Master CS2’s Inferno map with this in-depth guide to smokes, flashes, and grenade lineups. Learn essential utility tactics for both T and CT sides to dominate every round.
Inferno stands out in the CS2 map pool not just because of its iconic design but due to how heavily it relies on tactical play, especially utility usage. Unlike more open maps like Mirage or Dust2, Inferno’s narrow chokepoints, tight corridors, and layered verticality mean that every flash, smoke, and molotov can make or break a round. This isn’t a map where you can just run in with your crosshair up and expect results. You need planning. You need coordination. And more importantly, you need to know your utility.
The map is essentially divided into three major battlegrounds—Banana, Mid, and Apartments. Each of these requires careful smoke and nade placement if you want to survive and thrive. For example, Banana is one of the most contested areas in the early game. CTs want to hold it. Ts want to take it. That tiny lane becomes a mini-war zone within the first 15 seconds of nearly every round. A good smoke lineup can deny vision, waste time, or help your team safely take control.
Then there’s the infamous A site pit area or the B site with its Coffins and New Box positions. Every single angle demands specific utility to clear or defend effectively. If you’re not throwing a flash before peeking, you’re gambling with your life. If you’re not using a molotov to flush out a CT from New Box, you’re giving away a massive advantage.
Inferno teaches you discipline. It forces you to think before you act. This is why it’s a tactical player’s dream and a nightmare for those who don’t bother to learn lineups. Knowing your smokes and nades is not optional here—it’s a necessity.
Importance of Grenade Lineups
Utility isn’t just a support tool in CS2—it’s a game-changer. But throwing a smoke randomly and hoping it lands in the right place isn’t good enough anymore. Especially on a map like Inferno, where tight spaces and predictable executes demand precise lineups. A single missed smoke can mean the difference between a successful bomb plant and your team getting wiped out.
Lineups are predefined positions and angles used to throw grenades consistently. They’re not something you freestyle mid-round. They’re studied, practiced, and burned into memory. You want your CT spawn smoke on B to land perfectly every single time? You need a lineup. Want to molly New Box without exposing yourself? There’s a lineup for that too.
Why are they so important on Inferno specifically? Because the map punishes mistakes. Miss a smoke on CT, and the AWPer has a clear shot from spawn. Miss a flash into Pit, and you’re walking into a crossfire. But if your utility lands exactly where it’s supposed to, you’re making life easier for your team and creating opportunities to win.
Another key factor is team play. If everyone on your squad knows their lineups, executes become smooth and fast. No more waiting 10 seconds because someone forgot where to stand for the Arch smoke. No more missed Coffins smokes that leave the site wide open for a retake. With proper lineups, everyone knows their role, their timing, and their responsibility.
In CS2, grenades also interact more realistically with environments, making lineups even more essential. Bouncing off surfaces, dealing damage through fire, or covering entire entryways—this isn’t just “throw and pray” anymore. Mastering lineups gives you control, and in a game like CS2, control is power.
Essential Smoke Lineups for T-Side
Banana Control Smoke
Controlling Banana is a fundamental part of winning Inferno on the T-side. Without it, your options become limited. You can’t execute B, and you can’t pressure CTs into rotating. That’s where the Banana Control Smoke comes into play.
From T ramp or second mid, a well-placed smoke can land deep in Banana, right before the sandbags or car position. This denies vision and forces CTs to either fall back or push through a smoke—neither of which is ideal for them.
Here’s how to line it up:
- Go to the corner at T ramp, near the half-wall.
- Aim at the top of the wire on the pole sticking out on the right side.
- Jump throw the smoke.
This smoke will land deep into Banana and block off the common CT peek from behind the wall or near sandbags. It’s especially effective early round, giving your team space to safely molly close corners, clear angles, or push forward with flashes.
Why is this smoke so powerful? It breaks the CT’s rhythm. Early in the round, most CTs will try to dump utility to control Banana. But if your smoke lands first, it gives you initiative. You can bait out their grenades, then retake with your own. Combine this smoke with a molotov and a pop flash, and you’ve just won Banana control without taking a bullet.
