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Start with two Banana smokes on the T side: CT and Coffins. Together they remove the deepest rotation sightline and the Coffins/graveyard angle that stop B entries. Add Arch, Library, Moto, Short and Long smokes for A splits and mid control, then layer flashes, molotovs or incendiaries, and HE grenades around the smoke. On CT, a CT-spawn Banana smoke can hide your setup while a flash creates the timing to swing.
The exact pixel throw for a lineup depends on your stand point and the current Inferno geometry. The reliable way to learn these grenades is to rehearse them on a private server or a dedicated Inferno utility map, then retest after every substantial CS2 update.
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Quick priority list: which Inferno utility should you learn first?
If your team has limited practice time, learn utility in this order:
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- T-side Banana CT smoke. Throw it when committing to B. It blocks the CT rotation and the deep CT sightline that can stop the entry or kill the planter.
- T-side Banana Coffins smoke. Pair it with CT to deny the Coffins and graveyard hold. The two-smoke combination gives your entry players a safer route and makes the plant easier to protect.
- Banana molotov and HE. Use them before or during the fight to clear close positions, force defenders away from cover and punish a grouped defense.
- Arch and Library smokes. These are the key pieces for Apartments or mid splits into A because they cut major retake and rotation lanes.
- Moto, Short and Long smokes. Select one according to the route your team is taking through mid, Apartments or Long.
- CT-side Banana or mid smoke plus a flash. Hide your setup, then swing with the flash when your teammates are ready to fight beyond the smoke.
That sequence reflects value, not a requirement to throw every grenade in every round. A smoke is useful only when it supports a clear action: taking space, crossing, planting, isolating an angle, or buying time for a retake.
Why these Inferno smokes matter
Inferno is decided by narrow lanes and fast rotations. Banana connects the T side directly to B, while CT and Arch let defenders rotate quickly between the sites. A single defender can therefore delay an entire execute by holding a deep sightline or a close pocket of cover. Smokes change that geometry for roughly the life of the grenade: they break vision, force defenders to reposition, and let attackers cross a dangerous gap without exposing every player at once.
The destination matters more than the visual shape of the cloud. A CT smoke is valuable because it blocks the rotation and deep-site angle; Coffins is valuable because it removes a named defensive pocket; Arch and Library matter because they cut A retake paths. Choose the destination from the round plan, rather than throwing a familiar smoke automatically.
T-side B execute: Banana smoke lineups
CT smoke from Banana
For a committed B hit, the CT smoke is the first lineup to master. A Steam Community Inferno guide by danminds calls it “the most critical utility thrown while committing the B site” because it blocks the CT rotation and the deep CT sightline. Throw it after your team has decided that Banana control will become an immediate B execute, not while you are still pretending to leave the area.
Once the cloud blooms, defenders in or behind CT cannot see every attacker crossing into the site, and players rotating from A lose a clean line into the entry. The smoke does not make B safe by itself: defenders can push through it, play around its edge, or wait for it to fade. Keep a flash ready for the swing and be prepared to clear close positions with a molotov or HE.
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Coffins smoke from Banana
The Coffins smoke covers the Coffins and graveyard side of the B site. It is normally paired with CT because the two grenades remove different threats: CT blocks the deep rotation and Coffins isolates the close, powerful hold that can stop the plant.
Call the smoke timing before you leave Banana. If it lands too early, defenders can wait out the cloud and re-establish the angle; if it lands after your first player is exposed, the entry has already paid the price. The player throwing it should communicate whether the smoke is intended to support entry, the plant, or the post-plant. Those are different timings even when the destination is identical.
Banana molotov and HE before the smokes
Use a Banana molotov or incendiary to clear a close defender before you spend the smokes. Fire can force a player out of a cubby, stop a push, or make the defender give up the exact timing needed to contest your smoke throw. An HE grenade is strongest when the defense is grouped or has just been forced into a predictable pocket. It can soften several players before the swing, but it is not a substitute for the CT and Coffins smokes.
Flashes for the final swing
Flashes create the moment in which your team takes space. A smoke hides the approach; the flash blinds anyone holding the smoke edge or a close angle; the entry player swings while the opponent is unable to fire accurately. Throwing a flash without a planned swing wastes the blindness, and swinging without a flash gives defenders an easy fight. Assign one player to throw and another to call the peek so the timing is not accidental.
