
CS2 Smoke Guide: 3 Lineups You Must Know (2026)
Mission Briefing
- 11. How to Practice (The Autoexec)
- 22. The Mirage "Instant" Window Smoke
- 33. The Nuke "Red Box" Outside Smoke
- 44. The Inferno "Deep CT" Smoke
The "Greencam" Update. Valve added a built-in cheat to see exactly where grenades land. Use it.
#1. How to Practice (The Autoexec)
Do not practice in a Matchmaking game. Start a private server.
- Open Console (
~). - Type
map de_mirage. - Copy-paste this entire block:
sv_cheats 1;
sv_infinite_ammo 1;
ammo_grenade_limit_total 5;
mp_warmup_end;
mp_freezetime 0;
mp_roundtime 60;
sv_grenade_trajectory_prac_pipreview 1;
give weapon_smokegrenade;
give weapon_flashbang;
give weapon_molotov;
The Secret Weapon:
sv_grenade_trajectory_prac_pipreview 1opens a small camera window that shows you the grenade landing spot before you throw it.
#2. The Mirage "Instant" Window Smoke
This is the barrier to entry for high-elo Mirage.
- Position: Hold
Dimmediately upon spawning (if you get the trash can spawn). - Aim: At the scuff mark on the doorframe.
- Action: Jumpthrow while holding
D. - Result: It lands in Window before the CT sniper can even peek.
#3. The Nuke "Red Box" Outside Smoke
Nuke is unplayable without this.
- Position: T-Spawn, next to the truck.
- Aim: The corner of the Silo building.
- Action: Run-Throw.
- Result: Creates a wall of smoke allowing you to cross to Secret without getting sniped from Garage.
#4. The Inferno "Deep CT" Smoke
Essential for taking B site.
- Position: Banana, behind the half-wall logs.
- Aim: The top wire, aligned with the church roof.
- Action: Jumpthrow.
- Result: Lands deep in CT spawn, blocking rotations and easy snipes.
#5. Complete Map-by-Map Smoke Encyclopedia
Let's cover the ESSENTIAL smokes for every competitive map.
MIRAGE
A Site Smokes (T Side):
1. CT Smoke (From Spawn)
- Position: T spawn, next to the van
- Aim: Top of the palace building, left edge
- Action: Jumpthrow
- Result: Blocks CT cross to A site
2. Jungle Smoke (From Top Mid)
- Position: Top Mid connector, left wall
- Aim: Corner of the building overhang
- Action: Running throw
- Result: One-way smoke for Ts pushing Jungle
3. Stairs Smoke (From Ramp)
- Position: Top of A ramp
- Aim: Top left of the triple boxes
- Action: Stand throw
- Result: Covers stairs entrance
B Site Smokes (T Side):
4. Bench Smoke (From Apartments)
- Position: Top of B apps stairs
- Aim: Left side of the balcony railing
- Action: Jumpthrow
- Result: Blocks bench angle
5. Market Smoke (From Mid)
- Position: Mid bottom, near the pillar
- Aim: Top of the market window frame
- Action: Running jumpthrow
- Result: Cuts off market window AWPer
Mirage Essential Pack
Smoke Priority
INFERNO
A Site Smokes (T Side):
1. Moto Smoke (From Pit)
- Position: Inside Pit
- Aim: Corner of the balcony roof
- Action: Jumpthrow
- Result: Blocks Moto/Balcony AWP
2. Library Smoke (From Arch)
- Position: Arch side entrance
- Aim: Top of library window
- Action: Stand throw
- Result: Blocks library rotation
B Site Smokes (T Side):
3. CT Smoke (From Banana)
- Position: Banana logs
- Aim: Church cross wire
- Action: Jumpthrow
- Result: Deep CT spawn block
4. Coffins Smoke (From Mid)
- Position: Top Mid near construction
- Aim: Skyline behind B site
- Action: Running jumpthrow
- Result: Lands on coffins
5. Spools Smoke (From Banana)
- Position: Banana sandbags
- Aim: Tree above site
- Action: Stand throw
- Result: Blocks first box angle
ANCIENT
A Site Smokes (T Side):
1. Donut Smoke (From Outside)
- Position: Outside long wall
- Aim: Top of the temple entrance
- Action: Jumpthrow
- Result: Blocks donut angle
2. Heaven Smoke (From Main)
- Position: A main entrance
- Aim: Left side of heaven roof
- Action: Running throw
- Result: Full heaven coverage
B Site Smokes (T Side):
3. Window Smoke (From Mid)
- Position: Mid near ramp
- Aim: Window frame edge
- Action: Jumpthrow
- Result: Blocks window AWP
4. Elbow Smoke (From Ramp)
- Position: B ramp top
- Aim: Elbow wall corner
- Action: Stand throw
- Result: Covers elbow rotation
ANUBIS
A Site Smokes (T Side):
1. Heaven Smoke (From Main)
- Position: A main
- Aim: Top of heaven structure
- Action: Jumpthrow
- Result: Full heaven block
2. Connector Smoke (From Mid)
- Position: Mid bridge
- Aim: Connector entrance arch
- Action: Stand throw
- Result: Blocks connector rotation
B Site Smokes (T Side):
3. Site Smoke (From Ramp)
- Position: B ramp
- Aim: Back site boxes
- Action: Jumpthrow
- Result: Deep site coverage
4. Platform Smoke (From Lower)
- Position: Lower B
- Aim: Platform edge
- Action: Running throw
- Result: Blocks elevated angle
#6. Advanced: Volumetric Smoke Mechanics
CS2 changed smokes fundamentally. Here's what you MUST know.