Advanced tip: If you have a teammate flash right after the smoke pops, you can catch a CT trying to push through, completely blinded. High risk for them, high reward for you.
CT Spawn Smoke (B Site Execute)
The CT spawn smoke is arguably one of the most important lineups for executing B site. If you don’t throw it, you’re leaving a direct line of sight open for the AWPer sitting in CT, who will happily take down one or two of your players before you even step onto the site.
Here’s the simple lineup:
- From Banana close to the broken wall, tuck into the corner.
- Aim at the top left corner of the metal roof or the leaf hanging just above the skybox.
- Use jump throw to launch the smoke.
This smoke lands right in the middle of CT spawn, cutting off vision entirely. Now, the CTs can’t see your push from the spawn angle unless they push through the smoke—which puts them at a massive disadvantage.
This smoke becomes lethal when combined with a Coffins smoke and a New Box molotov. You isolate every major angle, forcing CTs to retake or rotate blindly. It turns a strong CT hold into a chaotic scramble.
Timing is everything with this one. Don’t throw it too early or it’ll fade before you hit the site. Don’t throw it too late or your entry will be exposed. Ideally, you want it to bloom just as your team swings out onto site.
Coffins Smoke
Coffins is one of those annoying spots that lets CTs hold B from cover while still getting clean shots. If you ignore this position during a B push, you’re begging for a 2v5 situation. The Coffins smoke takes away that problem entirely.
To throw this:
- Stand at the half-wall in Banana.
- Aim just to the right of the antenna sticking out above the Coffins area.
- Jump throw the smoke.
Once it blooms, the player behind Coffins loses all visibility. They can either spray through the smoke blindly or fall back to construction. Either way, they’re giving up a lot of control.
When paired with the CT spawn smoke, you effectively “box out” the site. The only angles left are New Box, First Oranges, and Dark—which you can then clear with molotovs and flashes. It simplifies your entry path and minimizes the chances of losing a teammate.
Advanced strategy: If you fake the B execute and throw the Coffins and CT smoke but don’t commit, it often pulls a rotation from A. This opens up Mid or Apartments for an easier A take. These two smokes together create chaos, even without a full push.
Powerful Flash Lineups for T-Side
Entry Flash into B Site
Let’s face it—rushing into B site without a flash is like skydiving without a parachute. You might survive, but it’s not likely. A perfect entry flash is your best friend when pushing into B, especially if the CTs are playing aggressive positions like First Oranges, New Box, or Coffins.
Here’s a reliable lineup:
- Stand near the broken wall in Banana.
- Aim above the wire connecting to the tall pole near Coffins.
- Throw a running flash.
This flash will pop just above the skybox of the site, blinding anyone holding typical angles behind Coffins, at New Box, and even Construction. The best part? It pops in the air, not bouncing or making noise, giving the enemy no time to react.
Make sure your team knows the timing. Call it out: “Flashing over, go on pop!” That split-second synchronization ensures your teammates swing while enemies are full white. Done right, you’ll see entry frags roll in like dominoes.
Pro tip: Always pair this flash with a molotov or smoke. Don’t give CTs the chance to recover their vision and start shooting back. Overwhelm them with utility, and you control the site.
Must-Know Molotovs for T-Side
New Box Molotov (B Site)
If you’ve played Inferno for more than ten minutes, you’ve probably been fragged by someone hiding at New Box on B site. It’s one of the most common—and frustrating—positions CTs use. That’s why having a solid molotov lineup for New Box is non-negotiable on T-side executes.
Here’s how to throw it:
- Stand at the half-wall or near broken wall on Banana.
- Look toward the roof above B site and aim just right of the tall pillar behind New Box.
- Use a jump throw to land the molly perfectly behind the box.
Once it lands, anyone holding New Box has two options: burn or run. Either way, you’ve disrupted their setup, and that’s a win for you.
Why is this molotov essential? Because New Box players have a major advantage. They’re tucked in tight, can swing on entry players, and often aren’t cleared until it’s too late. A molotov saves you the trouble. It forces them out into the open—right into your team’s crosshair.
When paired with CT spawn and Coffins smokes, this molly isolates the last few spots that might be dangerous. With no one at New Box and Coffins smoked off, your entry path becomes much more manageable.
