Utility usage separates good CS2 players from great ones. Knowing the map layout is one thing, but having a library of reliable grenade lineups for smokes, flashes, and molotovs gives you a real tactical edge. This guide covers how the lineup system works, where to find them, and how to practice efficiently.
The four grenade types and what each one does
CS2 has four utility types, each with a specific role in round execution:
- Smokes: Block vision for 18 seconds. Used to cross open areas, cut off defender sightlines, or create cover for a plant. The most important utility type for structured play.
- Flashbangs: Blind anyone looking at the detonation for up to 2 seconds. Best used to clear corners before an entry or to support a teammate pushing through a chokepoint.
- Molotovs: Create a fire zone that deals damage over 7 seconds. Used to flush players out of common hiding spots, stop rushes, or delay a retake.
- HE grenades: Deal up to 98 damage in a small radius. Useful for finishing off low-hihealth enemies or damaging players behind cover.
A lineup is a specific position and crosshair placement that produces a consistent grenade throw. Most lineups use a reference point on the map (a corner, a window frame, a texture on the wall) to align the crosshair, then a specific jump-throw or standing throw to land the grenade in the same spot every time.
There are three main throw types:
- Standing throw: No jump. Simplest and fastest, but limited range.
- Jump-throw: Jump and release at the apex. The most common type for smokes and flashes.
- Run-throw: Start running, then jump and throw. Used for long-range smokes that need extra distance.
Several community resources catalog lineups by map and type:
- CS2Util covers all Active Duty maps (Dust2, Mirage, Inferno, Nuke, Ancient, Anubis, Overpass) plus Train, Cache, Vertigo, and Overpass. Each lineup includes a 2D map position, throw instructions, and video.
- CS2Nades has a searchable database with filters for map, grenade type, and team side (T or CT).
- Scope.gg offers a grenade predictor tool that shows the trajectory and landing spot in 3D, useful for understanding why a lineup works.
Do not try to learn 50 lineups at once. Pick one map and learn the essential smokes first. A basic set for any map is:
- One mid smoke (to control mid crossings)
- One A-site smoke (to block defender vision from the site)
- One B-site smoke (same purpose, other site)
- One flash for each bombsite (to support entries)
- One molotov for each common defender position
Using the practice range
CS2 has a built-in practice mode. Open the console and type
Code: Select all
map de_dust2Code: Select all
sv_cheats 1Code: Select all
sv_infinite_ammo 1Code: Select all
noclipCommon mistakes
- Throwing too early or too late: Lineups have a timing window. If you throw before reaching the reference point, the grenade lands short. Practice the run-up until it is muscle memory.
- Not accounting for 64 vs 128 tick: Some lineups behave differently on 64 tick (Matchmaking) versus 128 tick (Premier, Faceit). Test both if you play across modes.
- Over-relying on lineups: A lineup that works in a vacuum may not work in a live round. Adapt your utility to the situation. Sometimes a well-timed flash is more valuable than a perfect smoke.
[1] CS2Util: CS2 Smoke Lineups and Nade Guides
[2] Tradeit.gg: All CS2 Maps and the Active Duty Map Pool in 2026