Every Gekko Dizzy Flash Angle on Bind That Gets Free Kills
Gekko mains, listen up. You're throwing Dizzy wrong.
Every round, you toss her straight at the site, she gets shot immediately, and you're left wondering why you didn't just pick Skye.
The secret isn't when you throw Dizzy—it's where. On Bind, there are specific angles that make Dizzy nearly impossible to shoot. These are the spots pros use to guarantee flash value every single round.
Quick Answer Box
The 5 Best Dizzy Spots on Bind:
- A-Short Lamps - Pop flash that blinds Heaven and Site
- B-Long Window - Clears Tube and Back Site
- A-Lamps Curve - Catches Showers and Short
- Hookah Entry - The "no-reaction-time" flash
- B-Garden Arc - Catches CT stack attempts
Each spot has an execution window where enemies can't react.
Why Dizzy Dominates Bind
Bind has unique geometry. Teleporters, tight corridors, and enclosed sites create flash opportunities that don't exist on other maps.
Dizzy's strengths on Bind:
- Retrievable - Pick her up after flashes for multi-round value
- Information - You see who Dizzy blinds (audio cue)
- Short cooldown - Multiple flashes per round after recovery
- Curve pathing - She can fly around corners
The key mechanic: Dizzy can fly over and around obstacles. This means she can flash spots before enemies can even see her.
Flash #1: A-Short Lamps Pop Flash
The Scenario: You're pushing A-Short and need to clear Lamps/Heaven.
This flash is nasty. Dizzy curves around the corner and pops in a spot where A-Site players can't preemptively shoot her.
How to Execute
- Position: Stand top of A-Short, near the right-side wall
- Aim: Look at the lamp hanging inside Lamps room
- Throw: Send Dizzy high—she curves around the corner
- Activate: Pop when you hear the audio cue that she's in position
[IMAGE: Gekko Dizzy A-Short Lamps Bind Lineup]
What Gets Flashed
| Position | Flash Duration | |----------|---------------| | Heaven default | Full blind (3s) | | A-Site Truck | Full blind (3s) | | Lamps entrance | Partial (1.5s) | | Triple Box | Full blind (3s) |
Follow-Up Play
You have about 2 seconds of blindness. Swing A-Short and pre-aim Heaven. The defender is either:
- Blind and dead
- Running away and giving you site
Flash #2: B-Long Window Arc
The Scenario: B-Long push with team ready to enter site.
B-Site Bind is notorious for Tube players who hold Long. This flash clears them without exposing you.
How to Execute
- Position: Stand mid B-Long, hugging the right wall
- Aim: Throw Dizzy high and to the left—toward the window
- Path: She arcs over the wall and enters through the window
- Activate: Pop immediately when she's inside
[IMAGE: Gekko Dizzy B-Long Window Bind Lineup]
What Gets Flashed
| Position | Flash Duration | |----------|---------------| | Tube | Full blind (3s) | | Back Site | Full blind (3s) | | Elbow | Partial (1.5s) | | CT spawn hold | Full blind (3s) |
The Genius Part
Defenders can't see Dizzy coming. She literally flies through a window they can't monitor while also watching Long. It's a blind angle flash.
Flash #3: A-Lamps Curve Flash
The Scenario: You teleported from B to Showers and need to clear A-Short/Lamps from inside.
This is the "I just TP'd and need to create chaos" flash.
How to Execute
- Position: Inside Showers, near the exit to Site
- Aim: Throw Dizzy toward the corner of Lamps entrance
- Path: She curves into the room
- Activate: Pop when she's past the corner
[IMAGE: Gekko Dizzy Lamps Curve Bind Lineup]
What Gets Flashed
Anyone holding crossfire angles from Lamps or A-Short. This is perfect for post-TP chaos plays.
Flash #4: Hookah Entry (No-Reaction Flash)
The Scenario: You're pushing B through Hookah and need to clear Window/Elbow.
This is the single best Gekko flash on Bind. Enemies literally cannot react to it.
How to Execute
- Position: Inside Hookah, top of the stairs
- Aim: Throw Dizzy directly at the window opening
- Path: She flies straight through
- Activate: INSTANT—pop the moment she's through
[IMAGE: Gekko Dizzy Hookah Entry Bind Lineup]
Why It's Broken
Dizzy enters Window at bullet speed. By the time an enemy sees her, you're already popping. There's no time to:
- Turn away
- Shoot her
- Call out
They just get flashed. Every time.
Timing
Your team needs to be ready to swing immediately. Call "flashing Hookah" and have entry fragger at the stairs.
Flash #5: B-Garden Arc
The Scenario: Post-plant on B-Site, enemies retaking from CT.
This is a post-plant flash that catches CT stackers trying to coordinate.
How to Execute
- Position: Hide behind the boxes in Garden
- Aim: Throw Dizzy high, toward CT
- Path: She arcs over the boxes
- Activate: Pop when she's above CT entrance
[IMAGE: Gekko Dizzy Garden Arc Bind Lineup]
What It Does
Forces CT retakers to:
- Stop and shoot Dizzy (you hear the shots and know where they are)
- Get flashed and die
- Wait for flash to expire (wastes defuse time)
All three outcomes benefit you.
Dizzy Recovery Tips
After Dizzy does her thing, pick her up.
Recovery Locations Per Flash
| Flash Used | Dizzy Lands At | |------------|----------------| | A-Short Lamps | Near Lamps entrance | | B-Long Window | Inside B-Site | | Lamps Curve | On A-Site floor | | Hookah Entry | Window room | | Garden Arc | Near CT door |
With recovery, you get 2-3 Dizzy uses per round instead of 1.
Wingman Synergy
Gekko's Wingman + Dizzy is a broken combo on Bind:
- Throw Dizzy to flash site
- Immediately throw Wingman to plant
- Cover Wingman while he plants
- You now have post-plant setup without ever entering site
This works especially well on B-Site through Hookah.
Common Mistakes
Mistake #1: Popping Too Early
You want to pop when Dizzy is in position, not during travel. Wait for the full path.
Mistake #2: Throwing Into Open Sightlines
Dizzy is squishy. Don't throw her straight at enemies—use curves and cover.
Mistake #3: Not Calling Flashes
Your team needs to know you're flashing. "Flashing Hookah" gives them time to prepare entry.
Mistake #4: Forgetting Pickup
A dead Dizzy is a wasted Dizzy. Always try to recover after flashes.
Upload Your Gekko Highlights!
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FAQ
Q: Is Gekko better than Skye on Bind?
A: They serve different purposes. Gekko has better flash recovery and plant potential. Skye has better info gathering. For solo queue, Gekko is often better because Wingman can clutch rounds.
Q: How do I counter Gekko flashes?
A: Listen for the throw sound and pre-turn. Gekko's audio cues are distinct.
Q: Should I flash or Mosh Pit first on entry?
A: Flash first. Mosh Pit is better for post-plant denial or clearing angles you've already seen.
Q: Can Dizzy be shot through walls?
A: No, Dizzy requires line of sight to destroy. That's what makes curve flashes so strong.
Stop wasting Dizzy on random throws.
Learn these spots, practice the timings, and start getting entry kills for free.
Dizzy is your best friend. Use her right.