Grenades Win Rounds — Period
In CS2, gun skill gets you to Gold Nova. Grenade knowledge gets you to Global Elite. Every competitive map has 20-30 critical smoke lineups that completely change how a bombsite is played. This guide covers all five grenade types, the most important lineups per map, and practice commands to master them.
The 5 Grenade Types — When to Use Each
| Grenade | Cost | Primary Use | Max Carry |
|---|---|---|---|
| Smoke Grenade | $300 | Block enemy vision, execute site takes | 1 |
| Flashbang | $200 | Blind defenders, peek advantage | 2 |
| HE Grenade | $300 | Chip damage, flush corners, anti-eco | 1 |
| Molotov / Incendiary | $400 / $600 | Clear common positions, delay pushes | 1 |
| Decoy Grenade | $50 | Fake footsteps, rarely used seriously | 1 |
Essential Smoke Lineups — Mirage
Mirage is the most-played map in CS2 competitive. These four smokes are mandatory for any A-site execute:
A Site: Stairs Smoke (from T Spawn)
- Position: Stand in the corner of T spawn against the right wall
- Aim point: Top-left corner of the tallest building visible above mid
- Jump throw (right-click + throw simultaneously)
- Lands: Perfectly blocks CT stairs, isolating Jungle and Connector
A Site: Jungle/Connector Smoke (from Tetris)
- Position: Stand against the back wall in Tetris (right side of A ramp)
- Aim point: The third vertical line from the left on the palace wall
- Left-click throw
- Lands: Blocks the gap between Jungle and Connector
A Site: CT Spawn Smoke (from outside A Ramp)
- Position: Hug the left wall before entering A ramp from T side
- Aim point: The antenna tip on the distant building
- Jump throw
- Lands: Blocks CT spawn entrance to A site
B Site: Market Window Smoke (from B Apartments)
- Position: Stand against the back wall of B Apartments balcony
- Aim point: Center of the market window frame
- Left-click throw
- Lands: Inside market window, blocking the most common B defender position
Flashbang Techniques
The Pop Flash (Self-Flash)
A flashbang that explodes the instant it becomes visible to the enemy, giving them zero time to turn away.
- Right-click the flashbang to underhand it
- Immediately let go after ~0.5 seconds (the "pop" timing)
- The flash pops right as it rounds the corner
- Peek immediately after the pop sound — enemies are fully blinded
Team Flash (Entry Flash)
Used during site executes. The entry fragger calls "flashing", second player throws the flash, entry peaks as it pops.
- Never flash your own entry fragger — communicate timing
- Throw flashes OVER obstructions (not through doors)
- Vary flash locations — if you always flash the same spot, enemies pre-turn
Molotov Uses
On T side, molotovs clear common defender positions (Under Palace on Mirage, Dark on Inferno B site, Goose on Dust2 A site). On CT side, they delay pushes and force Ts into your crosshair.
CT Defensive Molly Timings
- Early round: Wait for contact call before throwing — don't waste $400 on a dry molly
- Mid round: Use to delay a push when you hear multiple footsteps
- Retake (post-plant): Molly default plant positions to force the T out of cover
Practice Commands (Copy-Paste Into Console)
// Infinite grenades sv_cheats 1; sv_infinite_ammo 2; ammo_grenade_limit_total 5 // Show grenade trajectory sv_grenade_trajectory 1; sv_grenade_trajectory_time 20 // Practice mode mp_buytime 9999; mp_buy_anywhere 1; mp_startmoney 16000 // Clear decals for clean visuals r_cleardecals
CS2 vs CS:GO Nade Changes
CS2's Source 2 engine changed grenade physics significantly:
- Smoke behavior: Smokes now interact with lighting and expand dynamically. They fill spaces more naturally but can be dispersed by HE grenades.
- Smoke decay: Smokes now fade unevenly and have a "bloom" phase. The last 3 seconds of a smoke are partially transparent — use this timing for surprise peeks.
- Bounce physics: Grenades bounce slightly differently in Source 2. Most CS:GO lineups need minor adjustment in CS2.
- Water interactions: Grenades thrown into water (Overpass, Ancient) behave more realistically.