Don’t just use this molly on executes, though. You can use it to fake a push or force an early rotation. CTs hearing a molotov land at New Box often assume a B hit is coming and might over-rotate—giving you a chance to split A instead.
Pit Molotov (A Site Push)
A site on Inferno has a notorious pit position that can hold off entire teams if left unchecked. It’s a power position. Players can tuck in, swing at perfect timing, and even survive multiple engagements. So when you’re planning an A push, clear pit first—and a molotov is the best way to do that.
Lineup guide:
- From Apartments balcony or mid, get to a safe throwing spot.
- Aim just above the balcony roof tiles or over the white pillar on the house near pit.
- Jump throw or left-click depending on your angle.
Once it lands, it forces anyone in pit to either jump out, take damage, or retreat into graveyard—where they can be flushed out with a second molly or flash.
This molly is a momentum-changer. If you’re able to clear pit early in an A-site hit, it opens the site wide. You don’t have to worry about double swings from pit and site. You focus fire on short and mini-pit or graveyard.
Timing matters here. Throw the pit molotov as your teammates are scaling short or balcony. That way, the pit player doesn’t have a chance to reposition and punish someone climbing out of apps.
Pro tip: Have a teammate flash into site just as the molotov pops in pit. It forces the player to turn from the flash or panic-move from the fire, giving you a clean entry.
Key Smoke Lineups for CT-Side
Banana Retake Smoke
As a CT, holding Banana early round is usually a grenade-fest. But what happens when you lose Banana and need to retake it? That’s where the Banana Retake Smoke becomes crucial.
Here’s a reliable lineup:
- Stand at the top of CT spawn near the wall edge.
- Aim above the car roof on Banana’s left side.
- Jump throw your smoke.
This smoke lands deep Banana, right around the half-wall. It denies vision for Ts holding from car or logs, making it safer for your team to swing wide or flash for control.
This smoke is best paired with a flash and molotov combo:
- One molly behind the logs.
- One pop flash over the wall.
- Then push as the smoke blooms.
When done right, it disorients Ts and lets you reclaim control without overcommitting.
Banana control is like owning real estate in CS2. The earlier and longer you hold it, the more pressure you put on the T-side. They have to second-guess whether it’s safe to execute B or whether you’re still lurking close. This smoke helps you reset that control mid-round.
Just make sure your team coordinates. A solo smoke without support utility will get you nothing—and might cost your life.
Mid Smoke from Arch
One of the most underrated CT smokes on Inferno is the Mid smoke from Arch. While Ts often use Mid to split or fake A hits, a well-timed smoke at Mid can delay their entire plan.
Here’s how to do it:
- Stand behind Arch wall.
- Aim just above the balcony roof tile across the Mid lane.
- Left-click throw or use jump throw depending on your height and view.
This smoke lands at the top of Mid and blocks off Ts peeking from second mid or underpass. It’s especially useful when the T-side is setting up a Mid to Arch split or Mid to Library push.
Used correctly, it gives your A site teammates time to reposition, rotate, or throw counter-utility. It also breaks the T-side execute rhythm. A lot of T-side pushes rely on clean Mid control. This smoke denies that without giving up full control.
If you want to get fancy, pair it with an aggressive peek down Mid from a teammate on short. The smoke draws attention, and the peek catches enemies off guard.
Be careful though—don’t use this smoke predictably every round. Smart Ts will time a flash through it or wait for it to fade before hitting hard. Vary your timing and add layers to your defense.
Effective Flashbangs for CT-Side

Anti-Rush Banana Flash
Nothing spikes your heart rate like hearing four Ts sprinting down Banana in the first five seconds of a round. That’s why every CT needs an anti-rush flash in their toolkit. It can literally be the difference between holding the site and being overrun.
Here’s the perfect setup:
- From CT spawn, run towards B with your teammate.
- One player tucks into sandbags or car.
- The other stands behind the half-wall and throws a flash over Banana.
This flash pops right above the T-side entry angle, blinding anyone pushing from logs, car, or bottom Banana. The best part? It’s fast, and it pops high, making it hard to turn from.
