CS2 Utility Guide
Mastering utility usage is what separates good CS2 players from great ones. This guide covers the fundamentals of every grenade type and how to use them effectively.
Smoke Grenades — $300
Smokes are the most impactful utility in CS2. They block vision for 18 seconds and are essential for executing bombsites, crossing dangerous angles, and retaking sites. A well-placed smoke can neutralize an AWP or block an entire rotation path.
Key concepts: learn one-way smokes that let you see through while the enemy cannot, use smokes to isolate bombsite defenders one at a time, and remember that shooting through a smoke is sometimes necessary — bullets pass through fully.
Flashbangs — $200
Flashbangs blind opponents for up to 3 seconds depending on how directly they are looking at the flash. The most important technique is the pop flash — throwing the flash off a wall so it detonates instantly after appearing in the enemy's view, giving them no time to turn away.
Key concepts: always coordinate with your team before throwing flashes, face away from your own flashes, and learn right-click (underhand) throws for short-distance pop flashes.
Molotovs / Incendiaries — $400 (T) / $600 (CT)
Molotovs deal fire damage in an area for 7 seconds. They are used to clear common positions, delay pushes, and deny bomb plants or defuses. Note that CTs pay $600 for their incendiary grenade while Ts pay $400 for a molotov — making T-side utility significantly cheaper.
Key concepts: fire spreads to cover the ground area, enemies take damage over time while in the fire, and a smoke grenade can extinguish a molotov (but wastes a smoke).
HE Grenades — $300
HE grenades deal up to 98 damage in a radius. Damage falls off with distance from the explosion center. They are most effective against grouped opponents or for finishing off weakened enemies. In eco rounds, an HE to a common stack position can be devastating.
Key concepts: HE damage is reduced by armor, throwing at feet deals more damage than at head level, and they are most effective when opponents are clustered together in tight spaces.
Grenade Throwing Mechanics
CS2 has three throw types: left-click (full overhand throw for maximum distance), right-click (underhand lob for short distance), and left+right click simultaneously (medium-distance throw). Mastering all three is essential for precise lineups.
Jump throws combine a jump with a grenade release for extra distance. Many important lineups require a jump throw bind, which ensures the jump and throw happen on the exact same tick for consistency.
Practice Commands
Use these console commands in an offline server to practice lineups efficiently:
sv_infinite_ammo 1
sv_grenade_trajectory 1
sv_grenade_trajectory_time 10
mp_roundtime_defuse 60
mp_freezetime 0
mp_buy_anywhere 1
bot_kick
give weapon_smokegrenade
give weapon_flashbang
give weapon_molotov
give weapon_hegrenade
Buy Priority
When you cannot afford full utility, prioritize in this order: smoke (most impactful), flash (entry tool), molotov (positional denial), HE grenade (situational damage). On CT side, the incendiary is often more important than a flash since it can single-handedly delay a rush.
FAQ
What utility should I buy each round?
On full buy rounds, Ts typically buy: smoke + flash + molotov (or 2 flashes). CTs typically buy: smoke + flash + incendiary. In force buys, prioritize a smoke and flash. In eco rounds, consider skipping utility entirely or buying a single flash.
How do I practice lineups?
Use an offline server with the commands: sv_cheats 1; sv_infinite_ammo 1; sv_grenade_trajectory 1; sv_grenade_trajectory_time 10; mp_roundtime_defuse 60. This shows grenade paths and gives unlimited ammo for practice.
Should I learn lineups or just throw utility naturally?
Both. Natural utility usage (pop flashes, quick smokes) is important for reactive plays. But having a set of memorized lineups ensures consistent results for planned executes and retakes.
What is the difference between a pop flash and a regular flash?
A pop flash is thrown off a wall or surface so it detonates almost instantly after appearing in the enemy field of view, giving them no time to look away. Regular flashes are thrown in the air and are easier to dodge.