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	<title>Utility Usage - Revision history</title>
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	<updated>2026-04-17T01:52:06Z</updated>
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		<title>Maintenance script: Add comprehensive article</title>
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		<updated>2026-02-21T16:31:50Z</updated>

		<summary type="html">&lt;p&gt;Add comprehensive article&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{DISPLAYTITLE:Utility Usage}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Utility&amp;#039;&amp;#039;&amp;#039; refers to grenades and tactical equipment in [[Counter-Strike 2]]. Proper use of utility is one of the most important skills in competitive play, enabling teams to take map control, execute strategies, and defend bombsites effectively.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Each player can carry up to four grenades per round (one of each type, with the exception of flashbangs where you can carry two). Utility costs money from the [[Economy System|economy]] and is consumed on use. Learning common grenade lineups for each [[Dust II|map]] is essential for competitive play.&lt;br /&gt;
&lt;br /&gt;
== Grenade Types ==&lt;br /&gt;
&lt;br /&gt;
=== Smoke Grenade ($300) ===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Smoke Grenade&amp;#039;&amp;#039;&amp;#039; creates a large cloud of smoke that blocks vision for approximately 18 seconds. Smokes are the most strategically important utility in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Uses:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Block sightlines&amp;#039;&amp;#039;&amp;#039; to cross open areas safely&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Execute bombsite takes&amp;#039;&amp;#039;&amp;#039; by isolating defending positions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Delay pushes&amp;#039;&amp;#039;&amp;#039; on defense by smoking chokepoints&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Extinguish Molotovs&amp;#039;&amp;#039;&amp;#039; and Incendiary Grenades&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;One-way smokes&amp;#039;&amp;#039;&amp;#039; that allow you to see enemies while they cannot see you&lt;br /&gt;
&lt;br /&gt;
=== Flashbang ($200, carry 2) ===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Flashbang&amp;#039;&amp;#039;&amp;#039; blinds and deafens opponents who are looking at it when it detonates. Players can carry two flashbangs per round.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Uses:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pop-flash&amp;#039;&amp;#039;&amp;#039; teammates onto a site during executes&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Entry flashing&amp;#039;&amp;#039;&amp;#039; to blind defenders when pushing&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Retake flashing&amp;#039;&amp;#039;&amp;#039; to blind attackers holding post-plant positions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Self-flash&amp;#039;&amp;#039;&amp;#039; to peek an angle while the enemy is blinded&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Counterplay:&amp;#039;&amp;#039;&amp;#039; Turn away from the flash before detonation to reduce or avoid the blinding effect.&lt;br /&gt;
&lt;br /&gt;
=== HE Grenade ($300) ===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;HE Grenade&amp;#039;&amp;#039;&amp;#039; (High Explosive) deals damage in an area of effect upon detonation. Damage ranges from 1-98 depending on distance and armor.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Uses:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Chip damage&amp;#039;&amp;#039;&amp;#039; on grouped enemies before a push&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Finish off&amp;#039;&amp;#039;&amp;#039; weakened opponents behind cover&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stack with teammates&amp;#039;&amp;#039;&amp;#039; to deal massive combined damage to a single area&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Deny positions&amp;#039;&amp;#039;&amp;#039; by throwing at common hiding spots&lt;br /&gt;
&lt;br /&gt;
=== Molotov ($400, T) / Incendiary Grenade ($600, CT) ===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Molotov&amp;#039;&amp;#039;&amp;#039; (Terrorist) and &amp;#039;&amp;#039;&amp;#039;Incendiary Grenade&amp;#039;&amp;#039;&amp;#039; (Counter-Terrorist) create a pool of fire that deals damage over time to anyone standing in it. The fire lasts approximately 7 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Uses:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Deny positions&amp;#039;&amp;#039;&amp;#039; by forcing enemies to move or take damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Delay pushes&amp;#039;&amp;#039;&amp;#039; by placing fire in chokepoints&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clear corners&amp;#039;&amp;#039;&amp;#039; by forcing hidden enemies to reveal themselves&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Post-plant&amp;#039;&amp;#039;&amp;#039; by Molotoving the bomb to prevent defuses&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Counterplay:&amp;#039;&amp;#039;&amp;#039; Smoke grenades extinguish fire from Molotovs and Incendiary Grenades.&lt;br /&gt;
&lt;br /&gt;
=== Decoy Grenade ($50) ===&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Decoy Grenade&amp;#039;&amp;#039;&amp;#039; simulates the sound of gunfire from the player&amp;#039;s primary weapon, potentially confusing opponents about player positions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Uses:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fake presence&amp;#039;&amp;#039;&amp;#039; at a location to distract opponents&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mimic weapon sounds&amp;#039;&amp;#039;&amp;#039; to mislead the enemy about your team&amp;#039;s economy&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Block doorways&amp;#039;&amp;#039;&amp;#039; briefly since opponents may hesitate when hearing gunfire&lt;br /&gt;
&lt;br /&gt;
== Utility Costs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Grenade !! Price !! Max Carry&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Smoke Grenade&amp;#039;&amp;#039;&amp;#039; || $300 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Flashbang&amp;#039;&amp;#039;&amp;#039; || $200 || 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HE Grenade&amp;#039;&amp;#039;&amp;#039; || $300 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Molotov (T)&amp;#039;&amp;#039;&amp;#039; || $400 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Incendiary (CT)&amp;#039;&amp;#039;&amp;#039; || $600 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Decoy&amp;#039;&amp;#039;&amp;#039; || $50 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Full utility loadout cost: &amp;#039;&amp;#039;&amp;#039;$1,000&amp;#039;&amp;#039;&amp;#039; (T) or &amp;#039;&amp;#039;&amp;#039;$1,200&amp;#039;&amp;#039;&amp;#039; (CT)&lt;br /&gt;
&lt;br /&gt;
== Utility Strategy Tips ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Buy utility on full-buy rounds.&amp;#039;&amp;#039;&amp;#039; Utility is often more important than a weapon upgrade.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Learn 3-5 key lineups&amp;#039;&amp;#039;&amp;#039; per map for your most played positions.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Coordinate utility&amp;#039;&amp;#039;&amp;#039; with teammates for maximum impact. Stacked HE grenades or coordinated flashes and smokes win rounds.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Do not waste utility early.&amp;#039;&amp;#039;&amp;#039; Save smokes and molotovs for when you need them most.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fake executes&amp;#039;&amp;#039;&amp;#039; by throwing utility at one bombsite before attacking another.&lt;br /&gt;
* The CT incendiary costs &amp;#039;&amp;#039;&amp;#039;$200 more&amp;#039;&amp;#039;&amp;#039; than the T Molotov, contributing to the CT economic disadvantage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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