T-side A and mid pressure
A-site utility should match the route your team has chosen. An Apartments split needs different vision cuts from a Long or mid hit. Do not spend every A smoke at once if your goal is to keep defenders uncertain; preserve the smoke that removes the angle your entry actually has to cross.
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Arch smoke
Arch is a high-value smoke when attackers are coming from Apartments or mid. It cuts the Arch lane used for rotations and retakes, allowing the entry group to focus on site-facing angles instead of being shot from the side. On an Apartments split, throw Arch close enough to the execute that defenders cannot simply wait for it to disappear before retaking the site.
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Library smoke isolates another important A-side lane. Use it with Arch when you need to divide the retake into smaller fights, or choose it alone when the defense is known to rely on Library for the hold. The purpose is angle isolation: your players should know which direction remains open after the smoke blooms and clear that direction deliberately.
Moto smoke
Moto smoke blocks the central A-site angle while players cross or plant. It is particularly useful when the entry must move through the open center of the site and cannot afford a defender watching the entire crossing. A Moto smoke does not replace Arch or Library if those lanes remain active; it solves a different line of sight.
Short smoke
Short smoke shapes the fight around mid. Use it to isolate defenders from the Short route during an A hit or to make a split less predictable. Because the smoke changes which side can see the connector, call the intended crossing order: a player who moves before the smoke blooms can expose everyone behind them.
Long smoke
Long smoke supports a Long route by removing the defender’s view down that approach. It can also isolate a player while the rest of the team transitions toward A. Decide whether Long is an entry lane or a feint before throwing; a smoke that no one uses gives the defense information without forcing a rotation.
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CT-side Inferno smokes and counter-utility
CT-spawn Banana smoke
A CT-spawn Banana smoke obscures the Ts’ early vision and supports either a Banana contest or a delayed retake. Use it when you want to deny information, slow the first contact, or let a teammate reach a stronger fighting position. Because the smoke hides both teams, pair it with a clear plan: hold the edge, throw a flash, or fall back while it burns.
Mid and Banana smoke with a flash swing
CT-side utility is strongest when the smoke creates a protected setup and the flash creates the fight. The practical sequence is smoke first, wait for the timing call, throw the flash over or around the cloud, then swing together. The flash-assisted swing can take a fight beyond the smoke instead of allowing attackers to choose the engagement on their terms.
Delayed retakes
If the first contest is lost, a smoke can still buy the seconds needed for teammates to rotate. Avoid re-peeking alone through your own cloud. Hold the edge, listen for the plant or footsteps, and use the remaining flash or incendiary when the retake group is ready to move.
Inferno lineup comparison by destination
| Side | Destination | Primary purpose | Best round use | Throw profile | Patch stability |
|---|---|---|---|---|---|
| T | CT | Block CT rotation and deep B sightline | Committed Banana-to-B execute | Stand-point dependent; rehearse the exact release | Recheck after map-geometry updates |
| T | Coffins | Isolate Coffins and graveyard hold | B entry, plant and post-plant | Stand-point dependent; pair with CT timing | Recheck after map-geometry updates |
| T | Arch | Cut A rotation and retake lane | Apartments or mid split | Stand-point dependent; coordinate with entry | Recheck after map-geometry updates |
| T | Library | Isolate Library-side defense | A split or A retake denial | Stand-point dependent; coordinate with Arch or Moto | Recheck after map-geometry updates |
| T | Moto | Block central A crossing angle | Crossing or planting on A | Stand-point dependent; throw close to the crossing | Recheck after map-geometry updates |
| T | Short | Shape mid control and isolate a route | Short-based A hit or split | Stand-point dependent; timing controls its value | Recheck after map-geometry updates |
| T | Long | Isolate Long approach | Long pressure or an A transition | Stand-point dependent; use only with a route plan | Recheck after map-geometry updates |
| CT | CT-spawn Banana | Deny early T vision | Banana contest or delayed retake | Stand-point dependent; combine with a flash | Recheck after map-geometry updates |
| CT | Mid/Banana | Create a protected swing | Flash-assisted counter-peek | Stand-point dependent; requires a timing call | Recheck after map-geometry updates |
“Throw profile” is deliberately practical rather than a claim that one destination has a universally easy pixel throw. Spawn position, movement, and the stand point shown by your chosen guide determine the actual difficulty. A lineup that is simple but available from only one spawn can be less useful than a slightly harder throw that several players can perform.
