Mirage Smoke Lineups
Mirage rewards good utility more than almost any active-duty map. These are the smokes worth learning first.
Why smokes win Mirage rounds
An A-site take on Mirage usually lives or dies on three smokes — CT, jungle and stairs. Land all three and your entry fraggers can swing onto site without trading shots against three different angles at once. Most of these are throwable from palace, ramp or T spawn, so a single player can deploy them while the rest of the team stacks for the push.
The core A-execute smokes
- CT smoke — cuts off defenders rotating from CT spawn onto the site. Commonly thrown with a jumpthrow bind from T ramp.
- Jungle smoke — blocks the elevated jungle angle that looks straight onto the default plant. Often a standing throw from T spawn.
- Stairs smoke — seals the stairs/sandbags path so CTs cannot peek your planters. Usually a jumpthrow from ramp or palace.
Mid-control smokes
- Top mid smoke — thrown standing from mid, it blocks the connector window so an AWPer cannot hold the mid lane.
- Connector smoke — supports a mid-to-B or mid-to-A split by denying vision through connector.
How to practise them
Load Mirage in an offline server with sv_cheats 1 and sv_grenade_trajectory_time set so you can see the arc, then repeat each throw until the landmark feels automatic. Community estimates suggest most players nail a lineup after a few dozen reps, but treat that as a rough guide rather than a hard number — viewmodel and patch tweaks can shift the exact aim point slightly.
You can browse and filter these throws alongside every other map in the lineup library, or read the broader CS2 utility guide for the jumpthrow bind and practice routine.