Master Mirage in CS2 with this ultimate guide to smokes and grenade lineups. Learn pro-level utility tips, lineups for A and B sites, post-plant nades, and more to dominate your matches.
Welcome to the ultimate guide to mastering Mirage smokes and grenade lineups in Counter-Strike 2 (CS2). If you’re looking to gain a serious edge on one of the most iconic maps in the competitive pool, then this article is your one-stop utility playbook. From pixel-perfect smokes that block vision to mind-blowing flash setups that blind your enemies just long enough for you to clutch the round — we’ve got it all. This isn’t just a guide; it’s a step-by-step breakdown of how to own Mirage like a pro.
Let’s dive right into the world of smoke grenades, Molotovs, HE nades, and flashes — all tailored specifically for Mirage.
Introduction to Mirage – The Competitive Staple

Why Mirage Stands Out
Mirage is the go-to map for many CS2 players. It’s a balance of long sightlines, tight corridors, and multiple avenues for strategic utility use. Unlike more gimmicky maps, Mirage is simple in design but deep in execution. That’s what makes it a favorite among pros and casuals alike.
But what really makes Mirage so special? First, the mid control dynamic. It’s one of the few maps where taking mid can decide the entire pace of the round. If Ts gain mid control, they can pivot to A or B with ease, cut off rotations, or even fake a site push. For CTs, denying mid means choking the Ts’ options. All of this creates a strategic playground where utility isn’t optional — it’s essential.
Plus, every corner of Mirage — from Palace to Catwalk — can be turned into a utility trap. With the right smokes and flashes, you can completely dismantle a team’s setup or delay a push long enough for backup to arrive.
Importance of Utility on Mirage

Now, let’s get real. Gunplay alone won’t carry you on Mirage. What separates decent players from great ones is how they use utility. You can have crisp aim, but if you can’t smoke off Connector or flash your entry onto B site, you’ll lose most rounds before the firefight even starts.
Smokes block off crucial angles like Window, Connector, or CT. Flashes help you take space without being seen. Molotovs clear out tight corners like Under Balcony or Van. HE grenades soften up stacked positions or force opponents out of cover.
So, if you want to move up the ranks or just stop being deadweight for your team, mastering Mirage utility is non-negotiable. Let’s start with the building blocks.
Understanding the Basics of Smokes and Grenades
Types of Utility: Smokes, Flashes, Molotovs, and HE Grenades
In CS2, each utility type has a different purpose, and understanding them is key to using them effectively on Mirage:
- Smoke Grenades: Used to block vision — essential for cutting off snipers or denying information. Think: Window, CT, and Jungle smokes.
- Flashbangs: Temporarily blind enemies looking in their direction. Perfect for aggressive pushes or peeking into contested areas.
- Molotovs (or Incendiaries for CTs): Deal area damage and prevent enemies from pushing certain locations. Great for flushing out common hiding spots.
- HE Grenades: Deal explosive damage and can be thrown into choke points or behind smokes to catch enemies off-guard.
Mastering when and where to use each type will give you a massive advantage, especially on a map like Mirage where utility battles often decide who gets site control.
Timing and Coordination with Teammates
Even the best smoke in the world won’t help if it’s thrown too early or too late. Timing is everything. Smokes should bloom just before your team pushes, not 10 seconds early. Flashes need to pop just as a teammate peeks a corner, not after they’ve already been headshotted.
Coordinate with your teammates:
- Call out when you’re smoking CT or Flashing Ramp.
- Ask for a Molly on Under Balcony if you’re executing A.
- Time your Market smoke on B with a short push to catch rotations off guard.
Communication turns your utility into a symphony of destruction. Otherwise, you’re just throwing $300 into the air for nothing.
Essential Smoke Lineups for Mirage
Top Mid Smoke
Taking mid is the cornerstone of any Mirage T-side, and the Top Mid Smoke is the gateway to that. This smoke cuts off vision from the Window and allows you to cross safely to underpass or Connector.
How to throw it:
- Position yourself in T-Spawn near the trash can.
- Line up with a specific window bar or building pixel (check your lineup server or workshop map).
- Use a jump-throw bind for consistency.
