CS2 Mirage Smokes: A Tactical Guide for Execution

CS2WH
17 min read
CS2 Mirage Smokes: A Tactical Guide for Execution

The introduction of volumetric smoke in Counter-Strike 2 redefined tactical utility, rendering many legacy CS:GO lineups obsolete. New smokes are dynamic, filling volumes and sealing angles without exploitable one-way gaps. This guide provides reliable, high-impact lineups for essential Mirage smokes on both T and CT sides.

Adapting to Volumetric Smokes on Mirage

In CS2, smoke grenades are dynamic tools that expand, react to explosions, and can be temporarily dispersed by gunfire. A smoke is no longer a static visual blocker but a fluid tactical element that requires constant adaptation. This change forced players to develop new lineups and timings.

Subtle map geometry changes and new smoke physics mean most CS:GO throws are ineffective. The priority is now consistent, full coverage over older one-way smoke tactics. The map below highlights critical areas on Mirage where smoke utility is essential for executing or defending a site.

Controlling sightlines into Window, Connector, and bombsite entrances is fundamental to success on Mirage. The following table provides an overview of the most important smoke categories for strategic control.

Essential Mirage Smoke Categories Overview

Smoke Location Primary Purpose Side Strategic Importance
A Site Cross Block Stairs, Jungle, and Connector for a site take T-Side Critical: The foundation for any A site execute.
Top Mid / Window Isolate Mid control and prevent AWPer picks T-Side High: Essential for safe Catwalk and Connector control.
B Site Cross Block Market Door, Window, and Bench angles for a site take T-Side Critical: Necessary for getting onto the B site safely.
CT / Ticket Booth Block vision from CT Spawn during an A site execute T-Side High: Prevents CTs from easily rotating and retaking A.
T Spawn / Top Mid Block vision from T-Spawn and Top Mid for early map control CT-Side High: Allows for aggressive Mid presence or safe pushes.
A Main / Ramp Delay and break up T-side pushes onto the A site CT-Side Medium: Effective for buying time or setting up crossfires.
B Apartments Prevent rushes and delay executes from Apartments CT-Side High: Key for holding B site against coordinated pushes.

Mastering these specific smokes is the first step toward achieving map control. Each grenade serves a distinct purpose that can alter the outcome of a round.

Impact on Timings and Strategy

The change to volumetric smokes has altered the game's tempo. The average smoke grenade duration has increased to approximately 18 seconds. This has directly influenced utility usage, as teams rely more heavily on smokes to execute site takes.

Key Takeaway: The most significant change is reliability. Volumetric smokes create solid walls of vision denial, making coordinated team plays more effective. Exploiting small gaps in smokes is no longer a viable defensive strategy.

Practicing these new smokes is essential. Load a private server and drill each lineup. To streamline practice sessions, use a list of CS2 console commands for infinite utility and noclip, which significantly reduces learning time. The following sections detail every essential smoke.

Executing the A Site with T-Side Smokes

Executing on the A site on Mirage without proper smokes is a high-risk maneuver. Pushing the ramp without utility places your team against entrenched CTs holding superior angles. A coordinated set of smokes separates a successful site take from a failed round.

This section details the three mandatory smokes for any A-site strategy: Stairs, Jungle/Connector, and CT Spawn. These lineups neutralize defenders and create a clear path for your team. When landed in unison, they blind AWPers, cut off rotations, and provide the necessary space to plant and establish post-plant positions.

The Foundational Stairs Smoke

The Stairs smoke is the first piece of utility for most A executes. Its purpose is to block vision from one of the most common defensive hold positions on the site. A correctly placed Stairs smoke allows entry fraggers to advance onto the site without exposure from that elevated position.

This is the most consistent lineup:

  1. From T spawn, position your character into the corner of the wall near the top of the ramp.
  2. Aim your crosshair at the top-left corner of the large wooden box structure on the roof.
  3. Perform a simple jump-throw.

The grenade will travel over the buildings and bloom to completely cover the staircase, enabling a safer team advance.

Neutralizing Jungle and Connector

The Jungle and Connector smoke is arguably the most impactful grenade in the set. It blocks vision from the bottom of Connector and the deep corner of Jungle simultaneously, effectively bisecting the site. This smoke prevents the mid-player from rotating to assist and isolates any player near the Ticket Booth.

For a perfect Jungle/Connector smoke:

  1. Stand in the same T-spawn corner used for the Stairs smoke. This allows two players to coordinate smokes from one safe location.
  2. Locate the antenna on the building ahead. Aim where the lower horizontal bar meets the main vertical pole.
  3. Execute a jump-throw.

