Pro guide for CS:GO. How to Become a professional in CS:GO -part 1


This guide was made by Zeus to help the readers to go from scratch to pro, meaning you don't need any prerequisites to learn from this source. At the end of this, you will have learned multiple slangs used in the game, basic game knowledge and also some tactics for you to use.

Brief history

In 1998, Valve released the Half-Life game mode Counter-Strike. Since the fans loved it so much, Counter-strike appeared in 2000 as a separate game, and as a stand-alone product, Counter-Strike came out on Steam on November 8, 2003. The most popular Counter-Strike version at the time was 1.6. Valve released CS:Source almost as a sequel but the fans did not react to it in a good way. Things changed in 2012 when Counter-Strike: Global offensive came out. For real, it was a massive game changer.


First let's get down to the basics. There are 2 teams in the game, Terrorists(T side) and Counter terrorists (CT side). Both sides are tasked with eliminating the other while also completing separate objectives. The Terrorists, depending on the game mode, must either plant the bomb or defend the hostages, while the Counter-Terrorists must either prevent the bomb from being planted, defuse the bomb, or rescue the hostages.

Types of Weapons

There are multiple kinds of guns in the game. Let's focus for a second on the best arsenal to choose depending on your play style.

There are Heavy, SMGs and rifles as the main guns. rifles are normally preferred unless for any economical strategy, which we will discuss later.

The Heavy guns include shotguns[Better for close range. Low accuracy, Low fire rate, Low range, High damage] and Machine guns[Low accuracy, High fire rate, Medium range, Medium damage].

SMGs are generally better for close range combat, they have a high fire rate but low damage.

Rifles are the ideal weapon, AK47(T side) and M4A4(CT Side) are the weapons preferably used by players aside from AWPers who prefer to use AWP just as their name suggests. Rifles have better accuracy and fire rate compared to shotguns and better damage and range compared to SMGs or Machine guns.

The player can hold upto 3 Weapons [Also 3 throwables] at a time. Which include the Main weapon(the ones stated above), a pistol and a melee weapon.

The pistol can be used if you are being attacked while reloading. The best pistol is the deagle, With it's accuracy and damage, if put i the right hands, it could even rival main weapons.

The melee weapon can be used to kill enemies extremely close to you or can be equipped to increase speed while moving. Kills using knives grant more money than other weapons.

You can equip 3 throwables at a time, there are 6 throwables available in the store, they include -

Smoke grenade- Often used to blind enemies or block pathways. Running into smoke is not generally considered a good idea.

High explosive grenade- This is used to damage enemies and is optimal for damaging enemies in hordes because of it's splash damage.

Incendiary/Moltov-This is mainly used for blocking of paths for your enemy or for damaging hordes of enemies.

Flashbang- This blinds the enemy for 1-2 seconds, be careful to not blind yourself, look away while throwing it.

Decoy grenade- This can be used to fake a Flash in order to trick your enemy, they might look away thinking it might be a flashhbang in order to not be blinded by it.

Types of players

The type of player/play styles you are/use is not unchangeable, so if you wanna be a different kind of player, you can always make the switch. Before doing that, you should first know all the kind of players in the game.

These applies to T side only. Generally you have the Entry Fragger, playmaker (second entry-fragger, second man in), the lurker, the support and the dedicated AWPer. As said earlier, there are always different circumstances to consider. Don’t go into a game with the mindset that no matter what you will only AWP or entry frag.

One can have 2 roles or sometimes 3. These roles include the secondary awper, Coach and the IGL(In-game Leader).Those roles are like a second job you take and can be fulfilled by everyone in the team. Some roles dont fit well together though, as lets say the entry-fragger. The entry-fragger shouldn’t have to worry about a second role since his role doesnt leave him with much freedom compared to a lurker- or support-player(You will know what am talking about in a second).

Entry fragger-The entry fragger, is the first one to enter the arena. Along with the second-entry fragger, they break up the site. The entry fragger requires insanely good aim and perfect crosshair placement Since entry fragger will have no intel while going in on the enemy.

Second entry fragger - often called the playmaker, He is the player that utilizes on the intel that he got from the entry-fragger. If the Entry-fragger doesnt get the first kill, he is the guy to avenge him. He usually has good clutch-skills.

The support player -This is an underrated role. He doesn't have the spotlight on him, since he's the one that is flashing, molotoving and smoking. He is the kind of player that doesn't care how epic his plays were, but cares more about how well the team did.

Support players tend to have good clutching skills, since most of the time they survive until the end of the round. He carries the bomb most of the time.