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Learn lineups in a controlled server before trying them in matchmaking. A dedicated Steam Workshop Inferno guide map provides mapped positions for all four grenade classes and lists 45 smoke points, 17 flash points, 18 molotov points, seven incendiary points and six HE points. Those positions let you practise destinations systematically instead of searching for a lineup during a live round.
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- Open a private or practice server. Enable unlimited grenades and a long round time so you can repeat a throw without buying between attempts.
- Choose one destination. Start with Banana CT, then add Coffins. Do not mix several stand points until the first throw lands consistently.
- Stand exactly on the guide marker. Check your feet, facing direction and whether you are pressed against a wall or another player. Small changes at the release point can produce a different landing.
- Repeat the throw from the same setup. Watch the grenade path and the final cloud. A successful lineup should land in the intended pocket, not merely produce a smoke somewhere nearby.
- Test the action the smoke is meant to enable. After CT smoke, practise the crossing and plant. After Arch or Library, practise the entry route and the angle that remains open.
- Add the second layer. Once the smoke is reliable, add the flash, molotov, incendiary or HE and check that teammates can move without being blinded or burned.
- Practise imperfect conditions. Repeat from a slightly different position, after taking a step, and under pressure from a teammate. If the lineup fails outside one exact pixel, learn a backup rather than trusting it in a match.
- Record a short reference. Note the destination, stand point, release cue, intended timing and fallback if the smoke misses. A written call is faster to use than a vague “smoke B” instruction.
Keeping lineups current after CS2 updates
Grenade lineups depend on map geometry and grenade behavior, so they are not permanent. CSGOLuck warns that lineups can change when Valve updates map geometry. CSDB says its Inferno lineups were reviewed on July 4, 2026 and flags two later CS2 updates as a reason to recheck them. That does not mean every throw breaks, but it does mean a lineup that worked last month should not be assumed to work after a map update.
After an update, test the high-impact throws first: Banana CT, Banana Coffins, Arch, Library and your CT-spawn Banana smoke. Check both the landing location and the playable edge of the cloud. A grenade can still bloom in the named area while leaving a new gap that exposes the planter or lets a defender see around it.
Common failures and fixes
The smoke lands short
Verify your stand point and release timing before changing the lineup. A step backward, a different wall contact, or releasing while moving can alter the trajectory. Recreate the guide marker exactly, then repeat the throw several times.
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The smoke blooms correctly but the entry still dies
Look at the unblocked angle. CT and Coffins smokes remove specific sightlines; they do not clear every close position on B. Add a molotov or HE for the close pocket and a flash for the swing, then assign a player to watch for a push through the smoke.
Teammates arrive before the smoke
Move the call earlier or delay the entry. The thrower should announce “released” and the team should know whether the call means cross now, wait for the flash, or begin the plant. A perfect cloud has little value if the first player is exposed before it forms.
The defense waits out the smoke
Change the timing or use the smoke to take space rather than to hide a full execute. Layer a flash at the fade, pressure a second lane, or keep a molotov for the defender who tries to reclaim the angle. Utility should force a decision, not simply consume time.
A CT smoke hides your own counter-swing
Use a flash and a clear swing call. If no one is ready to fight, the smoke only removes information for both teams. Hold its edge or fall back instead of peeking alone through the cloud.
A round-planning checklist
- Destination: Which angle must disappear—CT, Coffins, Arch, Library, Moto, Short or Long?
- Purpose: Are you entering, denying a rotation, isolating an angle, crossing, planting or retaking?
- Side: Is this a T execute or a CT contest?
- Timing: Who throws first, who flashes, and who swings?
- Follow-up: Which molotov, incendiary or HE handles the close position that the smoke does not cover?
- Fallback: What happens if the smoke misses, is pushed through, or fades before the plant?
- Maintenance: Has the lineup been retested after the latest map update?
Use the smallest set of grenades that accomplishes the round’s objective. Two well-timed Banana smokes with a flash and a close-position clear are usually more actionable than a collection of uncoordinated clouds. On A, select Arch, Library, Moto, Short or Long according to the route and the angle that actually threatens the move.
Quick Recap
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