A common error is throwing this smoke too shallow, which can leave a gap a CT can use. Ensure it lands flush against the back wall for complete coverage.

Blocking the CT Spawn Rotation

The final piece is the CT Spawn smoke. This grenade lands in the chokepoint between Ticket Booth and the CT entrance, blocking rotations and blinding any AWPer holding a deep angle. This delay provides the crucial seconds needed to plant the bomb and establish crossfires.

Strategic Insight: A well-timed CT smoke forces rotating defenders to either push through it blind or wait. This gives your team approximately 18 seconds of uncontested site control, which often determines the round's outcome.

To throw the CT smoke:

  1. Move to the far-left side of T-spawn and position yourself in the corner by the trash can.
  2. Aim at the top corner of the tallest building visible in the distance.
  3. Perform a standard jump-throw.

The following table summarizes the three essential smokes for an A-site execute. They form the foundation of a coordinated push and are designed to be thrown together from spawn for maximum impact.

T-Side A Site Execute Smokes

Smoke Name Lineup Position Aim Point Reference Throw Type
Stairs T-Spawn corner (near ramp) Top-left corner of the wooden box on the roof Jump-Throw
Jungle/Connector T-Spawn corner (near ramp) Where the lower bar meets the pole on the antenna Jump-Throw
CT Spawn T-Spawn far-left corner (by trash can) Top corner of the tallest distant building Jump-Throw

Mastering these three smokes will make your A-site executes more effective. They provide the fundamental cover needed to get onto the site, secure the plant, and prepare for the retake.

The transition to CS2's volumetric system has made consistent lineups more important.

A blue abstract diagram illustrating the process of CSGO smoke evolving into volumetric smoke for new game lineups.

This new system ensures smokes fill volumes completely, plugging gaps defenders previously exploited.

Professional players have adapted their strategies accordingly. Community-tracked data from professional matches shows that the average number of smoke lineups thrown per round on Mirage has increased significantly. Coordination is critical; all three of these smokes must land within seconds of each other. Combine them with flashes as your team pushes up ramp to maximize defensive disruption. It is also relevant how skins can affect visibility; learn more in our guide on how to customize your CS2 player appearance.

Winning Rounds Through Mid Control

Controlling Mid on Mirage unlocks the map for the Terrorist side. It enables split-site executes and disrupts the CT defense. A T-side strategy limited to simple A or B rushes is easily countered. Mid control is established with a few crucial smokes.

This section covers the utility required to control Mid: the Window smoke, the Top Mid smoke, and the Connector smoke. Correct execution blinds the enemy AWPer and cuts off rotations from A. These throws dictate the pace of the round before any engagement occurs.

A hand-drawn diagram illustrating connections and callouts between 'Mid', 'Window', 'Connector', and 'Apartments'.

The Essential Window Smoke

The Window smoke is one of the most critical smokes in Counter-Strike. It is the first step toward taking Mid control, as it neutralizes the CT AWPer who holds a powerful angle. Without this smoke, crossing to Catwalk or pushing toward Connector is extremely dangerous.

There are many lineups, but this one from T-spawn is highly reliable.

  1. Position yourself in the corner next to the trash bin in T-spawn.
  2. Aim at the corner of the brick detailing on the building in front of you.
  3. Strafe right with the D key and execute a jump-throw the moment your crosshair begins to move.

Mastering the timing of the strafe and jump-throw requires practice. When performed correctly, the smoke lands deep inside Window, providing safe passage for your teammates.

Securing Connector Control

With Window smoked, the next objective is to smoke off Connector. This smoke prevents the A-site player from rotating through Short to support their teammate in Mid. It can be thrown from the same position as the Window smoke, allowing two players to coordinate a rapid Mid take.

A proper Connector smoke completely isolates the Window player.

  1. Stand in the same T-spawn corner by the trash bin.
  2. Look up and locate the large antenna.
  3. Place your crosshair where the horizontal and vertical bars of the antenna intersect.
  4. Perform a simple jump-throw.

This lineup is consistent and easy to remember. It blinds any CT rotating from A, providing a significant advantage in the initial fight for Mid control.

Execution Tip: A common professional tactic is to throw the Top Mid smoke, have an AWPer hold an angle behind it, and then use an HE grenade to create a temporary one-way peek. This allows you to take an aggressive fight against the Window player on favorable terms.

