- Two flashes per player
- Molotov $400, Incendiary $500
- Fire about 7 s vs 5.5 s
- No air-bursts off players
Blind them, then burn them out.
Flashbang · $200 · carry 2
Up to ≈ 5 s of full blind when you face it — turn away and it drops sharply.
Fire · about 40 HP a second
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.
- 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:
$200
Blinds anyone looking at it; turning away cuts the blind
up to about 5 s of full blind$300
Explosive damage that falls off with distance; clears smoke
about 98 HP unarmoured, 57 armoured at point blank$400
Fire that denies an area; put out by a smoke
about 7 s of fire, about 40 HP/s$500
The CT fire grenade — shorter and smaller since May 2024
about 5.5 s of fire$50
Fakes gunfire on the radar and in sound
about 15 sEvery 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
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.
Thrown by a teammate over the entry's head as they peek. Say "flashing" first, or you blind your own entry.
Your own flash, thrown so it pops behind the corner you're about to swing. Turn away, count, peek.
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
- 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.
- Hold angles that are hard to pop. Deep positions where a flash has to come into your view early are safer than close corners.
- Know the timings. Executes come with flashes; if you see smokes land, expect the flash next.
- Fall back instead of peeking blind. If you're flashed, back off a step — the entry expects you on your angle.
- Watch your own team. Team flashes lose more Premier rounds than enemy ones. Call your flashes.
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
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:
"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).
sourceValve fixed a case where a grenade throw could be cancelled near the end of the pin-pull animation (Esports News UK).
source"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
The fire moves the close player, the flash catches them as they reposition, the entry takes the duel. The classic.
CTs: incendiary first, smoke after it burns out — two delays from one player.
Burst the HE as your entry reaches the smoke; the gap opens for a few seconds and you walk through it.
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
- 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.
- 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.
- 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.
All free tools: calculators, percentiles & season countdowns →
Common questions
What is the difference between a molotov and an incendiary in CS2?
How many flashbangs can you carry in CS2?
How do you avoid getting flashed in CS2?
Why do molotovs bounce off players now?
Does a smoke put out a molotov?
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