How to use
- Press Start and answer 12 questions. Answer as the person your team actually plays with, not the one you would like to be.
- Get your teammate type with a description and one specific piece of advice for the habit that holds that type back.
- Share the card in Telegram, WhatsApp, VK, X, Reddit or Discord, or save it as an image. Everyone in the stack takes it and you compare.
Eight teammates, one scoreboard
Roles in a team game are not only about which agent, hero or utility you pick. They are also about who talks, who stays calm, who takes the first fight and who quietly holds the boring angle. This quiz is about the second kind of role — the one that does not appear in any menu but decides whether five people are a team or five solo players sharing a lobby. It works the same for CS2, Valorant and Dota 2, because the behaviour patterns are identical in all three.
| Type | In one line | What the quiz is looking for |
|---|---|---|
| The Shotcaller 🎙️ | Runs the round out loud | Plans, calls, taking responsibility for a bad angle |
| The Entry 💥 | First through the door | Opening kills, high deaths, queueing again immediately |
| The Support 🛡️ | Plays what the comp is missing | Utility timing, assists, covering weak players |
| The Lurker 🐍 | Alone, behind them, on purpose | Patience, solo plays, information held too long |
| The Quiet One 🔇 | Four words a game, positive K/D | Low comms, low tilt, low deaths |
| The Useful Menace 🌶️ | Annoying, and usually right | Blunt feedback, strong opinions, real impact |
| The Morale Officer ☕ | Turns 0-6 into a comeback | Calming tilt, praise, keeping the stack together |
| The Wildcard 🎲 | Makes no sense until it works | Off-meta picks, surprise plays, unpredictability |
A five-stack does not need all eight, but it does need a specific shape. One shotcaller — two is worse than none, because the round stops while they negotiate. At least one entry, or nobody takes space and every round becomes a slow default that the other team reads by the tenth round. At least one support, or the utility never lands where the entry needs it. And realistically one morale officer, because a team that tilts together loses matches it was winning at the half.
How the result is calculated
Every answer adds a point to one or two types, and shared answers are deliberate. "My fault, I gave you a bad angle" scores for both the Shotcaller and the Support, because taking blame is a leadership habit and a support habit at once. "I stop talking and start playing angrier" scores for the Useful Menace and the Entry. After twelve questions, the type with the most points is your result.
All eight types are reachable, and none of them is a hidden default. The questions cover four separate areas — comms, first contact, tilt and self-image — so a person who is loud but useless and a person who is loud and organised end up in different places. The last question, what your team says behind your back, is deliberately the most uncomfortable one: it is also the one that most often decides a close result.
Second place is worth reading. Shotcaller plus Useful Menace is the classic "good IGL, bad delivery" combination, and it is fixable in a week. Quiet One plus Lurker means you are probably the most mechanically consistent player in the stack and the hardest to play around. Support plus Morale Officer is the person everyone wants in the party and nobody notices in the scoreboard.
What makes this quiz different: it is about behaviour, not about hero picks, so it stays accurate across CS2, Valorant and Dota 2 and does not go stale with a patch. It runs entirely in your browser: no registration, no email gate before the result, no ad on top of the card. Privacy: your answers never leave your device and are not stored anywhere — the link you share only contains the id of your type after the #.
The uncomfortable part: tilt and comms
Two of the eight results come with a warning, and it is worth saying plainly. The Useful Menace is genuinely valuable — blunt feedback from someone who is right is more useful than polite silence from someone who is not — but the delivery costs rounds. Information delivered as an accusation makes the receiver play scared for the next two rounds, and scared players hold angles they should be leaving. The fix is not to stop talking. It is to keep the content and drop the "why do you always". Same sentence, minus the history.
The Quiet One has the opposite problem. Silence is not neutral in a team game: if nobody knows where you are, four people are guessing. Three short pieces of information per round — where you are, what you saw, what you need — is not a personality change, and it converts more of your individual skill into rounds than any aim training would.
The other six are mostly about balance. Shotcallers overcall when they are losing, exactly when the team can absorb the least. Entries turn into 1v5 heroes at 0-6. Supports never ask for anything and get read. Lurkers go silent and turn the map into a 4v5. Wildcards experiment in the round the team could not afford to lose. Morale Officers keep saying "we are fine" long after the team stopped believing it. Everything on the result cards points at that specific habit, not at a generic "communicate better".
Make the whole stack take it
The result screen has buttons for Telegram, WhatsApp, VK, X, Reddit and Facebook, a copy-link button and a "save card" button that downloads a 1200×630 image — the right size for a post, a story or a Discord server banner. If your phone supports native sharing you also get a Share button.
This quiz is most useful as a group activity. Send it to your five, let everyone answer honestly, and lay the results out. Two Shotcallers explains why your rounds start ten seconds late. No Support explains why your entry keeps walking into an unsmoked angle. Three Wildcards explains everything about your last tournament. The arguments about who is really the Useful Menace are, in our experience, the funniest part.
Then use it for something practical: pick one habit per person from the result cards and play a week with only those five changes. It is a lot less work than a new aim routine and it usually shows up in the scoreboard faster. When you are done, our other team tools are one click away — a random team generator for splitting scrims, a tournament bracket builder for a five-stack tournament, and a team name generator for whatever you end up calling yourselves.
FAQ
Does it work for CS2, Valorant and Dota 2 equally?
Yes. The questions ask about comms, first contact, tilt and self-image, not about specific agents, heroes or maps, so the same eight types apply in all three. Players of other team games recognise them too.
Is "Useful Menace" saying it is fine to be toxic?
No. It is a real type in every stack, and the result says plainly that the delivery costs rounds. The tip on the card is about keeping the information and dropping the accusation.
Is the result saved anywhere?
No. It exists in the link you share (the part after #) and in the card image you download. Nothing is stored on our side and nothing is sent to a server.
My result is not what my team would say about me.
That is the interesting outcome, not a bug. Have two teammates take the quiz answering as you, and compare. The gap between the two is usually the thing worth fixing.
Can two people get the same type?
Absolutely, and it tells you something. Two Shotcallers in one stack need to agree who calls before the match, not during it.