This smoke lands at the edge of Top Mid, obscuring the CTs in Window from seeing your push. When paired with a Window Smoke, this becomes a lethal combination for mid-takes.
Why it matters:
Without this smoke, any AWPer sitting in Window will destroy your team’s momentum. One pick can be enough to stall your whole mid control. Don’t skip it — make it second nature.
Window Smoke
The classic. One of the most important smokes on Mirage — period. The Window Smoke denies the CT AWPer a prime vision spot and helps Ts take mid control early in the round.
Where to throw from:
- Stand at T-spawn behind the barrel.
- Aim just above a specific antenna or building corner.
- Use a jump-throw bind for precision.
When it lands correctly, the smoke completely obscures the Window view. CTs may try to boost short to spot over it, but they’ll need to expose themselves.
Mistakes to avoid:
- Overthrowing it so it lands inside Connector.
- Underthrowing it so it bounces off the edge and fails to block Window.
Practice this until it’s burned into your muscle memory.
Connector Smoke
Want to split A from mid? You’ll need to smoke off Connector to prevent being flanked or gunned down while pushing short or jungle.
From T-Spawn (or Mid):
- Move toward the “Top Mid” boxes.
- Aim over a corner of the wall or window frame (check your preferred lineup).
- Use a normal left-click throw.
When to use it:
- During mid-to-A splits.
- After taking mid control and pushing Cat or Short.
- To bait CTs into peeking from Jungle or Ticket.
Once Connector is smoked, your path from mid to A is way safer — especially when paired with a Stairs Smoke and Jungle Smoke.
Executing A Site with Smokes
A Stairs Smoke
If you’re pushing A from Ramp or Palace, smoking off Stairs is essential. Why? Because CTs love holding this angle to pick off Ts coming out of Ramp or creeping through Palace. Without this smoke, you’re practically walking into crosshairs.
How to throw it:
- Stand at the T-Ramp corner near the wooden scaffolding.
- Aim at a specific spot between the TV antenna and wall.
- Use a jump-throw for accuracy.
What it covers:
It completely blocks off the top of the Stairs, making it nearly impossible for an AWPer or rifler to see your entry. It also lets you focus on Jungle, CT, or Under Balcony without worrying about a sudden peek.
Extra tip: Pair it with a flash from Palace or Ramp to blind any lurking defenders trying to sneak around the edge of the smoke.
Bonus Strat: Some players like to hide behind their own Stairs smoke for surprise kills. If you’re on CT, keep that in mind.
Jungle Smoke
Jungle is a transition zone between Connector and CT spawn. Smokes here are critical for cutting off rotators during an A push or mid-to-A split.
Where to smoke from:
- T-Ramp near the mid-wall.
- Aim at a spot above the Palace rooftop or TV antenna (based on your lineup server setup).
- Use a normal left-click or jump-throw depending on your lineup.
Why it works:
A good Jungle smoke eliminates one of the strongest CT crossfire positions. Without it, you’ll be attacked from multiple angles while trying to plant or secure the site. With it? You isolate CT, Under Balcony, and Stairs into individual duels.
Pro tip: Combine with Stairs and CT smokes for a full “A site wall,” cutting off all vision from the CT side.
CT Smoke
This is one of the most vital Mirage smokes. CT spawn is a common hold position for defenders, especially AWPers and riflers waiting for the perfect peek. Smoking CT gives you breathing room to plant and reposition.
Lineup basics:
- Stand at T-Ramp near the left side of the wall.
- Aim at the tip of a building or use a skybox reference.
- Jump-throw or simple left-click based on your routine.
Perfect timing: Ideally, this smoke lands just as your team begins pushing from Ramp or swings out of Palace.
When to throw it:
- During full A site executes.
- As a fake to draw rotations from B.
- While creeping up silently to surprise rotate defenders.
Extra Note: A CT smoke is even more powerful when combined with a Molotov behind Triple Box or Ticket, forcing defenders out of cover and into your crosshairs.
Executing B Site with Smokes
Market Window Smoke
B site is all about speed, precision, and denying info. The Market Window Smoke cuts off the most dangerous angle during a B entry. Without it, CTs can peek from Market and destroy the push before it gets rolling.
