- $300 a smoke
- About 18–20 s per smoke
- HE clears it for seconds
- Smoke puts out fire
Anatomy of a CS2 smoke.
Not a sprite any more — a volume that fills the room, reacts to bullets and explosions, and fades on a clock you should know by heart.
Lasts ≈ 18–20 s · Valve publishes no figure — plan around the shorter end.
Smokes are the most important grenade in Counter-Strike, and Counter-Strike 2 rebuilt them from scratch. Valve's description when it announced the game on 22 March 2023 was that smoke grenades are now "dynamic volumetric objects that interact with the environment and react to lighting, gunfire, and explosions". In practice that changes how a smoke fills a space, what can open it, how one-way smokes work and how you time an execute. This guide explains the mechanics with dated sources, then turns them into rules for throwing, holding and timing smokes in Premier.
- Volumetric: the cloud fills the room it lands in — it doesn't clip through walls, and its edges are clean.
- Bullets open, then close: holes last under a second (cs.money test); spraying a smoke shows the enemy where you are.
- HE = a short window: an HE grenade clears a large part of the cloud for up to about 3 seconds.
- Smokes beat fire: one smoke puts out a molotov or incendiary instantly.
- Throwing got easier: grenade crosshairs work in freeze time since 30 September 2026, and jump throws need no bind.
How volumetric smokes work
In CS:GO a smoke was a set of flat particles; in CS2 it is a three-dimensional volume that reacts to the space around it. When the grenade pops, the cloud expands to fill the room: it drifts through open doors and broken windows, rolls up and down stairs, runs down corridors and blends with other smokes nearby (GINX's description of Valve's reveal). Because it is a real volume, it no longer leaks through walls the way old smokes did, and it is lit by the same lighting as the map.
Valve tuned the shape early: on 15 August 2023, during the limited test, an update made the smoke more compact to match the footprint players knew from CS:GO (esports.gg). That's why most classic smoke spots still cover the same doorway — the lineup to get the grenade there is what changed on many maps.
Fills the space
A smoke in a narrow hallway reaches further along it; the same smoke in an open site spreads wider and thinner at the edges.
Reacts to the world
Bullets, HE grenades and, since July 2026, the bomb explosion all move the cloud. Flashes, decoys and molotovs flying through don't.
Clean edges
The cloud's border is sharp, which removed most classic one-ways — and made the bottom edge the place to watch.
What opens a smoke — and what doesn't
This is the table worth memorising. Everything here comes from Valve's notes or a dated community test — Valve has never published exact times for how long a gap stays open:
Punch a hole you can see through; the hole closes in under a second (cs.money test). Shots near the edge open more than shots into the centre (Dignitas).
Blows away a large part of the cloud for a short time before it re-plumes — up to about three seconds in cs.money's test.
Since July 2026 “the bomb explosion now interacts with smoke grenade clouds and molotov/incendiary fire”.
A smoke landing on fire puts it out at once (csdb.gg) — the classic way to break a defensive molotov.
Doesn't open the cloud — only the HE's blast does (cs.money test).
No reaction to the decoy's pop (cs.money test).
Two habits follow. First, don't spray a smoke blind: the hole you make closes in under a second and you have just shown everyone where you are standing. Dignitas found shots near the edge open more of the cloud than shots into its centre, so if you must shoot, shoot the edge. Second, pair an HE with the push: throw it so it bursts as your entry reaches the smoke and the gap is open exactly when you need it.
How long a smoke lasts — and the round clock
Valve doesn't publish a smoke duration, and the references disagree slightly: csdb.gg's smoke-grenade page (updated 8 November 2026) says about 18 seconds, its grenade guide (reviewed 13 July 2026) roughly 20. The safe rule is to plan for 18. Here is how that fits Valve's Competitive round settings:
Valve's Competitive config: mp_freezetime 15, mp_buytime 20,
mp_roundtime_defuse 1.92 (1:55). Bars are drawn to scale against the round.
What the numbers mean in a round: a smoke thrown at 1:20 is gone by 1:02. A team that smokes a site and then waits ten seconds to walk in has spent half of each grenade. Smoke last, walk first: get into position quietly, then throw so the smokes bloom as the entries arrive.
One-ways and edges in CS2
Old one-way smokes worked because the bottom of a CS:GO smoke was thin and players inside it could see out. CS2's clean edges ended most of that — Dignitas' early guide told players to "forget the one-ways you used to use". What still works are partial views. These are BoostPirate's rules for holding a smoke:
- Ankle height. Put your crosshair at the bottom edge where feet appear first — csdb.gg's grenade guide gives the same advice for holding a one-way.
- Ledge smokes. A smoke that lands on a box or a ledge leaves a gap underneath for a few seconds as it settles. Know which ones on your maps do.
- Hold off-angle. Players exit the side of a smoke, not the middle. Stand where the exit is, not where the cloud is.
- Don't stand in it. Shooting from inside a smoke opens nothing for you and gives your position away (Dignitas).
- Count it down. The last seconds of a smoke are when the edge thins — be ready at the 18-second mark, not later.
