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A Ramp Entry Pop Flash

Pop flash A ramp on Vertigo. Blinds any CT holding the top of the ramp so your team can push up and onto A site safely.

easy T-Side run-throw right click a-siterampentrypop-flash

Steps

  1. From the T side of A ramp, position yourself at the bottom of the ramp against the left wall. You should be just before the ramp starts to incline.
  2. Equip your flashbang and hold right click (underhand throw). Do not release yet.
  3. Start running forward up the ramp at full speed, keeping to the left wall.
  4. As you approach the midpoint of the ramp where you become visible to the CT holding the top, release right click to toss the flash forward.
  5. The flash pops at head level on the ramp, blinding any CT holding the headshot angle at the top of ramp or the A site entrance area.

Tips

  • A ramp on Vertigo is the primary entry route and one of the most contested chokepoints. This pop flash is your best tool for breaking through the CT defense at the top of the ramp.
  • The underhand throw while running causes the flash to detonate almost instantly. The CT at the top of ramp has no time to turn away, making this extremely effective even against AWPs.
  • Release the flash at the exact moment you become visible to the ramp defender. Too early and it pops behind cover. Too late and you are exposed before the flash goes off.
  • Your teammates behind you on the ramp are safe from the flash since it pops ahead of your position.
  • Pair this with the A ramp smoke for maximum effectiveness. The smoke blocks the deep angle while the pop flash blinds anyone playing close or aggressive at the top of ramp.
  • After the flash, push up the ramp aggressively and clear the top. The flash window is brief - do not hesitate.

When to Use

Use this flash when pushing A ramp:

  • A ramp pushes - pop flash up the ramp to blind the CT at the top, then push through as a team
  • Full A executes with smoke and flash support for a clean site take
  • Eco/force rounds where your team rushes A ramp together and needs to win the opening duel
  • Second-round forces where armor + flashbang is a strong investment for a coordinated ramp rush

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