II callouts the same in CS2 and CS:GO?
Do professional players use the same Dust II callouts?
How can I practice Dust II callouts quickly?
Practice callouts with our community
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