CS2 is a shooter’s game, where the one who shoots the head first wins. Yet that is not all the game has to offer, it can become far more intricate and knowing how to use utility in CS2 can mean the difference between a win and a loss.

How To Use Utility in CS2 – Every Item

It isn’t just your aim you need to train to become better at the game, but aspects like movement, positioning, and utility usage also play a huge role in defining your potential. In this article, we will be taking a look at the utility aspect of the game that you can you on any CS2 map, and see why they are useful, what are the different kinds of utility, and when to use it.

The Purpose of Utility

In CS2, there are two sides: Counter-Terrorists (CTs) and Terrorists (Ts), each with their roles cut out for them. By nature, the Ts are the attacking side, and the CTs are the defenders, but that’s not always how the cookie crumbles. Sometimes, CTs need to push forward to gain control, while Ts are forced to dig in and defend their positions. Regardless of the side, utility comes in handy for both sides.

As the game has progressed, so has the gameplay. Players have become sharper with their utility usage and the mind games. What was once a straightforward game of attacking and defending bombsites has turned into a tug-of-war for space and control.

For instance, if the Ts have banana control on Inferno, the CTs on the B bombsite will have no idea if there are any Ts there and will not be able to call for rotation in time when the Ts decide to hit the bombsite.

Why should you use utility on the CT side?

Utility shines in scenarios where space must be contested. Both sides use their grenades to gain the upper hand. CTs rely on molotovs and grenades to flush out lurking enemies and flashes to have the higher ground during fights. Once control is secured, utility is then used to ensure it isn’t lost. CTs will deploy smokes to lock down areas and hold their ground.

When it comes to bombsite hits, utility becomes a lifeline. CTs use it to slow down the attacking Ts, buying precious time to call in reinforcements and prepare for the retake.

Why should you use utility on the T side?

As the round unfolds, the Terrorists must eventually attack a bombsite, and utility becomes their best friend. It’s a similar situation to CTs taking banana control, just flipped on its head. Ts coordinate by using smokes to block chokepoints, molotovs to clear corners, and flashes to blind CTs, forcing them off their angles. Once the bomb is planted, utility comes into play again to hold the site and stave off retakes.

Thus, having utility and knowing how and when to use it is paramount for success in Counter-Strike. In CS2, there are five kinds of utility you can use and learn. Players can carry up to four grenades, one of each type except flashes, which can be carried in pairs. Let’s now take a closer look at each of them.

Flashbangs

  • Cost: $200

Flashbangs, or stun grenades, are designed to blind and deafen players for up to five seconds, depending on the impact. They’re fairly cheap but each player can carry a maximum of two. Once thrown, flashbangs take about two to three seconds to detonate and affect any players within proximity who are looking at them. Keep in mind, the flashbang has no effect on players not looking directly at it, but it can still blind those near it, even if thrown into smoke.

This makes it crystal clear that flashbangs are incredibly versatile. They can be used in countless scenarios, whether calling for a teammate’s flash or throwing a self-flash to peek an angle, or gaining control of an area.

This applies equally to Ts attacking a bombsite, CTs retaking, or anyone fighting for map control. The best CS2 players can hit flashes that are quick and undodgeable, giving opponents no chance to react. However, they can also blind you or your teammates if misused, so communication is key to ensuring they don’t backfire.

Smoke Grenades

  • Cost: $300

Smoke grenades are arguably the most essential utility in the game. When thrown, they spread over an area, creating a smoke screen that blocks visibility for 18 seconds and are invaluable for both CTs and Ts. For CTs, they can stall pushes or provide cover to reposition, while for Ts, it helps in reducing the potential angles you are exposed to when clearing bombsites.

Throwing a smoke into a chokepoint gives you a distinct advantage, if an opponent tries to push through, you’ll see them before they see you.

Here’s a pro tip: respect the smoke. Don’t run through it unless you’re short on time, know the timing is clear, are assisted by a flash or, if you’re the smoke criminal.

CS2 has redefined smoke grenades compared to previous iterations of the game. Smokes now interact with bullets, grenades, objects, and even light, making them far more dynamic. An HE grenade can efficiently clear a smoke, and bullets can create temporary gaps. Smokes are no longer invincible, so think twice before relying on them too heavily.

Molotov

  • Cost for Ts: $400
  • Cost for CTs: $600

Molotovs for Ts and incendiaries for CTs set the ground ablaze, dealing damage to any players who step on them. They are indispensable for stopping rushes or flushing enemies out of hiding spots. They deal 40 damage per second with 100% armor penetration, and their effects stack when multiple molotovs are used.

Regardless of which side you’re on, these utils last for about seven seconds and but molotovs cover a wider area, making them slightly more versatile. This explains why you might see a CT toss their incendiary just to pick up a dropped molotov during a round.

HE Grenades

  • Cost: $300

The HE grenade detonates within seconds and deals instant damage to players in its blast radius. It can inflict up to 98 damage on unarmored enemies and 57 on those with armor, depending on proximity. You can throw them at common areas to deal a ton of damage, or can be thrown at clustered enemies to slow them down, literally!

Timing is everything with an HE grenade. For example, if Ts typically reach a specific point on banana at 1:47, you can deal significant chip damage by throwing an HE at that moment. Another common tactic is “nade-stacking,” where multiple players throw grenades at the same spot to secure an instant kill.

Decoy

  • Cost: $50

The decoy grenade is the black sheep of utilities, not widely used but still has its moments. It mimics the sound of the best weapon in your arsenal, potentially fooling opponents. However, it’s relatively easy to differentiate between a decoy and a real player due to the rhythm of its shots.

Some players repurpose it as a fake flash due to its similar appearance, which can be a cool trick to know. That said, it’s rarely worth sacrificing a grenade slot for a decoy unless money is tight and you have no better options.

Use With Care

Grenades are a fantastic addition to your arsenal but must be used wisely. Poor timing can backfire, literally. For instance, throwing a grenade from under palace to palace through the gap in scaffolding might reveal your position to an enemy emerging from A main. Similarly, pulling out a grenade at the wrong moment can leave you defenseless against an opponent peeking the angle you were holding. To avoid such frustrating moments, always assess the situation before using utility. As with everything in CS2, practice and awareness are your best allies.