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| {{DISPLAYTITLE:Molotov}}
| | The '''Molotov''' (T-side, $400) and '''Incendiary Grenade''' (CT-side, $600) create area-denial fire on the ground. |
| The '''Molotov''' (Terrorist) and '''Incendiary Grenade''' (Counter-Terrorist) are fire-based [[Utility Usage|utility]] grenades in [[Counter-Strike 2]]. They create a pool of fire that damages any player standing in it, lasting approximately 7 seconds. | |
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| == Overview == | | == Usage == |
| The Molotov ($400 for Terrorists) and Incendiary Grenade ($600 for Counter-Terrorists) serve the same purpose: area denial through fire. The burning area forces enemies to either move from their position or take significant damage. Fire grenades are essential for clearing common hiding spots, delaying pushes, and denying bomb defuses.
| | * Deny area and force enemies to reposition |
| | * Clear common hiding spots |
| | * Delay pushes through choke points |
| | * Can be extinguished by a smoke grenade |
| | * Maximum carry: 1 |
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| The CT Incendiary Grenade costs $200 more than the T Molotov, contributing to the overall CT economic disadvantage.
| | [[Category:Grenades]] |
| | | [[Category:Weapons]] |
| == Statistics ==
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| {| class="wikitable" style="text-align:center;"
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| ! Statistic !! Value
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| | '''Price (T - Molotov)''' || $400
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| | '''Price (CT - Incendiary)''' || $600
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| | '''Duration''' || ~7 seconds
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| | '''Damage''' || ~40 DPS (varies with armor)
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| | '''Max Carry''' || 1
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| | '''Extinguished By''' || [[Smoke Grenade]]
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| |}
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| == Key Uses ==
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| * '''Clearing positions''' by forcing hidden enemies to reveal themselves or take damage
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| * '''Delaying pushes''' by placing fire in chokepoints and corridors
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| * '''Denying bomb defuse''' by throwing fire on the planted bomb (post-plant)
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| * '''Denying bomb plant''' by throwing fire on the bombsite (pre-plant)
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| * '''Breaking utility''' by forcing enemies to use a [[Smoke Grenade]] to extinguish the fire
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| * '''Area denial''' by controlling space and limiting enemy movement options
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| == Important Mechanics ==
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| * '''Smoke grenades extinguish fire''' instantly. Enemies can counter your Molotov with a smoke.
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| * Fire '''spreads on the ground''' and follows terrain, so throwing on slopes or stairs creates different coverage.
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| * '''Standing in fire''' deals rapid damage that increases the longer you stay.
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| * Fire '''does not damage teammates''' if friendly fire is disabled.
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| * '''Jumping through fire''' still deals damage, but less than standing in it.
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| == Tips ==
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| * '''Learn Molotov lineups''' for common defensive positions on each map.
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| * '''Post-plant Molotovs''' on the bomb are one of the most effective uses, as CTs must either wait or take damage while defusing.
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| * '''Use Molotovs to force utility''' from the enemy team, burning their smokes before your execute.
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| * The '''$200 price difference''' between Molotov and Incendiary is significant for CT economy. Budget accordingly.
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| * '''Molotov + HE Grenade''' combo at one spot can deal devastating combined damage.
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| [[Category:Equipment]] | |
| [[Category:Utility]] | |
The Molotov (T-side, $400) and Incendiary Grenade (CT-side, $600) create area-denial fire on the ground.
Usage
- Deny area and force enemies to reposition
- Clear common hiding spots
- Delay pushes through choke points
- Can be extinguished by a smoke grenade
- Maximum carry: 1