Your teammate hiding close can then swing on blind enemies or throw a counter-nade while they retreat. It’s a fantastic way to shut down fast B hits or disrupt T-side timings.
Don’t spam this flash every round, though. If you do it too often, the Ts will pre-aim or delay their rush to dodge it. Use it sparingly, especially after you hear a lot of early footsteps or see Ts lining up smokes.
Pro tip: After using this flash, throw a smoke at the bottom of Banana. It slows them down even more and gives you time to regain position.
A Site Post-Plant Retake Flash
A Site Post-Plant Retake Flash
When the bomb is down on A site and you’re on the retake as CTs, it can feel like navigating a maze full of death traps. Ts could be hiding in Pit, Site, Graveyard, Balcony—you name it. That’s why a well-timed, well-placed flash can create just the window you need to swing and clear those deadly angles.
Here’s a super effective flash:
- Line up near Library or Arch.
- Aim high above the site scaffolding or roof edge.
- Left-click throw to bounce it above the bombsite.
This flash will pop above site, blinding players on site, in Pit, and even Graveyard if timed right. It gives your teammates a precious few seconds to peek and clear these zones without being shot instantly.
One of the biggest mistakes players make is dry peeking or throwing flashes that don’t pop deep enough. A Post-Plant Flash should maximize blindness duration and be nearly impossible to dodge without a perfect callout.
Another pro strat? Double-flash.
- First flash forces Ts to turn or reposition.
- Second flash hits them when they come back to fight.
If your teammate is coming from Short or Apartments while you flash from Arch, you create a deadly crossfire retake. That’s how you flip the round in your favor even when the clock is ticking.
Always call out your flash to avoid blinding teammates. Timing, again, is everything. Wait for your teammate to be ready to peek as the flash pops—this synergy can clutch rounds that seemed unwinnable.
Best Molotovs for CT-Side Defense
Molotov for T Ramp (Mid Control Denial)
One of the most effective ways to shut down early T-side momentum on Inferno is to deny their Mid control from the start. A fast molotov toward T Ramp does exactly that. It stops default peeks, delays smoke setups, and can even cause chaos in their early-round strategy.
Here’s how you do it:
- From Mid near Arch or Short, line up quickly after spawn.
- Aim at the top left of the house or antenna near T Ramp.
- Left-click or jump throw molotov.
This lands right in the middle of T Ramp, where Ts usually peek to spot Mid. The flame forces them back, giving your team breathing room to get aggressive in Apartments or stack B early.
This molotov isn’t just defensive—it’s psychological warfare. After getting burnt out a few rounds in a row, Ts might delay their peeks, play passive, or even shift toward Banana. That gives your team the initiative to dictate rotations and setups.
To boost effectiveness:
- Pair with a deep Mid smoke.
- Throw a quick flash after the molly to punish greedy Ts pushing through the fire.
This combination throws a wrench into any default T-side plan. It can also open up early-round aggression like pushing up Mid or jumping into Mexico with backup.
Just be careful of the economy. Molotovs aren’t cheap. Use this when you’re fully bought or need to stall a fast-paced T team.
Molotov for Apartments Push
Apartments are a goldmine for sneaky T-side plays. From early picks to fast balcony pops, they can catch CTs off guard. That’s why a Molotov for Apps is a must in your utility toolkit as a CT defender.
Here’s a quick lineup:
- From Pit or Site, aim at the roof edge of the balcony.
- Jump throw the molly into the apartment doorway.
It lands at the entrance to Apartments or top of stairs—cutting off fast pushes and damaging Ts trying to take control early. If thrown within the first 5-10 seconds, it can completely cancel a balcony hit or split.
This molotov is even more lethal when:
- Combined with a flash into Apps.
- Used with a teammate holding Boiler or Window for crossfire.
By denying Apartments access, you’re reducing the Ts’ ability to run a full A-site split. That means your teammates on Short or Arch don’t have to worry about backstabs or balcony swings while defending A.
Another benefit? Sound cues. If you hear tick damage or movement through your molly, you know someone’s coming, and your team can rotate accordingly.
Remember: Always mix up your utility timing. Throw the molotov at 0:05 one round, 0:10 the next. Unpredictability is the best defense on CT side.
