Lowest price The cheapest boosting of any established site we checked · 11 sites compared · found it lower? We match it See the comparison
BoostPirate logo BoostPirate
Become a booster
EN
CS2 · Utility · Flashes and fire

CS2 Flashbangs and Molotovs Guide (2026): Pop Flashes, Fire, HE

Flashbangs, molotovs, incendiaries and HE grenades in CS2: how blinding works, pop and support flashes, the molotov and incendiary differences since Valve's Fire Sale update, fire timings, HE damage and the combos that open sites.

Updated 2026-11-08 · 12 min read · by the BoostPirate crew
  • Two flashes per player
  • Molotov $400, Incendiary $500
  • Fire about 7 s vs 5.5 s
  • No air-bursts off players
Utility · Flash, fire and HE

Blind them, then burn them out.

Flashbang · $200 · carry 2

Illustration: a flash in front of you blinds hardest; turned 90 degrees or more away, the blind is far weaker looking at itfull blind turned 90°+turned 90°+

Up to ≈ 5 s of full blind when you face it — turn away and it drops sharply.

Fire · about 40 HP a second

MolotovT · $400
≈ 7 s of fire
IncendiaryCT · $500 $600
≈ 5.5 s · smaller area since 23 May 2024
Put out bya smoke landing on itAlsoreacts to the bomb blast (July 2026)
Carry limit · Competitive FlashFlashFireSmoke or HE 4 grenades · max 2 flashes · 1 of each other type

Smokes hide a site; flashbangs and fire grenades take it. A flash wins the first duel, a molotov or incendiary empties the corner nobody wants to clear by hand, and an HE grenade finishes the damage or opens an enemy smoke. This guide covers how flashes blind, the pop and support flashes worth learning, the molotov and incendiary differences since Valve's 2024 Fire Sale update, the 2026 changes to how fire grenades behave, HE damage and the combos that open sites — with every number dated and sourced.

Short answer: a flashbang costs $200 and you can carry 2; it blinds hardest when you look at it (up to about 5 seconds), so turn away. The molotov (T, $400) burns for about 7 seconds and the incendiary (CT, $500) for about 5.5 over a smaller area since Valve's 23 May 2024 update; fire deals about 40 HP a second and a smoke puts it out. Since January 2026, fire grenades that hit an enemy no longer burst in the air. Use flashes to win duels, fire to clear and delay, and an HE to finish or open a smoke.
Key takeaways
  • Limits: 4 grenades, max 2 flashbangs, one of each other type — and since 22 September 2026 that limit also caps buys.
  • Flashes blind by direction: keep at least 90° between your view and a likely flash (community advice).
  • Molotov ≠ incendiary: the CT incendiary is $100 dearer, burns shorter and covers less ground.
  • No more air-bursts: a fire grenade that bounces off an enemy gets a one-time fuse extension (27 January 2026).
  • HE stacks: about 57 damage to an armoured player at point blank — two together are lethal.

The blind, fire and damage grenades at a glance

Prices are Valve's in-game money; durations and damage are community measurements, because Valve doesn't publish them:

FlashbangBoth

$200

Blinds anyone looking at it; turning away cuts the blind

up to about 5 s of full blind
HE GrenadeBoth

$300

Explosive damage that falls off with distance; clears smoke

about 98 HP unarmoured, 57 armoured at point blank
MolotovT

$400

Fire that denies an area; put out by a smoke

about 7 s of fire, about 40 HP/s
Incendiary GrenadeCT

$500

The CT fire grenade — shorter and smaller since May 2024

about 5.5 s of fire
Decoy GrenadeBoth

$50

Fakes gunfire on the radar and in sound

about 15 s

Every grenade kill pays $300, the same as a pistol or a rifle, and every grenade you carry drops when you die (Valve's Competitive config drops all of them) — so a dead teammate's flashes are yours to pick up. Smokes have their own smokes guide.

How flashbangs blind

A flashbang blinds every player who can see it go off, enemies and teammates alike. How long you stay white depends on how directly you face the burst and how close it is: looking straight at a flash gives the full blind — up to about 5 seconds per csdb.gg's grenade guide — while a flash at the edge of your view or behind you blinds far less or not at all. That's the single most useful fact about flashes, for both sides: you throw them where the enemy is looking, and you survive them by not looking.

One 2026 change you may have noticed is for spectators only. After a change made the flash effect cover an observer's whole screen, Valve moved the effect under the HUD so the killfeed stays visible and brought its opacity closer to CS:GO's (Dust2.us, 29 May 2026). In-game blinding for players wasn't part of that fix.

Pop, support, self and counter flashes

PopPop flash

Thrown off a wall or ceiling so it bursts the moment it comes into view. The enemy can't turn away in time. Hardest to learn, best result.

SupportSupport flash

Thrown by a teammate over the entry's head as they peek. Say "flashing" first, or you blind your own entry.

SelfSelf flash

Your own flash, thrown so it pops behind the corner you're about to swing. Turn away, count, peek.

