Grenades

Grenades are the tactical layer that separates CS2 from other shooters. Proper utility usage wins rounds without firing a single bullet. A well-placed smoke blocks sightlines for 18 seconds, a flashbang blinds entire pushes, and molotovs deny positions and force rotations. Teams that master grenade usage gain a massive strategic advantage.

6 weapons 1 CT 1 T 4 Both

Quick Comparison

Weapon Price Damage RPM Armor Pen Move Speed
HE Grenade $300 98 0 57.5% 245
Smoke Grenade $300 0 0 0% 245
Flashbang $200 0 0 0% 245
Molotov $400 40 0 100% 245
Incendiary Grenade $600 40 0 100% 245
Decoy Grenade $50 0 0 0% 245

All Grenades

Damage 1
Utility 3
Fire 2

Purchase Notes

Smoke grenades ($300) are the single most important utility purchase — they block vision for 18 seconds and are essential for executing onto bombsites. Flashbangs ($200, buy two) enable aggressive peeks and site takes. Molotovs ($400 T-side) and Incendiary Grenades ($600 CT-side) deny positions and flush out enemies. HE Grenades ($300) deal area damage — stack them with teammates for devastating combined damage.

Common Questions

How long does a CS2 smoke grenade last?

Smoke grenades last approximately 18 seconds in CS2. They create a spherical smoke cloud that blocks vision. Smokes are the single most important piece of utility — learn at least 3-5 smoke lineups per map you play competitively.

How much damage does an HE grenade do?

An HE grenade deals up to 98 damage against unarmored opponents and up to 57 damage against armored players at point-blank range. Damage falls off with distance. Stacking HE grenades with teammates can kill or severely weaken grouped enemies.

What is the best grenade buy for T-side?

Standard T-side utility: 1 smoke ($300), 2 flashbangs ($400), 1 molotov ($400). Total: $1,100. This gives you site-execute utility. Adjust based on your role — entry fraggers may prefer 2 flashes and a molotov, while support players carry smokes and HEs.

How do molotovs work in CS2?

Molotovs (T-side, $400) and Incendiary Grenades (CT-side, $600) create a fire zone lasting about 7 seconds. They deal 40 damage per second to anyone standing in the fire. They can be extinguished by smoke grenades. Use them to deny positions, delay pushes, or flush enemies from cover.