Nade Combos to Control Banana
Early Round Banana Domination
Banana is the most contested territory on Inferno. Winning it early as CTs gives you complete control of one half of the map. But taking it requires coordination, timing, and nade combos that chunk enemy health or deny pushes.
Here’s the ideal CT combo:
- One HE grenade for Logs.
- A molotov to force players out from Sandbags or Cubby.
- One deep Banana smoke.
- Finish with a pop flash for the peek.
This combo forces Ts to either fall back, take massive damage, or risk pushing through utility into a double hold.
The HE grenade alone can do 40–60 damage if timed right. Combine that with molotovs, and a T-side player could be dead before they even see an enemy. Use your sound cues and radar to determine where the Ts like to hold—then nade those spots every round.
Once you control Banana:
- Push for deeper vision.
- Leave a solo anchor with a smoke.
- Stack A if you sense no activity.
This type of control turns Banana into a trap. You don’t just hold it—you own it. And that ownership dictates how the Ts play the rest of the round.
Advanced tip: If Ts are playing slow, use a delayed nade combo at 0:30 to re-clear Banana mid-round. Most teams won’t expect it.
Bait-and-Switch Banana Setup
Let’s say you want to go beyond just utility and start outsmarting the enemy. The bait-and-switch Banana setup is a classic that works wonders, especially against aggressive T-side defaults.
Here’s how it works:
- Player 1 hides behind sandbags or close wall.
- Player 2 plays further back with a flash ready.
- When the Ts start to push or spam utility, Player 2 throws a flash.
- Player 1 swings on the blind Ts while Player 2 holds for trade.
This setup punishes impatient Ts and turns Banana into a death funnel. It works even better if you throw utility early and then go quiet—luring them into thinking the area is clear.
Utility suggestions:
- Molotov Logs and throw a deep HE early.
- Hold flash for sound cues.
- Smoke bottom Banana after getting a pick.
It’s all about timing and deception. You give the illusion of weakness, then strike with overwhelming force.
If you’ve got a strong AWPer, you can even bait a peek with a rifle and swing off a missed shot. Banana becomes a playground for these kinds of clever setups.
Post-Plant Utility Usage
Smokes to Deny Defuse
Let’s fast forward to post-plant. You’ve got the bomb down. Now what? The key to locking in that round win is utility usage—especially smokes to deny defuse attempts.
Whether you’re on T or CT, using smokes to delay or fake is insanely effective. Here’s how to do it:
- As T-side: Smoke the bomb when you expect a CT to tap and fake the defuse.
- As CT-side: Smoke the bomb if you’re low HP and want to defuse safely or draw Ts into panic peeks.
Smokes create chaos. They make people nervous. They force mistakes. A smoke on the bomb can buy you an extra 5 seconds—which is often all you need to rotate or win by time.
Tactical tips:
- Always save 1 smoke for post-plant if possible.
- Drop it on the bomb with 10–12 seconds left to bait the tap.
- Combine with sound cues like jumping or running to fake defuse noises.
It’s not flashy, but it wins rounds. And in a tight match, those rounds matter most.
Post-Plant Molotovs from Safe Spots
In post-plant situations, the clock is your real teammate—but only if you know how to play it smart. That’s where post-plant molotovs from safe spots come into play. Whether you’re holding from Banana on B site or from Pit on A site, having a molly lineup can deny defuse attempts, force CTs off the bomb, or buy critical seconds.
Let’s break down the essentials.
B Site Lineup from Banana:
- Plant the bomb for Banana or default.
- Fall back to deep Banana.
- Line up your molotov to land on default or the bomb position using visible objects like shadows, poles, or walls.
- Toss it as the timer hits around 8–10 seconds left.
This lineup forces CTs off the defuse, especially if they’re low on health or utility. And if they stick the bomb, they’ll either burn or die trying.
A Site Lineup from Pit:
- Plant for Pit or short.
- Fall back and line up your molotov above the balcony edge.
- Aim to land the fire on the bomb or Graveyard depending on CT positions.
Timing is everything. The goal is to molly at the moment they have to stick the defuse. That adds pressure, and in the heat of a match, that extra second can mean everything.