The HE Grenade Interaction
The Discovery: Throwing an HE grenade into a smoke temporarily creates a hole.
Tactical Application:
- Enemy smokes chokepoint (e.g., Banana on Inferno)
- You throw HE into smoke
- Smoke clears for 2-3 seconds
- You peek through the hole before it reforms
Counter-Play: If you throw a smoke and hear an HE grenade, DON'T PEEK. The enemy is baiting you.
Molotov + Smoke Combo
The Mechanic:
- Molotov on ground β Throw smoke on molotov
- Smoke extinguishes fire instantly
- Fire damage stops immediately
Use Cases:
- Enemy mollies the plant spot β Smoke it β Safe plant
- CT mollies Banana β Smoke it β Push through
Important: The smoke grenade MUST land IN the fire. Landing next to it doesn't work.
#7. The Jumpthrow Bind (No Longer Needed)
Good news: CS2's sub-tick system makes jumpthrows consistent WITHOUT a bind.
Old CS:GO Method (Don't Use):
bind "x" "+jump;-attack"
New CS2 Method:
- Hold left-click (prime the smoke)
- Press spacebar WHILE HOLDING left-click
- Release left-click at the apex of your jump
Result: Frame-perfect every time due to sub-tick precision.
The Liberation
#8. One-Way Smoke Setups (Controversial)
One-way smokes = smokes where you can see them, but they can't see you.
Are They Still Possible in CS2?
Answer: Yes, but MUCH harder than CS:GO.
How They Work:
- Stand on elevated position (e.g., boxes)
- Throw smoke at ground level
- Your head is above the smoke
- Enemy sees only smoke, you see their legs/shadows
Popular One-Way Spots (2026)
Mirage:
- A Site Default Box: Smoke stairs, stand on default. See CT legs.
Inferno:
- Banana Car: Smoke sandbags, stand behind car. See T legs.
Dust 2:
- B Site Car: Smoke tunnel exit, stand on car. See T heads.
The Ethics Debate: Some consider one-ways "exploits." Valve hasn't patched them, so they're legal, but expect hate messages.
The Risk: One-way smokes ONLY work if the enemy doesn't know about them. Once they know, they'll HE grenade your smoke or spray through it. High-risk, high-reward.
#9. Practice Routine: From Zero to Hero
Here's how to master smokes in 2 weeks.
Week 1: Learning Phase
Day 1-2: Mirage
- Load private server (use commands from Section 1)
- Practice 5 essential Mirage smokes
- Hit each smoke 10 times in a row
Day 3-4: Inferno
- Same process, 5 Inferno smokes
Day 5-6: Your Best Map
- Choose your 3rd map (Ancient/Anubis/Dust 2)
- Learn 5 smokes
Day 7: Review
- Test yourself: Can you hit all 15 smokes from memory?
- If not, repeat failed smokes 20 times
Week 2: Application Phase
Day 8-14: Unranked Matches
- Play Unranked (not Premier)
- FORCE yourself to use smokes every round
- Review demos: Did your smokes help your team?
Success Metric: By Day 14, you should hit 80%+ of your smokes in live matches.
Muscle Memory
Live Application
#10. Team Coordination: The "Exec" System
In high-level CS2, teams use utility "executes" (coordinated grenade storms).
What is an Execute?
Definition: All 5 players throw utility simultaneously to take a site.
Example: Mirage A Execute
- Player 1: CT smoke
- Player 2: Jungle smoke
- Player 3: Stairs flash
- Player 4: Tetris molotov
- Player 5: Entry fragger (goes in first)
Timing: All utility thrown within 2 seconds β Overwhelming the defenders.
How to Practice Executes (5-Stack)
Step 1: Decide on roles (who smokes what).
Step 2: Load private server.
Step 3: IGL counts down: "3... 2... 1... THROW!"
Step 4: Review if smokes landed correctly.
Step 5: Run the execute 20 times until perfect.
Solo Queue Alternative
You can't coordinate with randoms. Instead:
Call Your Utility:
- "I'm smoking CT"
- "I'll molly Jungle"
- "Flash for you in 3... 2... 1..."
Even if teammates don't respond, SOME will follow your lead.
#11. Grenade Economy: When to Buy
Smokes are $300. Flashbangs are $200. Don't waste them.
Full Buy Rounds:
Always Buy:
- Smoke (most important)
- 1-2 Flashbangs
- 1 Molotov OR HE grenade
Total Utility Cost: $800-1000
Eco/Save Rounds:
Never Buy Utility. Exception: If you're IGL and need 1 smoke for a rush, buy ONLY that smoke.
