HE grenades
How to choose and test CS2 HE grenade lineups
A strong CS2 HE grenade lineup targets a position an opponent is likely to occupy at a predictable time. It works best as confirmed damage, a coordinated double grenade or a punish for a repeated setup. The team should know the target and timing before spending multiple grenades.

Key takeaways
- Target a likely player position, not an empty map coordinate.
- Time damage for contact, sound or teammate information.
- Coordinate double nades with one shared cue.
- Do not spend HE utility that the round plan cannot capitalize on.
Which HE grenade lineups are worth saving?
Save HE lineups for common early positions, narrow plant zones and repeatable fights where information confirms a target.
Damage utility is less forgiving than a smoke because an empty target produces no ongoing control. Prefer throws connected to a spawn timing, sound cue, spotted player or teammate's contact.
An HE can also finish a low opponent without exposing a player to the duel. Tag the lineup by use—early punish, plant denial, retake or damage combination—so it appears in the right review context.
How do you time a grenade for a moving target?
Work backward from the expected target position, then align the release with a spawn route, audio cue or teammate call.
- 1
Choose the target window
Define where and when the opponent is likely to be, rather than memorizing a throw with no timing.
- 2
Measure your setup
Include the time needed to reach the stand spot and prepare the grenade.
- 3
Use one release cue
Tie the throw to a repeatable round clock, sound or teammate contact.
- 4
Review the result
If the grenade is consistently early or late, change the cue before changing the lineup.
How should a team coordinate a double nade?
Both players should target the same position and release on one caller's short countdown.
Two grenades thrown several seconds apart give the opponent time to move and waste the reason for combining them. Confirm that both players have a safe setup and that the throw does not block the next action.
Record both source positions under one shared play name. During review, teammates should see that the pair belongs together rather than treating each pin as an unrelated solo lineup.
What makes an HE lineup low value?
It is low value when the target is uncertain, the setup is dangerous, the timing is vague or the damage cannot change the next fight.
- Throwing by habit with no information.
- Using two HEs when one player cannot reach the setup on time.
- Holding the grenade in an exposed area.
- Damaging a position that the team immediately abandons.
- Saving a highlight throw that depends on a rare opponent route.
Open a supported map workspace
Pin the thrower and landing positions, attach the exact source timestamp and filter the saved lineup by side and grenade type.
Common questions
When should I learn HE lineups in CS2?
Add HE lineups after your core smokes and flashes. Damage grenades become more useful when you already understand common opponent positions and round timings.
What is a double nade?
A double nade is two teammates coordinating HE grenades on the same position and timing to increase the chance of meaningful combined damage.
Should every HE throw have an exact lineup?
No. Many HEs are reactive. Save a fixed lineup when the target and timing repeat often enough to justify memorizing the setup.
Sources and update checks
NadeNerd separates stable practice advice from details that Valve may change. Current gameplay and command claims should be checked against primary sources after an update.
- Counter-Strike 2 release notes — Primary source for gameplay updates that can change grenade interactions.
Related CS2 lineup guides
Written by NadeNerd. The organization that builds and maintains the map-based CS2 lineup library.
See the editorial and testing policy for sourcing, corrections and the difference between documented, tested and editorial guidance.
