
(side note: if you come up with a comp from scratch with this method and teams already are running it, you are probably on the right track.) Now that you have your ideas on the map and a comp, it's time to watch how some teams play the comp or similar ones already. For this, I’ll use fade as the extra information helps, and the ultimate is incredibly strong on the small sites on the map. For this, I will use Brimstone, as he adds a lot of explosiveness with ultimate, stim beacon, and quick placing smokes.įinally, the final slot can be pretty much anything, as the four agents picked already fit the ideas on the map.

Fracture is unique in that every smoke can be and has been played at the top level by itself in a comp. Not only are there tight corridors for the map that Breach’s stun fully covers, but he also helps enable Neon to thrive with flash and dash plays that cater to how I want the map to be played.įor the fourth slot, we need a smoker as you do on every map. Going back to the aggressive approach I thought of, I feel like Neon and Breach work well to fit this. Besides Chamber just being the strongest agent right now he also gives some pressure on an Operator. Before even going on my ideas, the map has so many lanes, that a sentinel with flank-watching capabilities is a must, so for this role, I will use Chamber. Now with your newfound identity on the map, it's time to come up with an agent composition that fits it. They can easily pivot to crunch A site with the halls group but also can make their own plays and open space themselves. On the top side, one player is watching for arcade aggression and one is looking at Dish. The group in Halls has some kind of tripwire behind them on B Stairs while they fight for Halls. Without getting into agents, a start in positions like this is how I approach the map. If you take halls and prevent defenders from retaking it, it also forces them to take Dish, which is a relatively offense-sided fight if players are in a position to hold for a push (not sure how this plays out on the new patch, but bear with me!)įor the other lanes, I feel like you need to have some kind of flank watching to catch defense aggression but also have players in position to pivot into a site crunch if the group taking a lane sees an opening or ones that can open up a new point of attack if the more aggressive group loses their fight and has to fall back. On attack, you have to take one of the four lanes relatively quickly, with the most important one being halls as it allows for multiple angles to take A site from.


For example, when I look at Fracture, I feel like it requires a lot of aggression on both sides.