Another trick: Fake molotovs.
- Toss a molly slightly off the bomb.
- Make noise like you’ve thrown it accurately.
- CT might panic and unstick the defuse.
These little psychological games, when combined with real utility lineups, clutch rounds in high-pressure situations.
Practicing Lineups in CS2
How to Set Up Practice Mode
Before you can dominate with grenades in real matches, you’ve got to get your reps in. Luckily, CS2 makes it easy to set up a practice mode where you can refine your smoke, flash, and molotov lineups.
Here’s how to get started:
1. Launch a Custom Game with Cheats Enabled
- Open the CS2 console.
- Type:
map de_infernoto load the map.
2. Enable Practice Settings
sv_cheats 1
mp_roundtime 60
mp_restartgame 1
sv_infinite_ammo 1
sv_grenade_trajectory 1
sv_grenade_trajectory_time 10
These commands give you infinite grenades, enable the grenade trail, and show the path each nade takes. You can see exactly where your smoke lands and how it bounces.
3. Set Up Bindings
Use binds for jump throws:
bind "v" "+jump; -attack; -jump"
With these settings, you can throw lineups over and over until they become muscle memory. No more second-guessing in matches.
Bonus Tip: Use noclip to fly around the map and test different lineups from all angles. Find what works best for your team’s strategy or position.
Tips for Perfecting Consistency
Practicing is one thing. Consistency in real games is another. Here’s how you turn your practice into performance:
- Repetition is Key – Run the same lineup 20–30 times until it feels natural.
- Take Screenshots – Save your lineup spots and crosshair placement.
- Record POV Demos – Watch your matches and spot utility mistakes.
- Create a Routine – Warm up with lineups just like you would with aim.
- Update with Patches – Sometimes CS2 changes objects or map geometry slightly. Stay up to date with community guides or videos.
Remember: Lineups are just tools. What wins rounds is how and when you use them. With enough practice, you’ll start landing pixel-perfect smokes and flashes even under pressure.
Advanced Tips and Tricks
Fake Executes Using Utility
Ever heard the phrase “make them rotate themselves”? That’s the power of fake executes. By using well-timed utility, you can convince the enemy that you’re hitting one bombsite, while you’re secretly rotating to the other.
Here’s how to do it:
1. Throw Core Utility from Safe Zones:
- Smoke CT and Coffins from T-Ramp or Banana.
- Add a molotov to New Box.
- Flash deep site.
Even without committing, that full set of utility screams B site hit. Most CTs will fall for it and rotate off A.
2. Wait and Rotate:
- After you hear movement or comms panic (yes, you’ll notice), rotate your team back to A quietly.
- Hit the A site where only one or two CTs remain.
This tactic forces errors. It messes with their comms. It drains their utility. And it sets your team up for an easy bomb plant on the weaker site.
Pro Move: Leave one lurker to make noise and bait utility on the fake site while the rest of your team explodes onto the other.
Crossfire and Utility Timing
All the utility in the world won’t save you if your team isn’t synced. That’s where timing and crossfires come into play. It’s the secret sauce that turns average teams into tournament winners.
Here’s how to master it:
- Call Utility Together
- Say “smoking CT in 3…2…1” and count down before executes.
- Double Flashes
- One player throws high, the other low to catch every enemy angle.
- Molotov Before Flash
- Burn out hiding spots, then flash when they move.
On defense:
- Set up bait setups, where one player shows and the other swings off the contact.
- Use a late smoke after the T execute begins—it buys you an extra 7 seconds.
Don’t forget to adjust based on your opponent. If they rush, hold utility longer. If they play slow, deny map control early.
The secret to Inferno? It’s a chessboard. Every nade is a piece. Every lineup is a move.
Common Mistakes to Avoid
Wasting Utility Early
One of the most common mistakes players make on Inferno is dumping all their grenades in the first 20 seconds. That’s a recipe for disaster, especially on CT side.
Here’s why it’s bad:
- T-side executes usually happen mid to late round.
- If you’ve used all your smokes and molotovs early, you’ll be sitting ducks during the actual push.