To throw it:
- From B Apartments, get into the right-hand corner of the wall.
- Line your crosshair with a specific antenna or brick mark.
- Use a jump-throw bind.
Why it’s important:
When this smoke lands, it prevents Market defenders from holding the tight angle onto B site. That buys you enough time to get the bomb down, reposition, or set up post-plant utility.
Quick tip: Combine this smoke with a bench or Van Molotov to eliminate any close defenders.
Bench and Short Smoke
These smokes are crucial for neutralizing common B-site defender spots. Bench is where riflers love to hide, waiting to pick off Apartment pushers. Short is another threat — especially when a CT rotates fast from Mid.
Bench Smoke:
- From Apartments, use a jump-throw lineup that bounces just between Van and Bench.
- This smoke covers the area between Short and Bench, giving safe passage to the site.
Short Smoke:
- Also thrown from Apartments or even Mid.
- Aim to land the smoke at the base of Short/Catwalk, so CTs can’t peek from mid window or ladder room.
The combo effect: When both smokes are used together, CTs are forced into Market or deep site positions, allowing for a cleaner B entry.
Use with caution: Overusing this combo without flashes or Molotovs may backfire, as CTs might hide behind the smokes.
Van Smoke
Van is a dangerous spot on B. Players crouch behind it, peek from the sides, or use it for quick exits into Apartments. A Van smoke flushes them out or blocks their view entirely.
Van Smoke throw:
- From B Apartments, move near the stack of crates.
- Line your crosshair with a skybox or wall mark.
- Normal left-click throw should do the trick.
Why it helps:
CTs hiding behind Van often get the first pick during a B push. With this smoke in place, their vision is gone, and you can clear the rest of the site more safely.
Hot tip: After throwing the Van smoke, consider following up with a Molotov to force a panic move or confirm the kill if they’re burning behind the smoke.
Post-Plant Utility Usage
Retake Smokes
Once the bomb is planted, the pressure shifts. Now you’re holding the site, and CTs are on the attack. Retake smokes become a defensive tool — used to delay or deny CT entry, giving your team the upper hand.
For Ts (Post-Plant Defense):
- Throw a smoke on CT Spawn if it’s not already covered.
- Re-smoke Jungle or Connector if pushing from A site.
- On B site, smoke Market Door or Window to block visibility for retaking CTs.
For CTs (Retake Smokes):
- CTs often smoke off Palace or Ramp to isolate fights.
- On B, smokes go toward Apartments or Short to reduce angles and give safe entry.
- One-way smokes are sometimes used near Market to spot Ts while being barely visible themselves.
Key mindset: Don’t panic and throw your smokes randomly. Think about what info you’re denying and what angles you want to control. Post-plant smokes can win you the round if they create enough confusion or delay.
Denying Defuse with Molotovs
Molotovs are clutch tools in post-plant scenarios. One well-timed molly can stop a defuse in its tracks — and buy you just enough time to win.
Common spots to Molotov:
- A Site: Molotov the bomb from Palace or Ramp to prevent defuse. You can also bounce it off Triple Box or Firebox for accuracy.
- B Site: Molotov the bomb from Apartments or Short. Learn the lineups for post-plant so you can throw it safely while hiding.
Pro tip: Practice your lineup where the Molotov lands directly on the planted bomb, even from safe or obscure angles. This is especially powerful in 1v1 or 2v2 clutch situations.
Why it matters: One molly can make a CT second-guess the defuse or take damage while stuck on the site. Add in a flash and you’ve bought yourself crucial seconds to secure the round.
Holding Angles with HE Grenades
HE grenades might not be glamorous, but they’re incredibly effective in post-plant holds — especially when you know where CTs are coming from.
Smart uses:
- Delay pushes: Lob an HE grenade at Ramp, Palace, or Market Door just as you hear footsteps.
- Softening up CTs: If your teammate calls damage, follow up with a nade to finish the job.
- Control corners: HE grenades force players out of default plant spots or tight corners like Under Balcony and Van.
Bonus effect: The sound and visual of a nade exploding can often make enemies hesitate, buying you time or baiting a peek.
Maximize impact: Pair HEs with sound cues and teammate calls. Blindly throwing them wastes utility. Thoughtfully used, they become round-winning tools.
