Molotovs and incendiaries
How to choose and test CS2 molotov lineups
A useful CS2 molotov lineup forces a player out of a specific position, prevents an immediate path or buys time for another action. The fire is valuable only when the team watches the escape route or uses the delay, so save the lineup together with its follow-up—not as an isolated throw.

Key takeaways
- Name the exact position or path the fire controls.
- Plan who watches the player forced out of cover.
- Check that the fire spreads across the required surface.
- Avoid stacking two mollies on the same job without a reason.
When is a molotov lineup worth learning?
Learn it when direct utility can clear a high-risk position more safely or consistently than a dry peek.
- Entry: clear deep cover while the entry player checks a different angle.
- Defense: delay a chokepoint long enough for a rotation or new setup.
- Retake: deny a planted position or remove a defender from cover.
- Post-plant: delay the defuse path while keeping a safe distance.
- Anti-rush: split the first attacker from the players behind.
How do you test molotov coverage?
Inspect the full burn area, escape routes and timing; a correct landing point can still leave a safe pocket.
Fire spreads according to the surfaces around the impact. Test from the target position and move through the edges to find cover that looks occupied but is not fully denied.
Then rehearse the follow-up. If the target can leave through an unobserved route, the lineup has moved the problem rather than solved it.
How should molotov timing fit the round?
Throw late enough that the fire affects the contact, but early enough that your teammate is not waiting exposed.
Long-flight utility can be correct on paper and late in practice. Pair the throw with a clear entry cue, and avoid deploying it so early that the defender simply waits for the flame to expire.
On defense, decide whether the goal is information, damage or delay. A delay molotov is successful even without damage when it consumes the attackers' clock and gives the defense time to rotate.
What should a molotov lineup record include?
Record side, stand point, aim point, throw input, denied position, expected escape route and teammate follow-up.
Use separate labels for T-side molotovs and CT incendiaries when the buy and purpose differ. Keep the familiar search term “molly” as a tag if that is what the team says in voice chat.
If a smoke can extinguish the fire, note whether the lineup is meant to draw that counter-utility. That makes the tactical trade visible during review.
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
What is the difference between a molotov and an incendiary in CS2?
Terrorists buy the Molotov and Counter-Terrorists buy the Incendiary Grenade. Both create area-denial fire, but cost and behavior can be adjusted by game updates.
Why does a molotov lineup leave a safe pocket?
The grenade may land correctly but the fire can spread unevenly around steps, props or surface boundaries. Inspect the result from the target position.
Should I learn post-plant molotov lineups first?
Usually no. Entry-clearing and defensive-delay utility affects more rounds. Add a post-plant lineup after your core site-taking utility is reliable.
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 changes to grenade behavior and map surfaces.
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.
