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CS2 Utility Guide

Grenades decide more rounds than aim does at most ranks. Here is how to use each one — and how to drill lineups properly.

The four grenades and what they do

The jumpthrow bind

Many lineups need a jumpthrow — releasing the grenade at the apex of a jump for a consistent arc. A common bind ties the jump and throw release to one key, 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. Note that Valve has changed jumpthrow behaviour before, so confirm your bind still fires cleanly after major updates. See the full walkthrough on the jumpthrow bind page.

How to practise lineups

  1. Open a map offline and enable sv_cheats 1.
  2. Turn on grenade trajectory so you can see the arc as you aim.
  3. Use noclip to check exactly where the nade lands.
  4. Repeat each throw until the landmark is muscle memory.

Community estimates put a solid starter pool at roughly two or three lineups per map — enough to run a default execute — but that is a rough target, not a rule. Build the set that matches the maps you actually queue.

Lineups by map

Want every throw for the map you queue most? Each page lists that map's smokes, flashes, molotovs and HE lineups with the stance and aim landmark for each:

Ready to start drilling? Filter throws by map and type in the lineup library, or jump straight to the essential Mirage smokes.