Molotov Lineups
Molotov Lineups are predetermined throw positions for Molotov cocktails and incendiary grenades in Counter-Strike 2. Fire grenades are essential for area denial, forcing enemies from cover, and delaying pushes.
Overview
Molotovs (T-side, $400) and incendiary grenades (CT-side, $600) create a zone of fire lasting approximately 7 seconds that deals significant damage to anyone standing in it. They are the primary tool for area denial in competitive play.
Fire Mechanics
- Damage: ~40 damage per second (reduced by armor)
- Duration: ~7 seconds
- Spread: Fire spreads on flat surfaces, limited by walls and edges
- Counter: A Smoke Grenade thrown on fire extinguishes it immediately
- Stacking: Multiple fires in the same area do not stack damage
Common Molotov Targets
Fire grenades are most effective when targeting:
- Defensive positions — Force AWPers and anchor players from their spots
- Chokepoints — Delay rushes through narrow passages
- Bomb plant spots — Prevent plants or delay defuses
- Behind cover — Flush enemies from boxes, corners, and pillars
Key Lineups by Map
Dust II
- Car Molotov (A Site) — Clears Car position from Long approach
- Goose Molotov (A Site) — Flushes Goose/Elevator position
- B Door Molotov — Burns Window/Door position from Upper Tunnel
- Long Doors Molotov (CT Side) — Delays Long pushes
Mirage
- Triple/Firebox Molotov — Clears the standard A anchor position
- Stairs Molotov — Flushes Stairs/Shadow position
- Van Molotov — Burns Van position on B take
- Bench Molotov — Clears Bench position on B site
- Under Palace Molotov (CT Side) — Delays Palace push
Inferno
- Coffins Molotov — Clears Coffins on B take (critical lineup)
- New Box Molotov — Burns New Box position
- Dark Molotov — Clears Dark corner on B
- Pit Molotov — Flushes Pit on A take
- Top Banana Molotov (CT) — Delays Banana pushes
Nuke
- Hut Molotov — Burns Hut entrance on A take
- Vent Molotov — Clears Vent area on B
- Ramp Molotov (CT) — Delays Ramp rushes
Tips
- Save a smoke for your own Molotov counter — Opponents will Molotov you back
- Time molotovs with executes — Throw immediately before your team enters
- Don't waste on empty positions — Save utility for confirmed enemy locations
- Post-plant molotovs are game-winning — Burning the bomb forces CTs to wait
- Bounce off walls for indirect throws — Many positions can't be reached directly
- Practice in Practice Mode — Some lineups require precise aim points
Interaction with Other Utility
| Utility | Interaction |
|---|---|
| Smoke Grenade | Extinguishes fire — Primary counter to molotovs |
| HE Grenade | No interaction — HE does not extinguish fire |
| Flashbang | No interaction |
| Decoy Grenade | No interaction |
See Also
- Molotov Cocktail — Weapon details
- Incendiary Grenade — CT-side equivalent
- Smoke Lineups — Smoke grenade positions
- Flash Lineups — Flashbang positions
- Practice Mode — How to practice lineups