Retake Grenade Lineups by Map (Mirage, Inferno, Ancient)

Retake Grenade Lineups by Map (Mirage, Inferno, Ancient)

TL;DR

  • A retake in CS2 is a crucial moment in a round, almost always decided with grenades.
  • The main grenades: Smoke, Flash, Molotov / Incendiary, HE.
  • Throw types: Standthrow, Jumpthrow, Runthrow — each for different situations.
  • On Mirage, Inferno, and Ancient, correct trajectories for smokes, flashes, and molotovs for each plant spot are essential.

A retake is one of the hardest and most decisive moments in a CS2 round. After the bomb is planted, it’s clear whether a team can stay calm under the timer’s pressure or if the round will be lost without a fight.

Grenades are the foundation of any successful retake. Smokes cut off key positions, flashes give a chance to win the first duels, and molotovs clear strong default spots, forcing opponents into the open. In CS2, grenade trajectories have become more readable, but mistakes in timing and positioning are still punished instantly.

In this article, you’ll learn tried-and-tested grenade lines for retakes on Mirage, Inferno, and Ancient, and see which smokes and flashes actually work in matches.

Why are Grenades Important in Retakes?

A retake is a second push onto a bomb site after the bomb is planted, aiming to regain control of the site and win the round. At this point, the defending side almost always faces two big challenges: limited time and awkward positions.

More about this mode in the article: Retake Strategies: How to Effectively Play on Retake.

The main problem of retaking without grenades is a lack of map control. Pushing without smokes leaves multiple angles open, forcing you to check positions one by one and lose trades. That’s why grenades are the backbone of a successful retake in CS2.

Which servers to play on is up to you, but for a well-informed choice, we recommend reading the article: Retake Servers: xplay vs Competition (What’s Faster?).

Basic Principles of Grenade Trajectories in CS2

Jumpthrow, Runthrow, and Standthrow — when and why

Knowing which throw to use saves seconds — and in a retake, every second counts. Each throw type has its specific purpose:

  • Standthrow — the basic and most reliable option. Great for quick smokes and flashes during a retake, when consistency and timing matter most.
  • Jumpthrow — used for long-range smokes and covering high positions. In CS2, jumpthrows have become more consistent, but still require precise timing.
  • Runthrow — less common, but useful for dynamic flashes and unconventional trajectories when making a fast push onto the site.

How to Read a Grenade Trajectory

In CS2, a grenade’s trajectory is easy to read by its height and first bounce. Important things to consider:

  • the point where the grenade leaves your hand,
  • possible ricochets off walls and objects,
  • where the smoke blooms or the flash explodes.

We won’t go into training routines for grenade throws here — a guide on that already exists.

Mirage — Grenades for Retakes

Mirage is one of the most popular maps in CS2, and also one of the hardest for retakes. Sites are often controlled from multiple angles at once, and terrorists quickly take strong positions and play off the timer.

A Site Retake

When retaking A, the key task is to isolate Jungle, Stairs, and Ticket, preventing the enemy from trading freely from deep positions.

  • Smoke Jungle — cuts off the player in Jungle and makes it easier to push from CT or Short.
  • Smoke Stairs — removes enemy control of the site’s center and simplifies trades.
  • Smoke Ticket — denies the AWP from spawn and gives a chance to take the site safely.
  • Flash from CT or Jungle — used for a synchronized push to win the first duels.
  • Molotov Default / Triple — forces players out of the most common default spots.

This set of grenades allows you to take A step by step, without exposing yourself to all angles at once.

B Site Retake

Retaking B on Mirage requires tight control of Market and close-range fights inside the site. Without smokes, a push almost always ends in a disadvantage.

  • Smoke Market Window — removes control from the window and prevents easy trades.
  • Smoke Bench or Van — reduces the number of angles when pushing from Market or Short.
  • Flash through Market or Short — allows a safer entry onto the site.
  • Molotov Backsite / Apartments — clears players in deep positions and under the balcony.

With proper utility timing, a B retake becomes controllable even against a well-fortified defense.

Inferno — Grenades for Retakes

Narrow choke points, lots of cover, and strong default positions make a straight push without grenades extremely risky. Smart smokes and flashes let you slow down the enemy and force awkward trades.

A Site Retake

When retaking A on Inferno, it’s important to deny terrorists control of Long and Library, and to limit their space to play from Pit.

