A Ramp Smoke from T Spawn
Smoke off A ramp on Vertigo from T spawn. Blocks the CT holding the ramp angle so your team can push onto A site safely.
easy T-Side standing left click a-siterampessential
Steps
- From T spawn, move forward toward the A ramp area and stop at the corner where the corridor opens up toward the ramp. Position yourself against the left wall, pressing your left shoulder into the wall.
- Look straight ahead toward the A ramp. Find the top of the ramp entrance - the horizontal edge where the ceiling or overhang meets the open ramp area.
- Place your crosshair at the center of the top edge, right on the overhang. You want to be aimed at the structural edge, not the sky above it.
- Perform a standing left-click throw - no movement or jump needed. Hold left click and release.
- The smoke blooms at the A ramp entrance, creating a smoke wall that blocks any CT holding the ramp headshot angle from seeing your team approach.
Tips
- A ramp is the primary entry route to A site on Vertigo and one of the most heavily defended chokepoints. This smoke is essential for any T-side round where your team wants A presence.
- Since this is a standing throw, it requires no jump throw bind. It is easy, consistent, and should be the first smoke every Vertigo player learns.
- Throw this smoke early in the round so it is in place before your team starts the A push. The smoke gives your team time to set up for the execute behind its cover.
- If the smoke lands too deep (inside the ramp area), your crosshair was too high. If it falls short and blooms in front of you, you were aimed too low.
- Pair this with flashbangs thrown over the smoke to blind any CT waiting for your team to push through. Do not push through the smoke dry - always use flash support.
- Practice commands:
sv_cheats 1; sv_infinite_ammo 1; sv_grenade_trajectory 1; sv_grenade_trajectory_time 10; mp_roundtime_defuse 60
When to Use
Throw this smoke at the start of any round where your team is playing A:
- A ramp pushes - smoke the ramp entrance, flash through, and push onto the site as a team
- Full A executes where your team hits A with full utility support
- Default rounds where you want to push up A ramp for information or map control without getting picked
- Faking A - throw this smoke to suggest an A execute, then rotate to B while CTs stack the A defense
- Eco/force rounds where your team rushes A and needs to safely close the distance through the ramp
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