The six smokes every team needs
Covers a gap your team has to run across — Window on Mirage, Sniper on Anubis. Thrown first, early in the round.
Blocks the CTs' way into the site from spawn — the CT/Tunnel smoke on Anubis A, Truck on Cache A.
Kills the strongest elevated angle — Heaven on Anubis A, Heaven on Cache B.
Thrown the moment the round starts to stop an early AWP pick or an early push into mid.
Thrown by CTs on the Terrorists' post-plant spot, or on a molotov that's burning in the way.
Thrown by Terrorists on the bomb to force CTs into a blind defuse — time it with the clock above.
Each map's guide lists these by name — read the Anubis, Cache, Mirage and Inferno guides for the specific spots.
Timing an execute
An execute only works if the smokes are full when the players arrive. BoostPirate's order for any site hit:
- Position first, quietly−10 s
Everyone in their throw spot and entry spot before a grenade leaves a hand.
- Smokes on one count0 s
"3, 2, 1, throw" — all smokes inside one second so they fade together.
- Fire and flashes+1–2 s
Molotovs on the close spots, then flashes as the first player steps out.
- Entry while it's fresh+2–4 s
The site should be taken in the first third of the smoke's life.
- Plant before the fadeby ≈ +15 s
Once the smokes thin, the rotation arrives. Have the bomb down by then.
Throwing consistently
Three CS2 changes make lineups more reliable than they used to be:
- Jump throws without a bind. Valve made jump throws consistent, and since 19 August 2024 binds that put several movement or attack commands on one key are ignored on Valve servers — see the binds guide.
- Grenade crosshairs in freeze time. Since the 30 September 2026 update the grenade crosshair works during freeze time, which helps insta-smokes. Each grenade type has its own setting (
cl_grenadecrosshair_smokeand so on). - Valve's map guides. Since 18 March 2026 you can open an official map guide from the pause menu during the first five rounds of each half in Competitive.
- Throw limits. You can carry 4 grenades but only 1 smoke, so the team's smokes come from different players — plan who throws which.
Smokes and fire
A smoke landing on a molotov or incendiary puts it out straight away (csdb.gg). That gives both sides a counter. CTs throw an incendiary to stop an execute; Terrorists answer with a smoke on the fire and keep moving. On a retake, CTs smoke the molotov on the bomb so they can defuse. Since a July 2026 update, the bomb explosion also "interacts with smoke grenade clouds and molotov/incendiary fire" (Insider Gaming). The fire side of this — molotov vs incendiary, durations and the January 2026 fuse change — is in our flashbangs and molotovs guide.
How to practise smokes
Practise on an empty server with the commands from our practice commands guide:
sv_cheats 1, sv_infinite_ammo 1, sv_grenade_trajectory_prac_pipreview 1 (a picture-in-picture preview of
where the grenade lands) and sv_rethrow_last_grenade bound to a key. Learn three smokes per map per side: one cross smoke, one
rotation cut and one high-angle smoke. When those land every time, add the retake smokes. Finally, check your demos: every smoke that
bloomed with nobody walking through it was $300 spent for nothing (our utility economy guide covers the budget side).
Common smoke mistakes
- Throw execute smokes on a count, inside one second.
- Watch the bottom edge and the sides of a smoke.
- Pair an HE with the push through an enemy smoke.
- Smoke the fire that blocks your path.
- Re-test lineups after map updates.
- Spray into a smoke without a reason.
- Stand inside a smoke to fight.
- Smoke a site and then wait ten seconds.
- Trust a CS:GO one-way in CS2.
- Let three players carry the same smoke job.
- Valve — CS2 announcement, 22 Mar 2023 (smokes "dynamic volumetric objects…", quoted via Sportskeeda) · Guns, Guides, and Games (18 Mar 2026: map guides) · Competitive game-mode config (SteamDB, read 8 Nov 2026: freeze, buy and round time, grenade limits) · convar dump (grenade crosshair settings) · 30 Sep 2026 update (grenade crosshairs in freeze time)
- Press — GINX (22 Mar 2023, upd. 20 Jul 2024: how the cloud spreads) · esports.gg (15 Aug 2023: smoke made more compact) · Insider Gaming (21 Jul 2026: bomb explosion and smokes)
- Tests and references — Dignitas (29 Mar 2023: HE re-plume, edge shots, one-ways) · cs.money mythbusting (undated test: holes under 1 s, HE up to ~3 s, no effect from flashes, molotovs, decoys) · csdb.gg smoke grenade (updated 7 Nov 2026: ~18 s, $300) and grenade guide (13 Jul 2026: ~20 s, extinguishing, ankle height)
- Checked 8 November 2026. Durations are community measurements; the execute timings, one-way rules and smoke types are BoostPirate's advice.
All free tools: calculators, percentiles & season countdowns →
Common questions
How long does a smoke last in CS2?
Can you see through smoke in CS2?
Does a smoke put out a molotov in CS2?
Do one-way smokes still work in CS2?
Do I need a jump-throw bind in CS2?
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