CS2 HE Grenades: Free Damage, Bro
Updated October 10, 2026 · MyCS2Guru crew
The HE grenade costs $300 and does guaranteed damage if it lands right. Two HEs on one spot can kill a player. One HE on a weakened enemy finishes them. And in CS2, an HE can blast a smoke wide open, which makes it a far bigger deal than in the old game.
How HE grenades work
- Damage: highest at the center of the blast, falling off with distance.
- Armor: reduces damage significantly. A direct hit on an armored player usually does about half.
- Walls block damage. The blast needs line of sight to hurt you.
- Timing: HEs explode about 1.6 seconds after you throw them.
What HEs are best for
- Finishing damaged enemies. If someone's at low HP behind cover, an HE is the safest way to get the kill.
- Opening smokes. Throw an HE into a smoke right before your team peeks.
- Stacking damage. Two or three HEs on a common position at the start of the round can soften or kill defenders.
- Anti-rush. HE a chokepoint where Ts are grouped up.
- Post-plant. HE the bomb area to damage defusers.
The HE + smoke trick
This is the biggest change in CS2 utility. When an HE lands in a smoke, it clears a large section of it for a few seconds. Use it:
- On T side: HE the CT smoke right before you peek it to catch defenders who think they're safe.
- On CT side: HE the Ts' execute smoke to spot them coming through.
- In retakes: HE a smoke the Ts are hiding behind to reveal them.
Communication is key: "HE in the smoke, peek on boom."
Good HE spots by map
| Map | HE target | Side | Why |
|---|---|---|---|
| Mirage | A site default / Triple | T | Common CT spots |
| Mirage | Short / Catwalk | CT | Ts stack here before mid fights |
| Inferno | Banana top | CT | Damage Ts pushing Banana |
| Inferno | Car / Sandbags | T | Common CT positions |
| Dust2 | Long A pit / corner | CT | Stops long pushes |
| Dust2 | B site window | T | Common CT angle |
| Nuke | Outside Secret | CT | Ts gather here |
| Ancient | Mid / Donut | Both | High-traffic spots |
| Anubis | Bridge / Connector | Both | Common fight areas |
When to buy HEs
- Full buys: If you have room after smoke, flash and molly, an HE is worth it.
- Anti-ecos: HEs are great when the enemy has no armor.
- Force buys: usually skip HE in favor of armor and a weapon.
Common HE mistakes
- Throwing HEs at full HP armored players randomly. It does little damage alone.
- Not stacking. One HE on a spot does damage; two get kills.
- Forgetting HEs can clear smokes. Use it.
- Throwing too late. HE timing should match the peek.
Next up: decoys, the most underrated grenade in the game.
HE grenades in retakes and post-plants
In retakes, Ts often hide behind cover close to the bomb. An HE into those spots can do enough damage to win the duels that follow. As a T in post-plant, an HE onto the bomb when you hear the defuse can damage or kill a defuser, especially if they're already hurt. Combine it with a molotov for maximum pressure.
HE vs molotov: which to buy?
| Situation | Better choice | Why |
|---|---|---|
| Clear a corner | Molotov | Forces them out |
| Damage a group | HE | Burst damage |
| Stop a defuse | Molotov | Blocks the area |
| Finish a low HP player | HE | Instant damage |
| Open a smoke | HE | Clears the smoke |
| Anti-eco | HE | Big damage on no armor |
Most players should prioritize smoke, flash and molotov, then add an HE when they have money and a slot.
HE FAQ
- Can HEs damage teammates? Yes, if friendly fire is on (it is in competitive and Premier).
- Does an HE break glass and doors? It can break some breakable objects.
- Can I throw an HE over a wall? Yes, it explodes on a timer, so you can lob it over cover.
- How many HEs can I carry? One.
Final thoughts
HE grenades are the cheapest way to get guaranteed damage in CS2, and in CS2 they also open smokes. Learn two or three HE spots per map and the smoke-clearing combo, and you'll get value out of every one you buy.
HE lineup practice tips
HE grenades don't need perfect lineups as often as smokes, because their damage area is large. But for common positions, learning a consistent throw helps a lot. Use sv_grenade_trajectory_prac_pipreview 1 to see where your HE will land, and place a bot with bot_place at the target spot. Throw until the bot takes heavy damage every time. Then practice the same throw under time pressure, as you would during an execute.
Quick summary
Buy an HE when you have spare money, use it on grouped or damaged enemies, and pair it with smokes to clear them.
Related guides
Example round
Your team is about to execute B on Inferno. Two players throw HEs into the common Coffins and New Box spots at the same time as the smokes land. The CT on site takes heavy damage and your entry wins the duel easily. That's a great example of how two cheap grenades can decide a round.
HE damage in practice
HE damage varies with distance and armor. As a rough guide:
| Situation | Approx damage |
|---|---|
| Direct, no armor | Up to about 98 |
| Direct, with armor | About 50 to 60 |
| A few meters away, armor | About 20 to 40 |
| Far from blast | Little or none |
Two HEs landing close together on an armored player can kill. That's why stacking is so effective.
HE stacking strategy
Coordinated teams throw two or three HEs at a common position at the same time. Classic examples include common CT spots at the start of a T execute, or a choke where Ts gather before a rush. The trick is timing: all HEs should explode within a second of each other so the enemy can't escape after the first one.
HE for anti-ecos
When the enemy team is saving, they often don't have armor. Unarmored players take much more HE damage, so an HE into a group of eco players can do huge damage or even get kills. HEs are a great buy on anti-eco rounds.
Practice routine
- Learn one HE lineup for each site's common CT position.
- Learn one CT anti-rush HE per choke.
- Practice the HE plus smoke combo with a teammate.
- Use bots placed with
bot_placeto see damage numbers.
Common HE mistakes beyond the basics
- Throwing HEs at moving players far away.
- Wasting HEs early when they'd be better for finishing damaged enemies.
- Not calling HE damage ("HE hit two Banana").