Skip to content
CS2Apps

CS2 grenades reference

Five throwables. Half the win condition.

CS2’s volumetric grenades changed how util plays. Smokes carve under bullets, molotovs push smoke up, and decoys still trick low-MMR rotates. Mechanics, costs, and the tactical reason each grenade exists.

How many do I need?

Standard utility loadouts.

T-side execute (full-buy)

2 smokes + 1 flash + 1 molly + (optional HE). $1,200 in util.

CT-side anchor (full-buy)

1 smoke + 1 flash + 1 incendiary + (optional HE). $1,200 in util.

CS2 caps your throwable inventory at 4 grenades, with at most 2 flashes. Decoys are typically only bought on saves (cheap distractor) or pre-coordinated fakes.

Related