Advanced Grenade Lineups
One-Way Smokes on Mirage
One-way smokes are sneaky, tactical tools that give you vision while your enemies remain blind. Mastering even one or two of these can win you fights before they start.
Popular one-way smokes:
- A Ramp (CT side): A smoke just to the left of the wooden scaffolding lets you peek Ramp while staying hidden.
- Connector (T side): A deep smoke thrown while lurking mid can allow you to see feet coming from Jungle.
- B Apps Window (CT side): Throwing a smoke on the ledge lets you peek toward Apartments with minimal exposure.
Why it works: You create a visual advantage — seeing the enemy before they see you. It’s like having a wallhack… legally.
Caution: These smokes rely heavily on exact placement. If you misplace them, they become useless or worse — give away your position.
Practice is essential. Use workshop maps to refine them and make sure you can execute under pressure.
Pop Flashing Mid or A Ramp
A pop flash is a flashbang that explodes immediately after coming into view, giving opponents no time to turn. These are game-changers on Mirage.
Pop Flash for Mid:
- From T-Spawn or Top Mid, bounce a flash off the wall near Window or underpass.
- It should explode just as your teammate peeks mid from boxes.
Pop Flash for A Ramp:
- From Palace or deep Ramp, bounce a flash off the wall or scaffolding.
- Perfect for peeking aggressive CTs holding Ramp from Stairs or Jungle.
Benefits:
- Disorients the enemy before they react.
- Doesn’t blind your own teammates if timed right.
- Creates chaos that lets you win duels you’d usually lose.
Advanced play: Pop flash yourself into A Ramp while solo pushing, or bait with a fake flash then peek dry.
B Apartments Entry Flash
Pushing B without a flash is a gamble. You’re running into potential AWPers, SMG campers, or riflers pre-aiming Apartments. That’s why a perfect entry flash is so important.
How to do it:
- From the back wall of B Apartments, aim above the doorway or on the corner of the roof.
- Bounce a flash so it pops in the middle of the site, blinding Van, Bench, and anyone on Short.
Team variation: Have a teammate throw it from Mid or Underpass as you push from Apps.
Solo variation: Toss the flash, wait a split second, then swing wide.
Result: The defenders are blind and panicking — and you’re already in.
Bonus Tip: Chain the flash with a Van smoke or Molotov to make your push even more unstoppable.
Defensive Utility Usage for CT Side
Mid Control with Smokes and Molotovs
As a CT, controlling Mid is like holding the heartbeat of Mirage. If Ts take Mid uncontested, you’re forced to play passive on A and B. That’s why utility usage in Mid is a priority.
Smokes to use:
- Top Mid Smoke: Blocks off Ts from taking fast control.
- Window Smoke (from CT side): Can be used early to self-block and re-aggress with a teammate.
- Connector Molotov: Stops Mid splits or pushes.
Molotovs:
- Mollying Underpass denies lurkers trying to split B.
- Ladder Room Molotov helps stop fast connector or short play.
Best practice:
- Have one player (usually the Mid anchor) use utility early.
- Rotate a second CT if needed to help contest Mid.
- Combine smoke delays with flashes to retake control if lost.
A Ramp and Palace Control
A site is vulnerable to coordinated executes, especially with good smokes. That’s why CTs need to control Ramp and Palace early in the round.
Defensive utility setups:
- Molotov A Ramp: Denies early aggression and forces Ts to wait or use smokes.
- Flash A Ramp push: A flash followed by a peeking CT can disrupt a stack of Ts.
- Palace HE grenade: If you hear multiple steps in Palace, an HE can chunk major damage.
One-way tricks:
- Place a smoke just outside Palace for a one-way peek.
- Use a deep Ramp smoke to block vision and push for info.
Rotation awareness: Once smokes land on A, don’t over-rotate. Use your utility to delay the plant and wait for teammates.
B Apartments Delay Tactics
B site is tough to retake if Ts take control — that’s why delaying them is key.
Delay smokes:
- A smoke at the edge of Apartments can delay the first push.
- Use a deep smoke near Van to create ambiguity and slow the entry.
