- Full T kit $1,100
- Full CT kit $1,200
- Four grenades, two flashes
- All grenades drop on death
Four grenades, one budget.
A full set of utility costs less than half a rifle — and decides more rounds. Here's what each side pays — and what it buys.
Terroristfull utility
- Smoke Grenade$300
- Flashbang × 2$400
- Molotov$400
Utility$1,100
+ AK-47 $2,700 + helmet $1,000 $4,800
Counter-Terroristfull utility
- Smoke Grenade$300
- Flashbang × 2$400
- Incendiary Grenade$500
Utility$1,200
+ M4A1-S $2,900 + helmet $1,000 + kit $400 $5,500
Most economy advice stops at "buy, force or save". The money that decides executes is smaller: the $1,100 or $1,200 of grenades on top of a rifle and armour, and who on the team pays it. This guide covers grenade prices and Valve's carry and buy limits, what a full set costs each side, utility budgets for every kind of buy, a role-by-role split, when to drop grenades and guns, and a planner you can use during freeze time. All money here is in-game money from Valve's buy menu — the round rewards themselves are in our economy guide.
- Full buy, T side: $2,700 rifle + $1,000 armour + $1,100 utility = $4,800.
- Full buy, CT side: $2,900 rifle + $1,000 + $400 kit + $1,200 = $5,500.
- The buy limit: you can't buy more grenades than you may carry — "ammo_grenade_limit_total setting now also enforces the total number of grenades a player is allowed to purchase in a round."
- Roles carry jobs: supports carry smokes, entries carry flashes and fire, the AWPer buys light.
- Grenades are not money makers: a grenade kill pays $300, half an SMG kill.
Grenade prices and limits
Valve's buy menu prices, and the Competitive limits from Valve's own game-mode config:
Valve's gamemode_competitive.cfg: ammo_grenade_limit_total 4, ammo_grenade_limit_flashbang 2,
mp_death_drop_grenade 3 ("all"); the convar dump's default ammo_grenade_limit_default 1 covers the other types.
The last grenade price change in Valve's CS2 notes was on 23 May 2024, when the incendiary went from $600 to $500.
The limit is what forces a team to share the work. Five players can carry five smokes between them, never more; one player can carry 4 grenades but only one smoke. An execute that needs three smokes needs three throwers.
The September 2026 buy rule
Valve's Rush Hour update on 22 September 2026 added one line to the notes: "ammo_grenade_limit_total setting now also enforces the total number of grenades a player is allowed to purchase in a round." Before it, the limit only applied to what you held. As we read the change, a player can no longer buy grenades, drop them and buy again past the limit in the same round, so the team's utility has to be bought by the players who'll throw it — or by teammates who drop from their own allowance. Valve didn't explain the change further; test it in a private match if your team relied on one rich player buying everyone's grenades.
What each side pays for a full buy
Terrorists
AK-47$2,700
Kevlar + Helmet$1,000
Smoke, 2 flashes, molotov$1,100
Full buy$4,800
Counter-Terrorists
M4A1-S or M4A4$2,900
Kevlar + Helmet$1,000
Defuse kit$400
Smoke, 2 flashes, incendiary$1,200
Full buy$5,500
The gap is why CT economies break more easily. A CT full buy costs $700 more than a Terrorist's, and an AWP ($4,750) on top makes it worse. Not every CT needs a kit — BoostPirate's habit is two kits per site — and not every CT needs a full set of grenades if they're playing a passive spot. Those $400 and $200 decisions are where the "can we buy next round?" answer is usually found.
Utility budgets by buy type
How much utility each kind of round can afford. The table is BoostPirate's planning advice; the prices behind it are Valve's:
The force-buy line is where most Premier teams lose money. A force with five pistols and five smokes isn't a force, it's an expensive eco: the smokes cover nothing if nobody can win the duel behind them. On a force, spend on armour and the weapon first, then one flash or one molotov per player that sets up the fight you've chosen.
