All throwable utility in CS2 – Grenades explained

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Counter-Strike has many things that place it in its iconic status among the best online games. From its famous “Big Green”, classics like AK-47 and Silenced M1A1, and D.Eagle. But one of the most important things in CS is throwable utility. Knowing which utility does what, as well as when and how to use it can mean the difference between winning and losing a game. In this article, we will explain all the different grenades CS2 has to offer.

What are throwable utilities in CS2?

Throwable utilities are all of the different grenades that CS2 has to offer. All utility is available for purchase at the beginning of a round in the buy zone. Every player has four utility slots, and every slot can carry one grenade. Furthermore, each player can carry only one of each different utility in the game. The only exception to this is a Flashbang that you can carry two of.

Let’s take a closer look at all of the utilities one by one, and go into details on their use. The utilities in Counter-Strike 2 include:

  • HE Grenades
  • Smoke Grenades
  • Flashbangs
  • Decoy Grenades
  • Molotov Cocktail (for Terrorists only)
  • Incendiary Grenades (for Counter-Terrorists only)
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HE Grenade 

The High-explosive grenade is the damage-dealing grenade in CS2. This grenade has a time fuse after which it detonates and deals damage to nearby players. Time fuse allows for these grenades to bounce off obstacles and walls before exploding. HE does a significant amount of damage and a hit from two or three of them can down a player in an instant.

Smoke Grenade 

Smoke Grenade has a short fuse that will start after the grenade lands and will release a cloud of smoke when the fuse ends. Cloud will last 20s, and it prevents vision in the area. Players can still shoot through the smoke, and disperse it with HE grenade for a short period of time. Smoke grenades can also be used to put down the fire created by Molotov and Incendiary grenades.

Flashbang

After being thrown Flashbang explodes after a timed fuse. All players that are near and can see the flashbang are blinded and deafened for a short duration. Players who are near but do not see the explosion will be deafened and blinded for a very short duration. Flashbang deals no damage and does not prevent affected players from performing any actions.  

Decoy Grenade

The Decoy grenade will activate shortly after landing, and it emits the sound of the player’s most powerful weapon. Decoy will self-detonate after some time. This is the cheapest grenade players can buy and is used as a distraction. Due to its shape, it can easily be mistaken for a Flashbang when thrown.

Molotov Cocktail

Molotov is the most expensive grenade on the Terrorist side. This is both a defensive and offensive weapon. After being thrown Molotov will explode on contact with a walkable surface, leaving an area of flames capable of burning anyone caught in it. Staying longer in the affected area will do increasingly more damage. Molotov will explode in mid-air if it travels for more than 2 seconds. This utility can be used to delay opponents or clear spaces.

Incendiary Grenade

The “good guy” variant of Molotov is the same in all aspects and game mechanics as its counterpart. The only notable difference, besides the model look and name, is its price – which is $200 more than a Molotov.

For more on CS2 read our other articles on Counter-Strike 2 how to play ranked, Counter-Strike 2 how to see damage, and Counter-Strike 2 best crosshair codes.

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