CounterCounter flash

Thrown by CTs as Terrorists execute — blinding the entries who are watching for your peek. Strong on retakes too.

The rule BoostPirate gives every new player: a flash is wasted if nobody peeks in the next second. Throw it, then commit. If you throw a flash and wait, you've told the enemy you're coming and given them time to turn back.

How not to get flashed

  1. Turn away on the sound. You hear the pin and the bounce. Turn at least 90° away — csdb.gg's guide gives the same number — then turn back.
  2. Hold angles that are hard to pop. Deep positions where a flash has to come into your view early are safer than close corners.
  3. Know the timings. Executes come with flashes; if you see smokes land, expect the flash next.
  4. Fall back instead of peeking blind. If you're flashed, back off a step — the entry expects you on your angle.
  5. Watch your own team. Team flashes lose more Premier rounds than enemy ones. Call your flashes.
Flash and fire card: flashbang, carry two, up to about 5 seconds of full blind when facing it, turn at least 90 degrees away; HE grenade, about 57 damage to an armoured player at point blank; molotov, Terrorists only, about 7 seconds of fire at about 40 HP a second; incendiary, CTs only, about 5.5 seconds and a smaller area since May 2024; decoy about 15 seconds; four grenades and two flashes per player; fire grenades no longer air-burst off players since January 2026; a smoke puts fire out
Flash and fire on one card. Prices, limits and the community-measured durations.Graphic: BoostPirate

Molotov vs incendiary

The two fire grenades do the same job for different sides. Valve's Fire Sale update on 23 May 2024 split them further: the incendiary's explosion and flames were reworked, its duration shortened, the area its flames spread over reduced, and its price cut from $600 to $500. For both grenades, "Height of the 'pillar' of flame for both Molotov and Incendiary grenade now decreases over time" (Valve's notes via esports.gg).

Molotov · Terrorists

  • $400
  • About 7 s of fire (community figure)
  • The larger fire — good for clearing a whole corner
  • Use it on the close CT spots of a site

Incendiary · CTs

  • $500 (was $600 before May 2024)
  • About 5.5 s of fire (community figure)
  • Smaller area and shorter since the Fire Sale update
  • Use it to delay a choke or deny a plant
Counter-Strike 2 on Inferno: a Counter-Terrorist crouches behind barrels and a cart under a faded Maccheroni wall advert while flames burn on the ground
Fire clears what aim can't. A player hiding behind cover has to move or take damage — that's the molotov's whole job.Screenshot: Valve via Steam

What fire is for

Fire does about 40 damage a second to anyone standing in it (csdb.gg), so nobody stays. That makes it a tool for four jobs:

Clear a spot

Terrorists burn the close corner (Headshot on Anubis, Quad on Cache) so the entry doesn't have to check it.

Delay a push

CTs burn the choke as the execute starts. Five to seven seconds is a long time when the rotation is coming.

Deny a defuse

After the plant, a molotov on the bomb forces CTs to wait or smoke it — a smoke puts fire out at once.

Cut a rotation

Fire in a doorway makes a player wait or take damage, which is often all a lurker needs.

Since a July 2026 update the bomb explosion also interacts with molotov and incendiary fire (Insider Gaming) — it matters only for the moment the round ends, but it's why fire near a detonating bomb behaves differently from before.

The 2026 fuse changes

Two small changes in 2026 made fire grenades more reliable:

  1. "Molotov/incendiary grenades that bounce off an enemy player have a one-time fuse extension added to prevent them from air-bursting." — a molotov that hits a player now lands and burns instead of popping uselessly in the air (players.com.ua, Dust2.us).

    source
  2. Valve fixed a case where a grenade throw could be cancelled near the end of the pin-pull animation (Esports News UK).

    source
  3. "ammo_grenade_limit_total setting now also enforces the total number of grenades a player is allowed to purchase in a round." — the four-grenade limit now caps buys too.

    source

HE grenades

The HE grenade ($300) does explosive damage that falls off with distance. csdb.gg's grenade guide measures about 98 damage to an unarmoured player and about 57 to an armoured one at point blank, inside a radius of roughly 350 units — so two HEs landing together on an armoured player are lethal. HEs have two other uses: they clear a large part of an enemy smoke for a few seconds, and they finish players your team has already damaged. On a CT anti-eco, an HE into a stack of unarmoured Terrorists does more than a rifle can.

Combos that open sites

Molotov → flash → peek

The fire moves the close player, the flash catches them as they reposition, the entry takes the duel. The classic.

Smoke + molotov on the same choke

CTs: incendiary first, smoke after it burns out — two delays from one player.

HE + push through a smoke

Burst the HE as your entry reaches the smoke; the gap opens for a few seconds and you walk through it.

Double pop flash

Two flashes a second apart from two players. The enemy turns away from the first and looks back into the second.

These combos depend on who carries what. Our utility economy guide splits the grenades by role, and the map guides for Anubis and Cache show them in real executes. For entry players, the planned entry fragging guide goes deeper on flash timing.

