HardBeginner #5
IGL
Drop, circle, and go / wait
You pick the drop, the leave time, and whether this fight is the one. A quiet IGL is just a fourth rifler after the zone already ate you.
Calls: Drop, rotate time, hold vs third-partyNeed: A squad that listens — mute Premier habits
Kit: A readable AR · The map and timers in your head · A mic that is not a concert

Strengths
- • Stops four people from hot-dropping School and then arguing in blue
- • Edge vs center is a decision, not a vibe
- • Can hide a weak aimer on support if the rotate is real
Weaknesses
- • Calling and shooting at once — new IGLs drop both
- • Ego 'we can take this 3-team' when you should leave
Starter tips
- 1
IGL in a three-stack first, not in random fill with three mutes.
- 2
Pick one plan per drop: edge third-parties or a compound hold. Not both, badly.
- 3
Leave early or take the next white's compound. Rotating a field in the last two minutes is the throw.
- 4
After gunshots: 'heal, then hold / leave.' Looting in the open is not a call.