CT Smoke from T Ramp
Stand on T ramp by the wall, line up your crosshair on the top corner of the building skybox and use a jumpthrow bind to land the smoke in CT/jungle choke for an A execute.
Browse a hand-picked library of smoke, flash, molotov and HE lineups across every active-duty map. Filter by map and grenade type, then learn the stance and aim point for each.
Filter the library by map and grenade type, then copy the stance and aim instructions for each throw.
Stand on T ramp by the wall, line up your crosshair on the top corner of the building skybox and use a jumpthrow bind to land the smoke in CT/jungle choke for an A execute.
From T spawn, aim at the fixed point on the rooftop antenna and throw a standing left-click to block jungle vision when taking A.
Position in palace/ramp, align to the corner of the arch and jumpthrow to drop smoke on the stairs, cutting off CT rotations onto site.
From mid near the boxes, aim just above the top-mid window frame and throw standing to smoke the connector window and stop AWP picks.
From under window, pop a standing flash over the connector wall so it detonates as your team pushes top mid.
From mid, lob a molotov over the window ledge to clear a CT holding the connector window before you contest mid.
Stand at the bottom of banana, line up the chimney/rooftop landmark and jumpthrow to land a smoke at the top of banana into CT, opening a B push.
From banana, aim at the roofline above the wall and throw standing to smoke coffins, isolating the site as you take B.
From mid-banana, throw a standing molotov toward the dark corner so it burns a player hiding in the pit/car nook on B.
Run up to sandbags and pop a flat flash over the banana wall to blind defenders at the top before your entry peeks.
From short/arch, aim at the building corner and throw standing to smoke arch, supporting an A site split through apartments.
From T spawn near the wall, align to the antenna landmark and jumpthrow to smoke the long cross, letting you take long control safely.
From upper tunnels, aim at the fixed roof corner and throw standing to land a smoke at the CT/door choke on B, cutting rotations.
From long doors, pop a pop-flash over the doorway so it blooms as your AWPer or rifler swings long corner.
From long, throw a molotov onto the default/goose plant spot to deny a stationary defender holding the A plant.
From T mid, aim above the xbox and throw standing to smoke off the CT view of mid, supporting a mid-to-B or short push.
From outside near garage, aim at the silo edge and throw standing to smoke the secret/heaven angle when pushing outside.
From lobby/ramp, pop a flash up the ramp so it blinds defenders in hut and rafters before your entry runs onto A.
From mid/ramp, align to the totem landmark and jumpthrow to smoke the cave entry, sealing off the B rotation during a take.
From the A ramp, throw a standing HE onto the common plant spot to chip a defender or punish a low-HP retaker stacking site.
From mid, aim at the temple rooftop edge and throw standing to smoke the bridge, allowing a safer water or mid crossing.
From mid/canal, throw a molotov into the B connector choke to delay a CT push and buy time for your B execute.
No lineups match those filters. Try widening your selection.
How this works: Lineups are community-verified starting points covering the active-duty map pool — fine-tune the exact aim point yourself in an offline server, as viewmodel settings and patches can shift it slightly.
Every Mirage smoke, flash and molotov in the library, with stance and aim landmark for each throw.
Banana, coffins, pit and arch utility for Inferno — the throws that open up B and split A.
Long cross, CT, xbox and B-tunnel utility for Dust2, with the stance and aim point for each.
The exact console alias to set up a jumpthrow bind, how to use it and why you re-test it after updates.
How smokes, flashes, molotovs and HE work, plus an offline practice routine and lineups by map.
The highest-impact lineups per map so you learn the throws that actually win rounds first.
Choose the map you queue most often from the filter dropdown.
Filter by smoke, flash, molotov or HE to find the right utility.
Read the stance and aim point, then practise it in an offline server.
Sign in with Steam to save your favourite lineups and track your progress.
Bind a single key to jump and release the grenade at the same time, for example: alias "+jt" "+jump;-attack;-attack2"; alias "-jt" "-jump"; bind "alt" "+jt". Hold left-click to pull the pin, then tap the bound key. Valve has changed jumpthrow behaviour in past updates, so re-test your bind after major patches.
Load the map in an offline server, enable sv_cheats 1, turn on grenade trajectory and use noclip to check exactly where each nade lands. Repeat each throw until the landmark becomes muscle memory.
Focus on the two or three core smokes for the map you queue most, then add one supporting flash and one molotov. A small, reliable pool wins more rounds than a long list you can only half-remember under pressure.
Most do, but they are not guaranteed. Map reworks, viewmodel changes and movement tweaks can shift an exact aim point, so treat any lineup as a starting point and confirm it offline if a patch has just landed.
Yes — the library covers the current active-duty maps such as Mirage, Inferno, Dust2, Nuke, Ancient and Anubis. The pool itself rotates over time, so some maps may move in or out between Valve updates.
A smoke blocks vision for its duration, a flashbang blinds anyone looking at it, a molotov or incendiary denies ground with fire, and an HE grenade chips enemy health. Each suits a different job in an execute or retake.
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