The Top Mid Smoke for Safe Passage

The Top Mid smoke creates a wall that blocks vision from Catwalk and Connector, landing at the top of the ramp near the boxes. It allows your team to safely advance, control the boxes, or cross into the Underpass. This is almost always thrown with the Window smoke for a complete visual screen.

This can be thrown from a simple position just outside T-spawn. It forces defenders to concede ground or risk pushing through the smoke blind. When these smokes are combined, taking Mid becomes a systematic process. For more efficient practice, consider custom configs, detailed in our guide on Counter-Strike codes.

Common Mistakes in Mid Executes

A Mid execute can fail even with correct lineups. Understanding common errors is as important as learning the throws.

  • Poor Timing: Throwing smokes too early is a frequent mistake. If they fade before your team can act, you have wasted $300 and provided the CTs with valuable information.
  • Lack of Coordination: A solo Window smoke without follow-up invites CTs to push through it. Smokes must be part of a coordinated play, supported by flashes and teammates ready to trade kills.
  • No Follow-Up Utility: Smokes are only the beginning. Use flashes to blind players on tight angles and Molotovs to clear common positions like under Window or behind boxes.

Drill these lineups and avoid these errors to improve your team's Mid control, which directly translates to more round wins on Mirage.

How to Execute a B Site Take

Executing on B site on Mirage is a precise operation. It is a confined space where one misplaced smoke can lead to a team's collapse. A successful B take requires a coordinated set of smokes to block all common defensive angles simultaneously, isolating on-site players.

This section details the three essential smokes required for a successful B take: Market Window, Market Door, and Catwalk/Short. Executed perfectly, these three grenades choke the defense and create a clear path to plant the bomb.

A tactical diagram illustrating two buildings with figures and interconnected labels via red lines.

Smoking Off the Market Window

The Market Window is the most dangerous angle when pushing out of Apartments. A CT player there has a clear line of sight and can halt an entire push. This smoke is mandatory and must be the first one thrown.

This is a simple lineup from just outside B apartments.

  1. Position yourself on the second step of the stairs outside Apartments.
  2. Stand against the wall on your left.
  3. Aim your crosshair at the small dark spot on the roof's crenellation ahead.
  4. Perform a standard jump-throw.

This smoke will land deep inside the window, sealing it completely. The Market player is now forced to retreat or push through the smoke, which is a major advantage for your team.

Blocking the Market Door

After the window is smoked, the Market Door must be blocked. This angle allows a CT to play deep, support their teammate on-site, or swing out to challenge the plant. Smoking this door isolates B site from any support coming from Market.

This can be thrown from just outside Apartments, facilitating coordination.

  1. Position yourself in the corner to the right of the B Apartments entrance.
  2. Aim your crosshair at the top-left corner of the wooden beam extending from the roof.
  3. Execute a normal left-click throw.

The smoke lands perfectly in the doorway, creating a solid visual barrier. When deployed with the Window smoke, any player inside Market becomes ineffective during the initial take.

Execution Insight: When these two Market smokes bloom, they create a powerful pincer effect. The on-site defender is now completely cut off from primary support, making them an easier target for a coordinated push from Apartments.

Neutralizing the Catwalk Rotation

The final smoke is for Catwalk, also called the Short smoke. This prevents CTs from rotating from Mid or A. It blocks the line of sight from Catwalk towards the B site entrance, buying your team crucial time to get onto the site and plant the bomb.

Throw this from the same position as the Market Door smoke.

  1. Remain in the corner to the right of the Apartments entrance.
  2. Aim your crosshair at the corner of the distant tower visible over the buildings.
  3. This is another simple left-click throw.

This smoke lands flush with the corner of Catwalk, completely blocking that rotation. Any AWPer holding that angle is neutralized, allowing your team to focus on clearing the site itself.

Common Errors in B Site Executes

A B execute can fail due to minor but critical mistakes. A common error is leaving a small one-way gap in the smokes. A poorly thrown Market Door smoke, for instance, might leave enough space for a defender to see players' feet as they cross.

Timing is also critical. If smokes are thrown too early, they will begin to fade as your entry fragger exits. All three smokes must be thrown in quick succession to land simultaneously, ideally 2-3 seconds before the first player pushes from Apartments. This ensures maximum cover when it is most needed.

Using CT Smokes to Shut Down Pushes

Proactive utility is the foundation of a solid CT-side defense on Mirage. While T-side smokes create openings, defensive CS2 Mirage smokes are used to shut them down. This section covers the essential smokes needed to halt aggression, delay executes, and set up successful retakes.

