CS2 Smokes: How to Throw, Practice and Use Them
A Smoke Can Decide the Round Before the First Duel
A smoke grenade in Counter-Strike 2 blocks vision, slows rotations and gives your team safe room to take a site. One well-placed smoke on an approach can be worth two won duels. It is especially noticeable in Premier, where both teams know the standard lineups and punish a sloppy throw.
A lineup is a throw from one spot with one crosshair reference that lands in the same place every time. Trying to learn ten lineups in an evening gets you nowhere. The approach that works is one map, two or three key smokes, and repetition until your hand remembers the motion.
Where Smokes Fit Among Grenades
CS2 has five types of grenade, and the fire grenade depends on the side: the Molotov for terrorists and the incendiary for counter-terrorists. Each one has its own job.

Flashbang. Blinds the enemy and gives you the initiative for a couple of seconds.
Smoke grenade. One of the most useful grenades in the game.
HE grenade. Finishes off an enemy behind cover.
Fire grenade. Pushes an enemy off a position and blocks a passage.
Decoy. Needed least often, but handy in unusual situations.
Smoke in CS2 is volumetric: an HE grenade and bullets briefly punch holes in it that you can shoot through. Since the 21 July 2026 update, a bomb explosion also disperses smoke clouds, like an HE does, and puts out molotov and incendiary fire. So in a post-plant you cannot count on a smoke surviving the explosion, and a cloud thrown before it may vanish.
How to Throw a Smoke
The throw type decides where the grenade lands and how far it flies. Different lineups need different types, so every lineup description should say which one it uses.
Left click. A standard throw while standing still, the longest distance.
Right click. A short throw straight ahead.
Both buttons. A medium distance between the two above.
Jump-throw. Hold left click, jump, and release in the air.
Walk-throw. Hold left click, walk forward (with or without Shift) and release.
A jump-throw is easy to put on a single key. Enter four lines in the console: alias "+boing" "+jump"; alias "+ding" "-attack; -attack2"; alias "+dong" "-jump"; bind X "+boing; +ding; +dong". Replace X with any free key.
Throws can be mixed, for example a jump-throw while moving in a crouch. Those lineups are the hardest to repeat, which is exactly why they belong on an empty practice server.
Practicing Through the Menu
The fastest route is the Practice mode in the main menu. Click Play, pick Practice and choose a map. On Mirage that means the Window, Jungle, CT and Connector smokes, on Inferno it is Banana and A-site positions, and on Nuke it is the outside approaches.

Before you start, turn on practice settings such as infinite ammo and unlimited warmup. That way you never recount money and there is no time pressure. Once the map loads, buy a smoke and stand on the exact reference point. Line up your crosshair with the marker, throw, and check where the grenade landed.
If there is a gap, nudge the crosshair slightly and repeat the same throw. Make small adjustments, otherwise you lose the reference and start from scratch.
Practicing Through the Console
The console gives you more control over a local server. Open Settings, go to Game, enable the developer console and open it with the ~ key. If the key does not respond, check your keyboard layout or bind the console manually. Load a map with the map command, for example map de_mirage, and enter sv_cheats 1 right away. The other commands will not work without it.
For smoke practice players most often use this set.
sv_infinite_ammo 1. Unlimited reserve ammo. Value 2 also removes reloading.
sv_grenade_trajectory_prac_pipreview 1. Shows a preview of where the grenade will land.
sv_grenade_trajectory_prac_trailtime 8. Sets how many seconds the flight trail stays visible.
bind K sv_rethrow_last_grenade. Repeats the last throw from the same spot. Swap K for any key.
bind X noclip. Fly through walls to get from the throwing spot to the landing area in seconds.
Practice configs also commonly include mp_roundtime (round time), mp_buy_anywhere (buying anywhere) and sv_showimpacts (impact markers).
The routine is simple. Pick one smoke, throw it five to ten times, then look at the cloud from both sides. After that, use the rethrow bind and check how the smoke looks from the enemy's angle. You learn not just the lineup but why it works in a real round.
Once a throw is stable, test the smoke in conditions closer to a match. Try it under a round timer, with teammates, and while running from spawn instead of standing still. Write down three things for yourself: where you throw from, which reference you aim at, and which throw type you use. A week later you can see which lineups actually stuck. If a smoke drifts left or right, check your foot position first and only then move the crosshair.
It also pays to practice smokes that cover different angles of the same position. For example, a dense smoke on a passage and a later one that holds the same zone after the first one fades. In team play that sequencing matters more than one perfect grenade.
Which Maps to Start With
The current Premier pool for Season 5 is Dust 2, Inferno, Mirage, Nuke, Ancient, Anubis and Cache. Overpass has left it, and Cache took its place. Data is current as of 18 October 2026.

Map | Where it is played | What to aim smokes at |
|---|---|---|
Mirage | Premier pool | Window, Jungle, CT, Connector |
Inferno | Premier pool | Banana and A-site positions |
Nuke | Premier pool | Outside approaches and site entries |
Ancient | Premier pool | Site entries and rotations |
Anubis | Premier pool | Site entries and mid approaches |
Vertigo | Not in Premier, in some other modes | Basic smokes on entries |
Mirage and Inferno are both Premier staples, so they are the easiest place to learn your first lineups. Nuke leans heavily on grenades, so a basic set of smokes pays off there first.
Anubis is easy to overlook, though it is in the Season 4 and Season 5 pools. Vertigo is not in Premier but is playable in some other modes, so lineups there still pay off.
When Practice Alone Is Not Enough
Lineups cover only part of the game, and aim, positioning and round tempo do the rest. If you are just entering ranked, go through placement matches with smokes drilled on two or three maps, so they help from the first games.
To check your progress, try coaching. A coach reviews your rounds and shows where a smoke came late or landed in the wrong place.
If you need to climb faster, there is a CS2 rank boost. For FACEIT there is a FACEIT boost, and there is also a private rank boost.