Molotovs:
- Throw an Incendiary at the entry door or Balcony area.
- Prevents fast rushes and forces Ts to spend time or utility to counter it.
Flash tactic: If you hear a rush, throw a flash off the back wall and peek from Bench or Van.
Advanced strat: After using early utility, fall back and play from Market with an AWP or rifle. Re-engage after hearing the plant.
Mirage Grenade Training Techniques
Practicing Lineups in Offline Servers
Before you hop into ranked matches and start spamming nades, you need to get your lineups right — and there’s no better way than using offline servers.
How to set up:
- Launch CS2 with the console command:
map de_mirage. - Enable cheats:
sv_cheats 1. - Use
sv_infinite_ammo 1to never run out of nades. - Use
bind KEY “sv_rethrow_last_grenade”to test the same nade multiple times.
Why practice here?
- No pressure from teammates or enemies.
- You can refine jump-throws, quick lineups, and even create your own.
- Test the bounce physics and how smokes land in different parts of the map.
Bonus tip: Turn on noclip to fly around and view exactly where your grenades are landing. This will help you adjust the throw height or position if something’s off.
Make it part of your daily warm-up. Even 10 minutes a day mastering smokes can elevate your gameplay tremendously.
Using Jump-Throw Binds
Some of the best Mirage smokes — like the Window smoke — require perfect precision and timing. That’s where the jump-throw bind comes in.
What it is:
- A jump-throw bind allows you to jump and throw a grenade at the exact same time with one button, eliminating inconsistency.
How to set it up:
- Add this to your CS2 config or console:
alias "+jumpthrow" "+jump;-attack"alias "-jumpthrow" "-jump"bind alt "+jumpthrow"
Why it matters:
- Removes timing errors.
- Ensures consistency in long-distance or tight window smokes.
- Makes you more efficient and less reliant on pure luck.
Practice tip: Use this bind exclusively while training so it becomes second nature.
Watching Pro Matches for Inspiration
Ever wondered how the best CS2 players seem to dominate Mirage every single game? Simple: they’ve mastered utility usage. And you can learn a ton just by watching them.
Where to watch:
- ESL, BLAST, and IEM matches.
- POV demos from players like s1mple, NiKo, or ropz.
- YouTube breakdowns of specific utility setups on Mirage.
What to look for:
- How they smoke Mid and take control.
- Their use of Molotovs in post-plant situations.
- Timing — notice how utility is synced with movement and team positioning.
Study and replicate: Use the knowledge to recreate pro-level plays in your own matches. Eventually, you’ll start predicting how the round will play out — and that’s when you truly level up.
Mistakes to Avoid with Mirage Utility
Overthrowing or Underthrowing
Nothing screams “silver-level play” more than missing your smokes. It might seem like a small error, but it can literally cost you the round.
Common causes:
- Not using a jump-throw bind.
- Improper positioning (off by just one pixel).
- Rushing the lineup without checking landmarks.
Fix it:
- Use offline practice servers.
- Rewatch your failed smokes in demos.
- Keep adjusting until it lands perfectly every time.
Why it matters: A botched Window smoke gives CTs mid control. A failed CT smoke on A allows the AWPer to sit freely. Don’t let poor execution ruin your team’s strategy.
Wasting Smokes Early
Timing is everything. If you toss all your utility 30 seconds into the round, what do you have left for the execute or post-plant? That’s right — nothing.
Avoid early spam:
- Save key smokes for site takes.
- Don’t throw mid utility unless you’re committing to take it.
- CTs should hold smokes to delay pushes — not just panic throw.
Plan your utility economy: Just like bullets and money, nades should be used with intent. Every smoke should serve a purpose.
Not Communicating Your Plans
You’ve got the perfect Jungle smoke. Great. But if your teammate doesn’t know you’re throwing it, they might double smoke — or worse — push without cover.
Fix it with simple comms:
- “I’ve got Jungle smoke.”
- “I’ll flash A Ramp. Wait for it.”
- “Molly Van, then swing.”
Use pings and minimap to coordinate. Utility is most effective when your whole team knows what’s coming. Otherwise, it’s just wasted potential.
