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Mirage Callouts - The Names You Actually Need

The Mirage callouts that matter in real games, grouped by area so you can call clean information fast and understand your teammates instantly.

3 min readBy CSStatLab EditorialUpdated
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Good callouts win rounds. If you can tell your team exactly where an enemy is - and understand their calls instantly - you trade faster, rotate smarter, and stop wasting time saying "he's over there." Mirage has a huge vocabulary, but you only need a core set to communicate well.

This is that core set, grouped by area. For the wider map logic, pair it with the Mirage Guide, and see CS2 callouts for the general principles that apply to every map.

A Site

  • Palace - the raised balcony T-side players drop from onto A.
  • Ramp - the main T entrance up to A from the right.
  • Tetris - the stack of boxes on A near CT.
  • Triple / Default - the box cluster where the bomb is usually planted.
  • Ninja - the tight hiding spot behind the boxes near CT, used on retakes.
  • CT - the corridor leading from CT spawn onto A.
  • Firebox / Sandwich - common close-hold spots on the site.

Mid

  • Top Mid - the open area T players contest early.
  • Window - the CT-side room overlooking mid; a classic AWP hold.
  • Connector - the link from mid into A (a.k.a. Shorts/Short).
  • Catwalk / Cat - the raised path from mid toward A.
  • Underpass / Under - the lower path beneath connector toward B.

B Site

  • Apartments / Apps - the T-side rooms leading to B, split into Short and Long.
  • Market - the building beside B site, a key CT hold and rotation.
  • Bench / Van - common plant and hold spots on the site.
  • Kitchen - the room off B toward Market.

How to Actually Call

Knowing the names is step one. Calling well is a skill:

  • Location + count + action. "Two Ramp, pushing" beats "help A." Give the where, how many, and what they are doing.
  • Call your own state. "I'm dead, one left Palace" lets teammates trade and rotate. Death calls are some of the most valuable info in the game.
  • Keep it short. Mid-fight is not the time for a paragraph. One clean call, then play.
  • Update, don't repeat. If the enemy moves, re-call. Stale info gets teammates killed.

Learn Them Where You Die

The fastest way to lock in callouts is to attach them to real memories. When you die on Mirage, note where - "died to Window again" - which doubles as callout practice and death review. The spots that keep getting you are in common death spots on Mirage.

Combine clean callouts with good angle clearing and map control, and you will find rotations and trades happen almost automatically - because everyone knows exactly where the fight is.


The Takeaway

You do not need every obscure Mirage callout. Learn the core names for A, Mid and B above, call location-count-action, and always make your death calls. Clear communication is one of the cheapest ways to climb, and Mirage is the perfect map to build the habit on.

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