Practice

Train the mistake, not the whole game.

Every problem the analyzer finds gets a drill: what to do, where to do it, and what done-properly looks like. Nothing to install, and no button that cannot work.

Every drill here runs in the game you already have

A web page cannot start Counter-Strike or load an offline workshop map — no browser can do either. What it can do is join a server, with a steam://connect link. So the drills below are written for a normal match, a private match with bots, or your own warmup map, and our practice server is not switched on yet, so no join link is shown.

Checking what the analyzer found for you…

The drill catalogue

One drill per measurable habit. Each one is written to be finishable in a single sitting.

Win your first fights

The first kill of the round decides more than any other fight — losing it leaves your team 4 vs 5 players alive.

Where
Competitive, or a 5v5 with bots on a map you know
Time
25 min
Session
Ten first fights
  1. 1

    Only start the first fight when a teammate is close enough to kill that enemy back, and you know what he will do.

    Before you swing, you can say out loud where your second man is.

  2. 2

    Pre-aim the angle and clear the near corner before the far one. Most opening losses are the second angle, not the first.

    You died to a player you had already checked past, not one you never looked at.

  3. 3

    If you lose the first fight two rounds in a row, stop starting it. Let the AWP or the first player in take it, and back him up instead.

    You have never lost three first fights in a row in one half.

No server join link — the practice server is not live yet

Die where your team can help

Every death with no revenge kill turns the round into 4 vs 5 players alive, and most of those rounds are lost.

Where
Competitive or Premier match, with a teammate you can talk to
Time
20 min
Session
One full match, watching your first five deaths
  1. 1

    Before you take a fight, call where your nearest teammate is and what you want them to do if you die.

    Your teammate could name the spot you are holding without looking at the radar.

  2. 2

    After each of your first five deaths, open the console and note the distance to your nearest teammate at the moment you died.

    Most were close enough for a teammate to reach in about 1.5 seconds.

  3. 3

    If nobody was in range, stop taking that fight. Fall back to a spot your team's second man can see, and re-hold from there.

    You ended a round without dying in a spot nobody could reach.

No server join link — the practice server is not live yet

Stop dying alone

Dying alone gives your team no information, nobody can kill the enemy back, and the spot you held is free.

Where
Your normal matchmaking, no changes needed
Time
15 min
Session
Ten rounds, one habit
  1. 1

    At the start of each defensive round, decide which teammate you are rotating with before the round begins.

    You never take a solo angle that your nearest teammate cannot reach inside the round's first twenty seconds.

  2. 2

    When the call comes to rotate, rotate with that player rather than ahead of them.

    You arrived at the retake with someone, not alone.

  3. 3

    If you are holding a far site alone by design, hold from a spot you can leave — not one you have to die in.

    You survived the first contact on that site at least once in ten rounds.

No server join link — the practice server is not live yet

Deal damage every round

A round with no damage is a round you were not in: no fight, no pressure, and no money for the next round.

Where
Any live match
Time
15 min
Session
One whole match
  1. 1

    Pick one round per half to play purely for contact: hold where the enemy must walk, and shoot first.

    You dealt damage before you took any.

  2. 2

    On save rounds, take one high-percentage shot at a rotating enemy rather than hiding the whole round.

    Every round ends with damage dealt or a specific reason you could not shoot.

  3. 3

    After the match, count the rounds with zero damage you dealt.

    Fewer than two. One is a slip; two is a pattern.

No server join link — the practice server is not live yet

Make every flash count

A flash that blinds nobody is wasted money and wasted seconds. One that lands flips a duel before it starts.

Where
A private match with bots, or a community server with a next-round timer
Time
20 min
Session
Twenty flashbangs, thrown and checked
  1. 1

    Throw only pop-flashes: bounce it off a wall you already know so it detonates round the corner, never in open air.

    It detonates where an enemy would actually be standing.

  2. 2

    Throw for a teammate's swing, not for your own. Call the flash, then follow it in.

    Your teammate walked into the flash, not away from it.

  3. 3

    After each throw, note whether it blinded anyone. Two in a row that blind nobody means stop and re-aim the line.

    Under two thrown per enemy blinded across the match.

No server join link — the practice server is not live yet

Stop dying in the same place

Dying repeatedly in one spot means you are being read: the enemy has your position solved and is already pre-aiming it.

Where
Any live match
Time
10 min
Session
One match, three positions
  1. 1

    Before the match, write down three positions on your side of the map you can hold instead of your usual one.

    None of the three is the spot where most of your deaths happened last match.

  2. 2

    Rotate between them every other round, even if your usual spot feels better.

    You never died twice in the same position in the same half.

  3. 3

    If you do die in the same spot twice, leave it for the rest of the half.

    Your death positions are spread rather than clustered.

No server join link — the practice server is not live yet

Where this is going

Live now

Every drill below runs in the game you already own: a normal match, a private match with bots, or your own warmup map. Nothing to install, and nothing to sign up to.

Next — our practice server

A Counter-Strike 2 server we run, so a drill can produce a real result instead of a self-reported one. It gets joined with a steam://connect link, which is the one thing a browser genuinely can open. This phase is not switched on yet, and nothing on this page pretends otherwise.

Later — purpose-built maps

Once the server tells us which drills players actually complete, the most common ones get maps where the drill is the only thing on the map.