  • Smoke Library — blocks vision from deep and eases the push from Short.
  • Smoke Arch — removes the player on Arch and prevents late trades.
  • Smoke Pit — isolates one of the strongest positions on A.
  • Flash through Long or Short — used for a synchronized site push.
  • Molotov Default / Balcony — forces players out of default and balcony positions.

This setup allows a gradual push onto A without giving the initiative to the enemy.

B Site Retake

Retaking B on Inferno is one of the hardest retakes in the game. Terrorists often play from Coffins and Dark, controlling all entrances.

  • Smoke CT — blocks vision from Ruins and gives time to take positions.
  • Smoke Coffins — denies a key position for timer plays.
  • Smoke Banana — limits support from Banana and slows down trades.
  • Flash through Ruins or CT — gives a chance to win the first duels.
  • Molotov Dark / New Box — clears strong angles inside the site.

Ancient — Grenades for Retakes

Ancient is a fresh and dynamic map where retakes revolve around controlling narrow passages and key site points.

A Site Retake

When retaking A, you need to control Temple, Donut, and Heaven, preventing enemies from holding positions freely or playing off the timer.

  • Smoke Temple — blocks vision from the high position and allows a safe push from CT.
  • Smoke Donut — isolates default positions and reduces angles to check.
  • Smoke Heaven — blocks overhead vision and protects the push from Short or CT.
  • Flash from CT / Donut — helps win the first duels when entering the site.
  • Molotov Default / Backsite — forces players out of key positions and disrupts their timing.

B Site Retake

Retaking B on Ancient focuses on controlling Cave, Ramp, and Lane. The main goal is to deny terrorists easy trading positions and quickly take the site.

  • Smoke Cave — blocks the main entrance and simplifies the push from CT.Smoke Ramp — blocks vision from the central approach and protects the push.
  • Smoke Lane — limits sightlines from default positions.
  • Flash from CT — gives an advantage in the first duels when entering the site.
  • Molotov Pillar / Backsite — forces players out of popular positions and makes it harder to hold the site.

On Ancient, retake success almost always depends on grenade timing and proper angle control.

How to Train Grenade Trajectories

Even knowing the perfect trajectories is useless if your throws don’t become automatic. Here’s how to level up your skill:

1. Use Workshop Maps

Steam Workshop has dozens of maps for practicing smokes, flashes, and molotovs for Mirage, Inferno, and Ancient. Look for maps with crosshair markers and trajectory visualization — they help you understand exactly where to throw.

You can also use private matches on xplay.gg, as mentioned in the article.

2. Console Commands for Practice

  • sv_cheats 1 — enables practice commands.
  • sv_infinite_ammo 1 — infinite grenades.
  • mp_roundtime_defuse 60 / mp_freezetime 0 — more time for practice.
  • bind "KEY" "use weapon_grenade" — convenient for quick throws.

3. Repetition and Methodology

Start with one map and one site, practice 5–10 smokes in a row. Try to throw each grenade to the same spot with the same crosshair placement.

4. Analyze Your Mistakes

Record demos or use the replay function in CS2. Watch where grenades fail, where flashes “don’t work,” and adjust your trajectories. You can read more about working with demos in the article How to Control Replay in CS2? Replay Commands.

Main Principle: Practice not for the number of throws, but for quality and consistency. The more precise your throws, the more reliable your retakes, and the higher your winrate in matches.

FAQ

Which Grenades are Most Important for Retakes?

All four types have their roles: smokes control positions, flashes help win initial duels, molotovs force enemies out of key spots, and HE grenades deal damage to clustered players. Without them, retakes almost always turn into chaos.

Are There Universal Smokes for All Maps?

No universal smokes exist — each map and site needs its own trajectories. However, the basic principles and throw types (standthrow, jumpthrow, runthrow) remain the same.

How is CS2 Different From CS:GO in Terms of Grenade Trajectories?

In CS2, trajectories are more stable and visually readable. Smokes bloom more accurately, flashes are less affected by micro-movements, and ricochet physics are more predictable. But mistakes and mis-timings are punished even harder.

How Should I Train Grenade Trajectories?

Use Workshop maps to practice smokes, flashes, and molotovs. Console commands and replays help lock in timings and aim. Repetition and a systematic approach are more important than memorization.