Mirage: Jungle to Stairs Smoke for A Site Executes

This smoke is critical for any A-site take on Mirage. Stand in the corner of Jungle, next to the wooden crate near the ticket booth. Aim at the top right edge of the white wall above the "Mirage" graffiti, then jump-throw. The smoke lands perfectly on Stairs, the most dangerous CT position for a ramp push. It blocks CT, Stairs, and part of Palace, letting your team cross into A without getting picked. To master it, practice the jump-throw timing in a private server. If the smoke drifts too far left, you are aiming too high; if it falls short, aim lower. Combine this with a flash from Palace to blind the default plant spot. This lineup is especially useful in retake situations, as the smoke can isolate a CT holding from connector. Many pro players use this exact smoke every round on Mirage, so learning it will immediately improve your execute quality. Do not overthink the crosshair placement—muscle memory comes after twenty reps. Once you hit it consistently, you can also use it to fake an A hit by smoking Stairs and then rotating mid, forcing CTs to waste utility. This single smoke is arguably the highest-value lineup in the entire game.

Inferno: Banana to Pit Molotov for Post-Plant Control

Inferno’s Banana is a constant battleground, and this molotov gives you free damage and area denial. Stand at the corner of the wall opposite the sandbags, near the banana entrance from T spawn. Look up to the roof of the building with the broken tiles, align your crosshair with the right edge of the third visible tile, and left-click throw. The molotov lands in Pit, the small depression in mid-banana that CTs love to hold with a shotgun or smoke. This forces them out into the open, where your teammate can swing with an AWP or rifle. The key is to use this early in the round, about five seconds after freezetime ends, to catch a CT who is already boosting or hiding. It also delays an aggressive CT push, because the fire blocks the entire width of banana. If enemies are already in pit, they will take 60 to 80 damage before escaping, making them easy frags. Practice this in a custom game by turning on infinite ammo and throwing ten in a row. Adjust your aim slightly left if the fire lands too close to the stairs, or right if it lands too deep. Once mastered, you can use this molotov to force CTs to burn their own smoke and molotov to retake the space, which tilts the economy in your favor. This lineup is simple but devastating, and it works in every elo from Gold to Premier.

Top Five CS2 Utility Lineups You Need to Master
Top Five CS2 Utility Lineups You Need to Master

Nuke: Outside to Hut Flash for Ramp Pushes

Nuke’s ramp contest is often decided by who flashes first. This flashbang lineup blinds enemies inside Hut without alerting them to your position. Stand on the outside catwalk, near the railing closest to the silo. Face the white container wall and aim at the third bolt from the bottom on the metal panel. Do a normal left-click throw. The flash pops just outside Hut, and because it bounces off the top of the ramp opening, it detonates in mid-air above the enemies ramp. Anyone looking toward outside or ramp will be fully white for two and a half seconds. This gives your teammate a perfect window to run up ramp from outside, or for you to peek with an SMG. The beauty of this flash is that it does not blind your own players if they are hugging the left wall of ramp. To maximize its effect, coordinate with a teammate who will push as the flash pops. You can also use it as a retake tool when enemies have control of Hut and are holding the rotate from secret. Because the flash is thrown from outside, it is almost impossible for the enemy to dodge unless they turn their back. Practice the exact standing position by creating a bind that puts you in the correct spot every round. After you learn this one, combine it with a fake flash by just throwing a decoy to force enemies to look away, then peeking them while they are turned. This lineup is a game-changer for aggressive ramp play and will regularly win you rounds on T side.

Ancient: Mid to Main Smoke for Safe Site Entry

Ancient’s mid control is essential for a B site execute, and this smoke blocks the most dangerous crossfire. Stand in the center of mid, just behind the pillar near the steps to B. Aim at the top of the waterfall rock formation, specifically at the leftmost green moss patch. Jump-throw the smoke. It lands in Main, covering the entire entrance from the CT spawn side. This lets your team pass through mid and into B without getting shot from Main, which is a common position for CTs with a rifle or awp. The smoke also breaks the vision of the player holding from the waterfall, forcing them to reposition or become useless. To use this effectively, call for your team to rush B as soon as the smoke blooms. Then follow up with a molotov into the back of site to clear the corner. Because the smoke is a jump-throw, it is consistent and easy to memorize. If you need to fake B, you can smoke Main and then rotate to A, costing the CTs valuable utility. This lineup is especially strong in solo queue because it does not rely on a teammate to throw anything. Learn to throw it from both the left and right side of the pillar to adapt to different situations. In practice, set your crosshair to a static point and throw ten times—if all ten land in the same spot, you have mastered it. This smoke is a must-have for any serious Ancient player, and it can turn a chaotic mid push into a clean, structured site take. Add a flash over Main immediately after the smoke lands to blind any CTs trying to push through it. With this simple combo, you will win more rounds and frustrate your opponents.

Top Five CS2 Utility Lineups You Need to Master
Top Five CS2 Utility Lineups You Need to Master