Pro Player Utility on Mirage
How s1mple Uses Utility on Mirage
s1mple isn’t just a top fragger — he’s also one of the most efficient utility users on Mirage.
His style:
- Smokes Mid from T-Spawn almost every round to support map control.
- Uses pop flashes to peek aggressive angles safely.
- Often throws defensive CT-side smokes to reposition and bait enemies.
Key takeaway: Even as a star AWPer, s1mple never ignores utility. He uses it to create his own highlight moments by manipulating sightlines and timing.
NiKo’s A Site Smokes
NiKo is known for his surgical rifle aim, but his A executes are textbook-perfect.
NiKo’s A smoke wall:
- Jungle, Stairs, and CT smokes timed in sync.
- Flash over the top followed by a Palace swing.
- Pushes through with aggression, using molotovs to clear Firebox or Under Balcony.
What makes it deadly: His timing and accuracy turn the A site into a slaughterhouse. Learn his setups, and your A hits will be far more consistent.
dev1ce’s Defensive Setups
dev1ce plays a more passive, cerebral style — and it shows in how he uses Mirage utility.
Defensive moves:
- Early Mid Molotov to block T aggression.
- CT-side smokes to bait pushes and reposition.
- Uses flashes to delay plant or support teammates from Market or Jungle.
Why it works: He doesn’t waste anything. Every nade is purposeful. If you’re looking to improve your CT play, dev1ce’s demos are a masterclass.
Utility Combos with Teammates
Double Flash Setups
Flashbangs are twice as effective when you chain them with a teammate.
Setup:
- One player throws the first flash to bait a peek.
- The second player tosses another half a second later.
- The team swings off the second flash.
Where to use:
- A Ramp aggression.
- Mid peeks from Connector or Window.
- B Apartments defense or retake.
Why it’s effective: Enemies often turn from the first flash, then get caught off guard by the second. You’re basically guaranteeing a blind opponent.
Smoke + Molly Entry Combos
The classic utility combo: deny vision + flush out campers.
Example:
- Smoke CT on A, followed by a Molotov behind Triple Box.
- Smoke Van on B, then Molotov Bench or Short.
This combo:
- Prevents crossfires.
- Forces defenders into the open.
- Buys safe space for planting or repositioning.
Advanced version: Add a flash after the Molotov to capitalize on any panic movement.
Coordinated B Site Executions
The B site isn’t easy to take — but with solid team utility, it becomes manageable.
Team setup:
- Smoke Market and Van.
- Flash Short and Back Site.
- Molotov Bench and/or Catwalk.
Why it works: The combination blocks every major sightline, flushes out campers, and lets you explode onto the site with minimal resistance.
Key rule: Don’t go in solo. B execs work best with 3+ players moving as one, following the utility trail.
Conclusion – The Mirage Edge with Smokes and Nades
Mirage isn’t just a frag-heavy map — it’s a mind game. Those who master utility dominate. Every smoke, molotov, flash, and nade has a purpose, and if you’re using them smartly, you’re dictating the pace of the game.
By now, you should understand:
- How to throw key Mirage smokes with perfect precision.
- When and where to use Molotovs, flashes, and HE grenades.
- How pro players use utility to dominate.
- Why communication and timing matter just as much as aim.
This knowledge isn’t just theoretical. It’s your new toolset. Get into a server, practice the lineups, and start using them every match. Make utility your second weapon — and soon enough, you’ll be the Mirage expert your team needs.
FAQs
What is the best smoke for Mirage mid control?
The Window smoke from T-Spawn is the most essential. It blocks vision from CT AWPs and allows Ts to push Mid safely.
How can I throw smokes consistently?
Use a jump-throw bind and practice in offline servers. Repetition is key to landing them consistently.
Are Mirage lineups different in CS2 than CS:GO?
Yes, due to new physics and skyboxes in CS2. Some lineups may need adjustment, especially jump-throws and bounce smokes.
What’s the best way to practice Mirage smokes?
Load Mirage in an offline server with cheats and infinite nades enabled. Use noclip to monitor where your smokes land and adjust.
How do pros use nades differently on Mirage?
Pros use utility with precision and coordination. Every nade they throw serves a strategic purpose, whether it’s entry, defense, or delaying.
