Nade lineups
Every smoke, flash, molotov and HE lineup across the active duty map pool, in one filterable browser. Find the utility you need for any site take or retake.
A site stairs smoke
Smoke off stairs from A ramp to block the CT angle from jungle and let the bomber plant default. A core smoke for every A take.
Jungle smoke
Smoke jungle to cut the CT rotation from spawn and isolate A site for a post-plant.
Window smoke (mid)
Smoke mid window so T players can take catwalk and connector without being shot from short A.
B short smoke
Off the B apartments push, smoke short to block the site player and get onto the plant safely.
Palace molotov
Molotov palace on a retake to flush a terrorist holding the high ground, or to delay a palace push.
A ramp flash
Pop a flash over palace from ramp to blind the CT holding stairs before the site entry.
Banana smoke
Smoke the top of banana from CT to stall the B push and force Ts to use mollies to clear it.
Logs molly
Molotov logs at the top of banana to deny banana control and damage pushing Ts.
A site coffins smoke
From apartments, smoke coffins/arch to block the CT crossfire before stepping onto A site.
CT smoke (B execute)
On a B execute, smoke CT to block the fast rotation, then molly pillar and dark to clear hides.
Pit molotov
On an A retake, molotov pit to flush a terrorist hiding there for post-plant.
Apartments flash
Pop a flash from apartments over the roof to blind the CT holding short before the A entry.
A long doors smoke
Smoke A long doors to block the CT cross-fire so Ts can take long control safely.
CT smoke (A take)
On an A execute, smoke CT spawn to block the rotation, then flash and plant default.
Mid doors smoke
Smoke mid doors to take mid control and open the catwalk and lower tunnels options.
B tunnels smoke
Smoke upper tunnels from B site to stall a tunnels execute and buy time for rotates.
B site molly
Molotov the B entrance or back plat to delay a tunnels hit and force Ts to wait it out.
A site flash
Pop a flash over the site from short or long to blind the CT holding goose before entry.
Heaven smoke
From outside, smoke heaven to block the CT overlooking yard so Ts can cross to A main or secret.
A main smoke
Smoke off the CT angle from rafters or squeaky to enable a clean A main entry.
Squeaky molotov
Molotov in front of squeaky door to delay an A main push and force Ts to wait.
B ramps molly
Molotov the B ramps to stall a lower push and give the vent rotate time to arrive.
Outside flash
Pop a flash over the wall from garage to blind a heaven or container CT before taking yard.
Vents smoke
On a B hit, smoke vents to block the instant CT upper-to-lower rotate.
A long smoke
Smoke A long to block the CT angle from tree and let Ts take long control for a split.
Connector smoke
Smoke connector to block the mid-to-B CT rotation during a B execute.
Monster smoke (B)
On a B execute through monster, smoke the site angle to get the plant down safely.
Tree molotov
Molotov tree on an A retake to flush a terrorist holding the standard post-plant angle.
Short B molly
Molotov short B to stall a connector push and buy time for the rotate.
Fountain flash
Pop a flash from fountain toward A short to blind the CT holding short before an A split.
A ramp smoke
Smoke A ramp to block the CT hold from site and get onto A for a fast plant.
B short smoke
On a B execute, smoke short to block the site player and plant behind the box.
Generator molly
Molotov generator on an A retake to flush a terrorist holding the default plant angle.
B ramps molly
Molotov B ramps to stall a B push and buy time for the upper CTs to rotate down.
Connector flash
Pop a flash toward connector to blind the roamer before splitting A or dropping to B.
A main smoke
Smoke A main to block the CT crossfire and enable a clean entry onto A site.
Heaven smoke (A)
On an A execute, smoke heaven to cut the high CT angle and protect a default plant.
Mid donut smoke
Smoke donut to take mid control and open the cave and B short splits.
B main molly
Molotov B main to stall a B push and buy time for the mid or CT rotate.
Triple molly
On an A retake, molotov triple to flush a terrorist holding the plant behind the boxes.
Cave flash
Pop a flash toward cave to blind the CT holding the A split before pushing through.
A main smoke
Smoke A main to block the CT hold and get onto A for a fast plant.
Palace smoke (A)
On an A execute, smoke palace to cut the high CT angle and protect the plant.
B short smoke
Smoke B short on a B execute to block the site player and plant behind pillar.
Palace molly
Molotov palace on an A retake to flush a terrorist holding the high ground.
B main molly
Molotov B main to stall a B push and buy time for the mid or CT rotate.
Water flash
Pop a flash from water toward connector to blind the roamer before a flank to either site.
How to use these lineups
Each lineup card tells you the grenade type, which side it is for, and what it accomplishes. The description is a landmark-based reference: stand at the named spot, aim at the referenced callout, and throw. Open the map page for the full callout list and a labeled layout so you can find the exact position.
Lineups are organized by map and tagged by grenade type and side. T-side lineups are for executes and site takes. CT-side lineups are for retakes, delays, and defensive holds. Use the filters to narrow to exactly the utility you are practicing.