Smokes, flashes, HE, molotovs, decoys and retake sequencing.
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Volumetric smoke blocks sightlines, changes under explosions and alters as it interacts with nearby space.
A flash disrupts vision when opponents see the detonation; angles, cover and timing determine effectiveness.
The HE grenade applies burst damage to nearby players; positioning and timing matter more than cosmetic appearance.
Terrorist fire grenade controls space over time and can force an opponent from cover.
CT fire utility denies access and can buy time for a rotation; fire duration and balance can change with patches.
A cheap deceptive audio cue can distract opponents or support a fake, but experienced teams consider context.
Layered smoke, flash and fire timing creates a short safe window for an execute or retake.
Defenders can answer smoke and flashes with their own grenades, positioning or re-peeks.
Smoke boundaries and temporary gaps allow surprise contacts; a clear edge can change without warning.
After planting, grenades can deny defuse contact and defend an approach, especially when the bomb is placed for cover.
A well-timed retake flash gives defenders a synchronized chance to clear site positions after the bomb is planted.
Grenade paths depend on map geometry, player position and patches; a text guide cannot promise a permanent lineup.
Independent fan reference, not endorsed by Valve. Editorial review: 2026-10-27. Original category diagrams are schematic art, NOT GAMEPLAY screenshots or accurate in-game map layouts. Valve names and trademarks remain their owners’ property. Fact-check links are kept in the internal source registry; mandatory media credits remain visible when required.