Who buys what
Give every player the same job every round and the utility takes care of itself. These are BoostPirate's defaults — agree your own with your team. The roles themselves are explained in the planned roles guide.
Clears close angles with fire and flashes for the first contact. Buys flashes before anything else.
Throws the execute smokes and the flashes for the entry. First to receive a drop.
Holds one utility piece back for the mid-round call.
Cheap and quiet: a smoke to cut a rotation and a flash to win a late duel.
Buys light so the team can afford the AWP; carries one flash to re-peek.
Delays the hit with fire and a smoke, then plays for the retake.
Drops: grenades and guns
You can drop a grenade the same way you drop a gun: select it and press your drop key. A teammate picks it up if they have room under the limit — a player already holding two flashes can't take a third. Two rules make drops efficient:
- Rifles first, then utility. A player with spare money drops a rifle to the teammate who can't afford one before anyone drops grenades.
- Supports get dropped first. The players who throw the execute smokes should never be the ones short of money.
- All grenades drop on death. Valve's Competitive config drops every grenade a player carries, so pick up a dead teammate's utility after a trade.
- Don't over-buy to drop. Since 22 September 2026 the limit caps purchases, so plan drops from what each player can legally buy.
The drop that wins most rounds isn't a grenade at all: it's the AWPer's teammates buying lighter so the AWP can be bought, and the AWPer buying light utility in return. Our planned AWP guide covers that side.
Armour, rifle or utility first?
- Armour. $650 for a vest or $1,000 with a helmet — dying to one headshot wastes every other dollar.
- The weapon your role needs. A rifle for most, an SMG on anti-ecos for the extra kill reward.
- Your role's first grenade. The support's smoke, the entry's flash.
- The rest of the set. Second flash, fire, then an HE if you have the slot.
- The defuse kit (CT). $400; one or two per site is enough in our experience.
Plan your buy
Pick a side, your money and what you want; the planner adds it up and flags anything over Valve's limits. Without JavaScript it shows the example below.
Utility on ecos and anti-ecos
Kill rewards decide what's worth buying when money is short. A grenade kill pays $300, the same as a pistol or rifle; an SMG kill pays $600, a shotgun kill $900 (Valve's values as our economy guide lists them). Utility is a tool for winning the round, not for earning money. On your own eco, one flash for a stack or a retake is the most utility that pays off; on the enemy's eco, buy an SMG, armour and a flash or an HE for the stack instead of a full set — they have no armour, so an HE hurts. The flashbangs and molotovs guide has the damage numbers, and the smokes guide explains when a single smoke is worth $300.
Common utility-economy mistakes
- Agree fixed grenade jobs per role.
- Buy armour before grenades on a force.
- Drop the support player first.
- Pick up a dead teammate's grenades.
- Check next round's money before buying the HE.
- Force with five pistols and five smokes.
- Let the AWPer buy a full set when the team can't afford rifles.
- Die with four unused grenades.
- Buy fire on an eco "just in case".
- Plan on one player buying everyone's grenades — the limit stops it.
- Valve — Competitive game-mode config (SteamDB GameTracking-CS2, read 8 Nov 2026: grenade limits 4 and 2, all grenades drop, $16,000 cap) · convar dump (default limit 1 per other type) · Rush Hour (22 Sep 2026) and its notes on SteamDB (buy limit) · Fire Sale (23 May 2024: incendiary $500)
- Prices and kill rewards — Valve's buy menu as listed in our weapon prices guide (checked 25 Oct 2026) · csdb.gg economy guide (reviewed 13 Jul 2026) · csdb.gg grenade guide (13 Jul 2026: full utility T $1,100, CT $1,200)
- Checked 8 November 2026. The budgets, role split and buy priorities are BoostPirate's advice; the reading of the September 2026 buy rule is ours — Valve gave no further detail.
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Common questions
How much does a full grenade set cost in CS2?
How many grenades can you carry in CS2?
Can you drop grenades for teammates in CS2?
Should I buy utility on an eco round?
Who should buy the smokes in CS2?
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