Skip to guide content

Smoke grenades

How to choose and test CS2 smoke lineups

A reliable CS2 smoke lineup blocks the intended sightline without a usable gap, arrives before the team needs it and can be repeated from clear landmarks. Learn smokes in the order your rounds use them: one entry smoke, one rotation or connector smoke, then one defensive or retake smoke per map.

8 minute readPublished Reviewed
Counter-Strike 2 Inferno environment where smoke lineups control sightlines
Counter-Strike 2 Inferno environment where smoke lineups control sightlines.

Key takeaways

  • Judge a smoke by coverage, arrival time, setup safety and repeatability.
  • Name the blocked sightline so teammates understand the result.
  • Test the smoke from a fresh setup at least three times.
  • Keep a fast alternative when a perfect lineup is too slow for the round.

Which CS2 smokes should you learn first?

Learn the smokes that remove the widest or most dangerous defender sightlines from your most common route.

On T side, start with utility that lets the team cross a chokepoint or enter a bombsite while exposed to fewer angles. On CT side, prioritize a delay smoke you can deploy safely and a retake smoke that separates one group of attackers from another.

Do not rank a smoke only by popularity. A throw is valuable when your team reaches the destination while the smoke is active and knows which space becomes playable because of it.

How do you test whether a smoke lineup is reliable?

Repeat it, inspect both sides of the cloud and measure whether it lands before the intended contact.

  1. 1

    Reset the setup

    Walk away, return to the stand position and rebuild the aim reference rather than throwing repeatedly from memory.

  2. 2

    Check the near edge

    Look for a gap that lets a defender see feet, weapons or the crossing path.

  3. 3

    Check the far edge

    Confirm an opponent cannot step into a one-way or exit at an unexpected angle.

  4. 4

    Check the clock

    Throw from the realistic point in the round and confirm the smoke blooms before the teammate crosses.

  5. 5

    Repeat three clean attempts

    If results vary, replace fragile landmarks or record the missing movement input.

Why does a smoke lineup miss?

Most misses come from the wrong stand point, a vague aim reference, an omitted movement input or changed map collision.

  • Standing versus crouching changes the release height.
  • A running or walking throw needs a clear release cue, not only an aim point.
  • Nearby props and sloped ground can change where the player settles.
  • A map update can alter clipping even when the visible wall looks unchanged.
  • A video timestamp may start after the creator has already positioned the crosshair or movement.

What should you save with every smoke?

Save the stand position, landing position, source timestamp, side, throw input and tactical result in one record.

Use a title such as “T spawn to window — blocks the mid AWPer” rather than “window smoke.” The longer version contains a route, destination and reason, so both a player and a search system can understand it without surrounding context.

If the smoke has a timing dependency, add it to the note. A technically correct smoke that lands after the entry player commits is not a successful lineup for that execute.

Put it into practice

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 makes a CS2 smoke lineup consistent?

Clear stand and aim landmarks, an explicit throw input, enough setup tolerance and repeated successful tests make a smoke lineup consistent.

Are jump-throw smokes always better?

No. Jump throws extend trajectory options, but a standing throw is often easier to reproduce. Use the simplest input that reaches the required landing spot on time.

How often should smoke lineups be retested?

Retest important smokes after a relevant map or gameplay update and whenever a previously reliable throw begins landing differently.

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.

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.