Common mistakes

Do
  • Call your flashes before you throw.
  • Peek within a second of your flash.
  • Burn the close corner before entering.
  • Smoke a fire that blocks your retake.
  • Pick up a dead teammate's grenades.
Don't
  • Throw a flash and wait.
  • Look at a flash you heard bounce.
  • Burn a spot nobody is holding.
  • Buy fire on an eco round "just in case".
  • Expect CS:GO incendiary timings in CS2.

Practise pop flashes on an empty server with sv_rethrow_last_grenade and the trajectory preview from our practice commands guide, and check the prices of everything else in the weapon prices guide.

Flashes win duels you'd otherwise lose. A coach teaches the pop flashes for your maps, and a demo analysis finds the team flashes that cost you rounds.
Sources
  • Valve — Fire Sale (23 May 2024) and its notes via esports.gg (incendiary changes, $600 → $500, flame pillar) · Competitive game-mode config (SteamDB, read 8 Nov 2026: 4 grenades, 2 flashes, all grenades drop) · convar dump (one of each other type) · Rush Hour notes (22 Sep 2026, via SteamDB: buy limit)
  • Release notes as reported — players.com.ua and Dust2.us (27 Jan 2026: fuse extension) · Esports News UK (15 May 2026: throw-cancel fix) · Dust2.us (29 May 2026: spectator flash) · Insider Gaming (21 Jul 2026: bomb and fire)
  • References — csdb.gg grenade guide (reviewed 13 Jul 2026: blind up to ~5 s, 90° anti-flash, HE ~98/~57, molotov ~7 s, incendiary ~5.5 s, ~40 HP/s, smoke puts out fire) · flashbang and molotov pages (updated 8 Nov 2026: $200, carry two, $400, 40 damage a second) · prices: Valve's in-game buy menu as listed in our weapon prices guide
  • Checked 8 November 2026. Durations and damage are community measurements; the flash types, rules and combos are BoostPirate's advice. The hero's exposure dial is an illustration, not measured data.
Free: CS2 Rank Percentile & Rank-Up Calculators See what share of players your Premier rating or FACEIT Elo beats, how long the next tier takes, and when the season resets — instant, no login.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

What is the difference between a molotov and an incendiary in CS2?
The molotov is the Terrorists' fire grenade at $400 and the incendiary is the CT version at $500. Since Valve's Fire Sale update of 23 May 2024 the incendiary burns for a shorter time over a smaller area; community measurements put the molotov at about 7 seconds and the incendiary at about 5.5.
How many flashbangs can you carry in CS2?
Two. Valve's Competitive config allows two flashbangs and four grenades in total, and since 22 September 2026 the same limit also caps how many grenades you can buy in a round.
How do you avoid getting flashed in CS2?
Turn away the moment you hear or see a flash coming, because a flash blinds hardest when you look straight at it. Community guides advise keeping at least 90 degrees between your view and the flash, and hold angles where enemy pop flashes are hard to throw.
Why do molotovs bounce off players now?
They don't burst in the air any more. Valve's January 2026 update gave molotov and incendiary grenades that bounce off an enemy a one-time fuse extension, so a fire grenade that hits a player lands and burns instead of popping mid-air.
Does a smoke put out a molotov?
Yes, a smoke landing on fire puts it out immediately. Since July 2026 the bomb explosion also interacts with smoke clouds and molotov or incendiary fire.

Ready to climb?

More CS2 guides

What Is CS2 Boosting? How It Works, Prices & Safety (2026)CS2 boosting explained in plain terms — what a booster actually does, piloted vs duo, what it costs, how long it takes, and how to pick a service that won't burn your account. CS2 Premier Ranks Explained: All 7 CS Rating Tiers (2026)How the CS2 Premier CS Rating works, all seven colour tiers, how you unlock it, what Valve has said about seasons and medals, and what counts as a good rating. FACEIT Levels & Elo Explained for CS2 (2026)The official FACEIT level table for CS2 (1–10 plus Challenger), what decides the Elo you win or lose each match, what the Season 8 and 9 resets did, and what it takes to reach Level 10 and FPL. Is CS2 Boosting Safe? Bans, Risks & How to Reduce ThemAn honest look at the real risks of CS2 boosting — what can and can't get you banned, what Valve and FACEIT actually penalise — and the concrete steps that keep an account safe. How Long Does It Take to Rank Up in CS2? Realistic 2026 TimelinesRealistic timelines for climbing CS2 Premier, FACEIT and Wingman — daily rating/Elo rates and how to estimate your own target. CS2 Premier vs FACEIT: Which Should You Play?Premier or FACEIT? How the two CS2 ladders compare on anti-cheat, match quality, community and skill ceiling — and when to play each. CS2 Rank Distribution 2026 — What Rank Are You Really?The real CS2 rank distribution for 2026 (Leetify data, July 2026) — what share of players sits in each Premier tier and FACEIT level, with charts, and exactly how good your rank is. How to Rank Up Fast in CS2 (2026)A practical guide to climbing CS2 fast — the habits, settings and mindset that actually raise your rating, plus a realistic pace to expect.

All CS2 guides →