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Home › Guides › CS2 Smokes Guide: Essential Smoke Lineups for Every Map

CS2 Smokes: The Lineups You Actually Need (and How to Use Them)

Updated October 10, 2026 · MyCS2Guru crew

Smokes are the most important utility in CS2. A well-placed smoke takes away the CT's best angle, splits a site in half, or buys your team precious seconds. A badly placed one blocks your own entry and gets your whole team killed. And honestly? You don't need 200 lineups. You need 3 or 4 per map that your team actually uses.

This guide explains how smokes work in CS2 (they're very different from CS:GO), the essential smokes for each active duty map, how to practice them fast, and the mistakes that make smokes useless.

How smokes work in CS2

CS2 introduced volumetric smokes, and they behave very differently from the old flat smokes:

  • They fill the space. Smokes expand to fill doorways, corridors and rooms naturally. A smoke thrown into a tight hallway spreads along it.
  • They react to bullets. Shooting through a smoke opens a small temporary hole you can see through.
  • HE grenades clear them. An HE explosion pushes the smoke away and opens a big gap for a couple of seconds. This is a huge tactical tool.
  • Lighting matters. Smokes are affected by light, so they can look different on different maps.
  • Duration: about 18 seconds once fully bloomed.

What this means for you: one-way smokes and pixel-perfect gaps are less reliable than they used to be, but HE-plus-smoke combos and shooting holes in smokes are real strategies now.

How to practice smoke lineups

Load a private match and paste this into the console:

sv_cheats 1; sv_infinite_ammo 1; sv_grenade_trajectory_prac_pipreview 1; mp_freezetime 0; mp_roundtime_defuse 60; mp_buy_anywhere 1; bot_kick

The trajectory preview shows exactly where your grenade will land before you throw. Now:

  1. Stand in the exact spot for your lineup (use a corner, a wall edge or a mark on the floor).
  2. Aim at the reference point.
  3. Use the right throw: left-click (full throw), right-click (short underhand), both (medium), or jump-throw.
  4. Throw and check where it lands.
  5. Repeat 10 times until it's automatic.

Pro tip: write down or screenshot your lineups so you can review them before matches.

Throw types explained

ThrowInputDistance
Full throwLeft clickLong
Jump throwJump + release left clickLongest, higher arc
Medium throwLeft + right clickMedium
UnderhandRight clickShort
Running throwMoving + left clickAdds extra distance
Walking throwShift + left clickSlight extra distance

Essential smokes by map

You don't need everything. Here are the smokes that matter most on each active duty map, the job each one does, and which side throws it.

Mirage

SmokeSideWhy it matters
Window (mid)TBlocks the AWPer in Window so you can take mid
ConnectorTCuts rotations from mid to A
JungleTBlocks the CT Jungle position on A take
CT spawn (A)TBlocks CT rotation and the CT spawn angle on A
StairsTCovers the Stairs position on A execute
B short / KitchenTIsolates B site during a B execute
Top midCTSlows down mid control and blocks Ts crossing

Inferno

SmokeSideWhy it matters
CT (B site)TBlocks the CT rotation and retake angle on B
CoffinsTBlocks the deep B site position
Moto / Library (A)TIsolates A site positions
ArchTCuts the mid-to-A rotation
PitTBlocks the long Pit angle on A
Banana deepCTDelays early Banana pushes

Dust2

SmokeSideWhy it matters
XboxTLets Ts cross to catwalk / short
CT midTBlocks the CT mid angle
Long corner / crossTLets Ts cross from long doors
B doors / windowTCuts CT rotation into B
Long doorsCTSlows down a long push

Nuke

SmokeSideWhy it matters
Outside cross smokesTLets Ts cross outside to Secret or A
Heaven / HutTBlocks A site positions
Main / MiniTCovers parts of A site
Ramp (CT)CTDelays ramp pushes

Ancient

SmokeSideWhy it matters
Mid (CT side)TBlocks the CT mid angle
A site (CT / Temple)TIsolates A for an execute
B cave / shortTCovers B entry
DonutCTDelays Ts at donut

Anubis

SmokeSideWhy it matters
A connectorTBlocks CT rotation
Heaven (B)TBlocks the elevated B angle
Mid doorsTCovers mid crossing
Water / CanalCTDelays mid control

Train

SmokeSideWhy it matters
Ivy / MainTCovers A site angles
ConnectorTCuts rotations
B site (sandwich)TIsolates B

Lineups change slightly when maps get updated, so always check them in a private match after a big patch.

How to use smokes in a round

Executes (T side)

An execute is when your team uses utility together to take a site. Smokes should land at the same time, followed by flashes, then everyone swings. A typical execute: two to three smokes block the CT positions and rotations, two flashes blind the remaining defenders, a molotov clears a corner, and the team enters together.

Retakes (CT side)

Smokes are just as useful for retakes. Smoke off the Ts' post-plant positions or the bomb itself (to stop them seeing the defuse) and swing together.

Defensive smokes (CT)

Early in the round, CTs can smoke chokepoints to delay a push and buy time for rotations. A deep smoke in Banana or Mid can stop a fast T rush.

The HE + smoke combo

Throw a smoke, then have a teammate throw an HE grenade into it right before you peek. The HE blasts the smoke open, giving you a brief window to see and shoot defenders who think they're safe.

Common smoke mistakes

  1. Smoking too early. If smokes land before your team is ready, they fade before you finish the execute.
  2. Smoking yourself off. A smoke that blocks your own entry path does more harm than good.
  3. Throwing without communicating. Call your smokes so the team knows when to go.
  4. Forgetting HE can clear smokes. CTs will do this to you. Be ready.
  5. Learning 50 lineups badly. Learn 4 perfectly instead.
  6. Wasting smokes on eco rounds. On full buys, utility wins rounds. On ecos, save it unless you have a plan.

A smoke learning plan

WeekGoal
14 smokes on your best map
24 smokes on your second map
32 CT smokes for each map
4Execute practice with friends

Learn smokes with your stack, not alone. Utility only works if everyone knows the plan. After smokes, check our flashbang guide and molotov guide to complete your utility game.

FAQ

How long does a smoke last in CS2?

About 18 seconds from when it fully blooms, plus a short fade. Plan your execute timing around that window.

Can you shoot through smokes in CS2?

Bullets pass through smokes and briefly open a small hole in them. HE grenades also clear a big chunk of the smoke for a few seconds. That's a major difference from CS:GO.

How do I practice smoke lineups in CS2?

Start a private match and use `sv_cheats 1; sv_infinite_ammo 1; sv_grenade_trajectory_prac_pipreview 1; mp_roundtime_defuse 60; mp_freezetime 0` to see the trajectory before you throw and never run out of nades.

Do I need jump-throw binds in CS2?

No. CS2 made jump throws consistent, so you can press jump and release the grenade at the same time and get the same result every time.

How many smokes should a team use on an execute?

Usually two to three smokes for a site take, cutting off the main CT angles and rotations. Saving one smoke for post-plant or to block a retake is common.