These lineups are designed for speed and reliability under pressure. Their value lies in buying time for rotations, disrupting the rhythm of a push, and giving your team favorable angles. Mastering these throws directly improves your team's defensive capabilities.

The Fast A-Ramp Smoke from CT Spawn

When anticipating an A rush, the instant A-ramp smoke is an effective counter. It can be thrown from spawn and will bloom just as the T-side commits to their push, creating a barrier that stops them. This single smoke buys your A-site players critical time to establish their positions.

Here is how to land this defensive smoke:

  1. At the start of the round, run towards the white truck in CT spawn.
  2. Jump onto the hood of the truck.
  3. Aim your crosshair at the top-right corner of the wooden structure on the distant rooftop.
  4. Perform a jump-throw while moving forward for necessary momentum.

This grenade lands perfectly at the top of A ramp, sealing the entrance. It forces attackers to wait or push through blind into a potential crossfire.

Isolating Entries with a Deep Palace Smoke

A common T-side tactic involves sending one or two players through Palace to split the A site. A well-placed defensive smoke can neutralize this, isolating the Palace players from their teammates on ramp. This allows your A anchor to focus solely on the main push.

This lineup is thrown from the A site, typically near the Ticket Booth.

  • Stand directly in front of the Ticket Booth, looking toward Palace.
  • Place your crosshair on the upper-left corner of the Palace balcony opening.
  • A simple left-click throw is sufficient. The smoke will bank off the wall and land deep, cutting off all peeks.

Defensive Insight: This deep Palace smoke is highly effective when combined with a Molotov. Throw the smoke first, then immediately follow with a Molotov at the front of the balcony to damage anyone pushing the edge of the smoke.

Delaying the B Execute from Apartments

Holding the B site against a five-man rush can be challenging. The B-apartments smoke is the primary tool for halting this push. Thrown from the B site, it lands outside the Apartments exit, forcing the T-side to pause their execute and reconsider their plan.

For a consistent B-apartments smoke:

  1. On the B site, position yourself in the corner of the first box on the right.
  2. Look towards Apartments and place your crosshair on the small antenna on the distant building.
  3. Execute a standard jump-throw.

This grenade will travel over the wall and bloom perfectly, covering the entire exit. This one piece of utility can stop a B rush, giving your teammates time to rotate from Mid and A.

The use of smokes has fundamentally changed the competitive meta. The heavy reliance on utility has led to a decrease in early mid-round engagements and an increase in site executions initiated behind smoke cover. You can observe these tactical shifts on platforms like YouTube. These CT smokes are the counter to this new meta, providing the tools to defend against smoke-heavy executes and regain map control.

Frequently Asked Questions About Mirage Smokes

This section answers the most common questions players have when mastering utility on Mirage.

What is the single most important smoke on Mirage?

The Window smoke from T-spawn is the most important smoke on the map. This one grenade neutralizes the most powerful CT position, enabling safe passage into Mid and Catwalk. Without it, Mid control strategies are ineffective. T-side rounds that begin with a successful Window smoke have a significantly higher win probability.

How did volumetric smokes change Mirage executes?

CS2's volumetric physics eliminated most one-way smoke gaps, making smoke walls more reliable. A standard A-site smoke set for Stairs, CT, and Jungle now blocks vision with over 95% consistency, an improvement over the previous ~80% where small gaps could be exploited. Smokes now last up to 18 seconds, providing a larger window to plant and establish post-plant positions.

How much practice is required to learn these smokes?

The core five smokes (Window, A-Stairs, A-CT, B-Market, and B-Short) can be mastered with a 90%+ success rate after two to three hours of focused practice. Spend 20-30 minutes on each smoke in an offline server until the lineup and timing become muscle memory. Using a jump-throw bind is essential for consistency.

Are one-way smokes still viable on Mirage?

Classic one-way smokes that exploited texture gaps are no longer possible due to the new smoke engine. However, players are finding new methods to gain an edge. It is possible to play the edges of a smoke as it expands and fades. A higher-skill technique involves using an HE grenade to create a temporary hole in a smoke for a quick window of vision, which requires precise timing.

What is the most common mistake with Mirage smokes?

Poor timing is the most frequent error. Many teams throw execute smokes too early, causing them to fade before the entry fraggers are ready to push. This wastes $300 per grenade and gives CTs an advantage. Smokes should pop just two or three seconds before your team enters the site. Failure to use a jump-throw bind for required lineups is another major source of inconsistency.


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#cs2 mirage smokes#cs2 utility#mirage ct-side smokes#mirage smoke guide#mirage t-side smokes