Anti-Eco Rounds:
Buy HE grenades ($300). Enemy has no armor β HE grenade does massive damage. One HE + one body shot = kill.
The Hidden Economy
#12. Flash Synergy: The "Pop Flash" Meta
Smokes are half the equation. Flashbangs complete the execute.
What is a Pop Flash?
Definition: A flashbang that detonates INSTANTLY as it rounds a corner, giving enemies zero reaction time.
Mirage Pop Flash Examples
1. A Ramp β Stairs Flash
- Position: Top of ramp
- Aim: Above the stairs, left wall
- Action: Running right-click throw
- Result: Flash pops at stairs entrance, blinding CTs
2. Palace β A Site Flash
- Position: Inside Palace
- Aim: Ceiling near the exit
- Action: Right-click underhand
- Result: Flash pops immediately outside Palace
The "Flash for Teammate" Call
Bad Communication:
- "Flashing!" (When? Where?)
Good Communication:
- "Flashing ramp in 3... 2... 1... NOW!"
Pro Communication:
- "Flashing ramp, GO GO GO!" (Implies they should push immediately)
#13. Molotov Tactics: Area Denial
Molotovs don't get enough credit. Here's how pros use them.
Offensive Molotovs (T Side)
Purpose: Force CTs out of strong positions.
Example: Inferno Banana
- Molly "Car" position
- CT holding car MUST move
- You push Banana uncontested for 5 seconds
Defensive Molotovs (CT Side)
Purpose: Delay rushes, waste time.
Example: Mirage B Short
- Molly Short entrance
- Ts can't push for 7 seconds
- Your teammate rotates from A
The Post-Plant Molotov
THE most important molotov in the game.
T Side Post-Plant:
- Bomb planted at A
- 30 seconds left
- CT trying to defuse
- Molly the bomb
- CT can't defuse until fire ends (7 seconds)
- Time expires β T win
The Math: Molly prevents defuse. If you have a molly and 20 seconds left, YOU CANNOT LOSE (unless you miss the throw).
Pro Tip: Save your molotov for post-plant. Don't waste it during the site take. A post-plant molly is worth more than 2 kills.
#14. HE Grenade Tactics: The Forgotten Tool
Most players ignore HE grenades. Here's why that's a mistake.
Why Buy HE?
1. Smoke Clearing (Volumetric Mechanic)
- Enemy smokes chokepoint
- Your HE creates a hole
- Free peek advantage
2. Spam Damage
- Enemy hiding in common spot (e.g., Mirage Default Box)
- HE grenade = 45-70 damage
- Your teammate finishes them with body shots
3. Anti-Eco Dominance
- No armor? HE grenade does MAXIMUM damage (90+)
- Combined with one bullet = easy kill
The "Grenade Stack" Strategy
Setup: All 5 players throw HE grenades at the same spot.
Result: 5 x 50 damage = 250 damage. ANY enemy in that area dies.
Best Spots:
- Inferno Banana (sandbags)
- Mirage A Default (bomb plant position)
- Dust 2 B Tunnels (exit)
#15. Workshop Maps for Practice
Don't just use the console commands. These maps accelerate learning.
Top Smoke Practice Maps (2026)
1. "Yprac - Arena & Prefire"
- Workshop ID: [insert]
- Features: All competitive maps, visual guides for smokes
- Best For: Beginners
2. "Smoke Training by Matasaga"
- All smokes, flashes, mollies for every map
- Teleport system for fast practice
- Best For: Intermediate players
3. "Refrag Nades"
- Shows grenade trajectory with green line
- Includes pro player lineups
- Best For: Learning new maps
#Frequently Asked Questions
No. Sub-tick system makes manual jumpthrows consistent. Just jump and throw at the same time. No bind needed.
Yes. Use the commands in Section 1 to start a private server with infinite grenades and grenade camera.
Apologize immediately ("MB, missed smoke") and adapt. Better to acknowledge than pretend it didn't happen.
T side smokes are more impactful. Learn those first. CT smokes are simpler (usually just delaying rushes).
Minimum: 3 per map (one for each major area). Goal: 5 per map. Master Level: 10+ per map with variations.
No. Smokes are client-side identical. If you think they saw you through smoke, they either got lucky or you were partially outside the smoke.
#Conclusion: The Utility Meta
CS2 is 40% aim, 60% utility. A perfectly placed smoke is worth more than a perfect headshot.
Your Action Plan:
- Load private server with practice commands
- Learn 3 smokes on Mirage (today)
- Use them in Unranked (this week)
- Expand to Inferno and Ancient (next week)
The Reality: Most players at Gold rank know ZERO smoke lineups. Learn 15 smokes (3 per map, 5 maps) and you'll out-util 80% of players.
Need Motivation to Practice?
Set a goal: "I'll learn 1 smoke lineup per day." After 30 days, reward yourself with a skin trade-up using our calculator.
Calculate Your Reward β
Last Updated: December 25, 2026. Smoke lineups subject to map updates.
Need a knife to inspect while you wait for the smoke to bloom? Check our Gamma Doppler Guide for inspiration.