- Smart teams will bait out utility and then punish you when you have nothing left.
Fix it by:
- Using one smoke or molly to delay early aggression.
- Saving a second one for post-execute defense.
- Communicating with teammates to stagger utility throws.
Patience wins rounds.
Poor Communication on Smokes
Nothing’s worse than seeing two smokes land in the same spot—except maybe a missed smoke that costs you a round.
This happens because of poor comms. Teams forget to call who’s smoking what, or they assume someone else will throw the critical CT smoke.
Here’s the fix:
- Before rounds, assign utility roles: “You smoke Arch, I’ll smoke Library.”
- In mid-round situations, confirm: “Did anyone smoke CT?”
- If unsure, say “I’ll take it” and throw it yourself.
Great teams call every piece of utility. That’s how you turn chaos into control.
Map Control with Utility
Gaining Mid and Banana Control
Inferno is defined by control. If you don’t own Mid or Banana, you’re playing in the dark. That’s why utility is key.
To take Mid:
- Use a Top Mid smoke to cut off AWPer vision.
- Throw flashes from second mid or underpass.
- Molly close corners like Boiler or Porch.
To take Banana:
- Use a deep Banana smoke to deny early CT vision.
- Combine with molotovs at Logs and Sandbags.
- Flash over the wall to punish peeks.
Then hold it. Don’t just take it and leave. Keep pressure. Fake utility. Make them feel like you’re always one step away from pushing.
Clearing Common Angles with Nades
You’ve probably lost a duel to someone hiding in Logs, New Box, or Pit. Why? Because you didn’t nade it.
Here are must-use nades for common spots:
- HE for Logs – early damage and chip kills.
- Molotov for New Box – flush out stubborn anchors.
- Flash for Pit – blind defenders peeking balcony or site.
Utility turns guesswork into guarantees. If you clear the angle, you fight the player—not the shadows.
Utility Economy Management
When to Invest in Full Nades
A full utility belt costs over $1,000. So when should you spend that much?
Buy full nades when:
- You’re planning an execute.
- You’re the entry or support role.
- Your team has a strategy requiring layered utility.
Save or half-buy when:
- You’re ecoing or forced into low money.
- You’re holding passive and relying on positioning.
- You need armor more than nades for trades.
Smart spending leads to smart rounds. Don’t just buy utility—use it with purpose.
Sharing Utility Among Teammates
Don’t have $300 for a flash? No problem. Ask your teammate.
Good teams treat utility like a shared resource:
- “Can you drop me a molly?”
- “I’ll throw your CT smoke, just focus on entry.”
- “Double flash me in?”
This kind of synergy amplifies every piece of utility. It’s not about who throws what—it’s about how and when it’s used.
Conclusion
Mastering smokes and grenade lineups on Inferno isn’t just about memorizing throws—it’s about controlling the battlefield. Each piece of utility you throw can carve out space, deny vision, force movement, or bait rotations. Inferno rewards players who prepare, communicate, and adapt.
Whether you’re locking down Banana with perfect HE + molly combos or faking an A hit with just two smokes and a flash, your utility is a weapon. Use it wisely, and you’ll turn tough matches into dominant wins.
And remember—every missed smoke is a lesson. Every successful flash is a high-five. Get in practice mode, learn your lineups, and own the map like it’s your playground.
FAQs
What is the best smoke on Inferno for T-side?
The CT spawn smoke for B site executes is arguably the most critical—it blocks the AWPer or rotator’s vision and gives your team safe passage into site.
How do I stop a Banana rush as CT?
Use an anti-rush combo: molly the entry, toss a HE at logs, then throw a pop flash and swing with a teammate. Timing and utility layering are key.
How can I improve my grenade lineups?
Set up practice mode with grenade trajectory and infinite ammo. Repetition, screenshotting, and demo review will help build consistency over time.
What’s the difference between a CT and T-side flash?
CT flashes are usually defensive—thrown behind cover or into choke points. T-side flashes are offensive—used to blind site holders during executes.
How important is utility in CS2 compared to aim?
Utility is just as important—sometimes more. Perfectly timed grenades can win rounds without a single bullet fired. It’s the brain to the aim’s brawn.