Lurker -he usually has extreme in-game-senses. He has to predict where the enemies are in order to cut off rotations. He doesn't require amazing aim, since the rely more on the information they get from their teammates. Lurkers use their environment to their advantage (shadows, sound, etc.). They must have good communication skills since, they gather a lot of intel.

Awper -The awper has a lot of pressure on him. Since you used up a lot of money on the AWP, they expect a lot from you. The awper should have god-like aim. He should be versatile, able to switch between static and aggressive. Entry frag should be something he could do.

The secondary awper - it is usually picked up by one or more people in the team. A lot of riflers have really good awping skills. They usually have certain maps where they are better at awping.

The in-game-leader -along with the coach, they are the Brain of the team. He calls the shots on a lot of things, while being highly skilled, the in-game leader also has to know the economy of CS:GO extremely well. He has to know when to buy, decide strategies, etc. He also has to gather intel with the coach.

The Coach - he is the support for the in-game-leader. He helps the in-game-leader in making decisions. He helps with research, conflicts within the team, midround calls, etc.


The idea is simple. You use money to buy your guns, if you have more money than your opponent, you get better guns. if you can run your opponent into an economical disadvantage, that will affect their game play. If you have cheaper guns, you get higher kill rewards. All the ways to earn money is listed below-

  • Money given the first round- $ 800 ($ 1000 in casual)

  • For the first lost round - $ 1900 and plus $ 500 for each next round lost in a row up to 5 ($ 3,900)

  • The maximum possible amount is $ 16000 ($ 10000 in normal)

  • For a round won without a planting the bomb - $ 3250

  • For a round won after planting the bomb - $ 3500

  • For a round lost with a bomb planted (T side) - $ 800

  • For planting the bomb - $ 300 (only the one who planted gets it)

  • Reward for defusing bomb- $ 300 (only defuser gets it)

  • A personal pentalty For killing an ally- minus $ 300

  • For a lost round, a personal reward of $ 0

  • A kill with a knife - $ 1500

  • A shotgun kill - $ 900

  • A kill with a submachine gun (except for P90) - $ 600

  • A kill with a CZ-75 pistol or an AWP sniper rifle - $ 100

  • A kill with Zeus shocker - $ 0

  • A kill with any other type of weapon - $ 300

Economical Strategies

Now that you have a deeper understanding about how the economy works, let's discuss some economical strategies.

The first round (AKA pistol round) - You can't do much with $800. So you generally have 2 strategies to try. The outcome of this round will affect the next few rounds. so this match is important.

The general buy- You can try to do a normal buy and have equally powerful team and play with the usual strategy.

The boss Strategy- the idea is to spend all of the teams money on a single payer and make him equivalent to a juggernaut/boss. One guy will have armor,upgraded guns, etc. while the rest of the team works with what they have left. This allows the boss/the guy with the items to have an advantage over your enemies and maybe get some easy kills. However, if they kill the raid boss, your team will be in a great disadvantage. It is a risky gamble. One person, preferably the support should buy full utilities(AKA the utility player).

For the rest of the rounds - There are multiple things you can try and do after the pistol round. It will change based on the circumstances. More in-depth strategies will be discussed in part 2. For now, here are all of the things you can do each round.

Full buy- This is when you buy everything you will need. but this requires you to have a minimum of $4700 or $5100 depending on which team you are on, in order to buy the rifle, armor and utilities.

Eco- If you don't have enough money you should Eco. Meaning, you save money for following round by buying as less as you can. An Eco can have a significant impact on the rest of the game. Even if you don't win the Eco, if you manage to bring them down to only 1 or 2, then the other team's economy is notably decreased and you still have more money for your next round since you saved up.

Anti-eco- Just as the name suggests, this is used to counter the eco. Meaning, you use it when your enemy is using Eco. You buy SMGs and Heavy which give you highest kill rewards. this kill reward will save the team from losing their economic advantage and lets the team buy safely in the next round. The key to anti-eco is knowing when to use it. if you use it at the wrong time and they did a force buy instead of an eco, you are screwed. So look closer at the statistics and use it when you are certain they are doing an eco.

Force buy- A force buy is when you don't have the money for a full buy, so you buy the best you can with what you have in hopes of winning the round. Unless the enemies have AKs the buy always consists of full armor. The head armor can be excluded if they have AKs, since the head armor will be useless against AKs anyway. Based on the circumstances you can pull off a number of plays with a force buy.

I will be writing a part 2 soon, where i go more in-depth about strategies, training maps, game slang and more. If you want to be a part of our CS:GO community or even enter our roster team, consider signing up and reading about it on the main page.

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