Inferno Smokes in CS2: 10 Lineups for Both Sides, Tested in October 2026
These are ten Inferno smokes for CS2, captured on the current map on 27.10.2026 and tested in CS2 in October 2026. Four help a T hit on A: Arch, Library, Pit and Moto. Two are for B, the CT smoke and Coffins. Top Banana and Top Mid come out of T Spawn for early map control, and the last two are CT smokes that slow a Banana push.

Written by keen, PURE In-Game Leader.
Lineups captured by PURE's head of media on 27.10.2026 and checked by PURE's analyst.
Every spot named here is on our Inferno callouts map, if a name is new to you. Inferno has also been our best map lately, five maps and five wins on HLTV between 20.07 and 20.10.2026 (see our recent results). This guide isn't about that run. It's ten standard smokes that work on today's build.
How do you read the lineup cards?
Every smoke below has one card with three panels. The left panel shows where you stand. The middle one shows where you aim. The right one shows where the smoke lands.
In a full-size screenshot the crosshair is a tiny green cross, easy to miss. So the middle panel has an inset in its bottom-left corner: the real crosshair from the capture, zoomed three times, with a ring on the aim point. Nothing is redrawn. Match it and you're on the lineup.
There are three throw types in this set. A "left click throw" is the simple one. Hold left click, stand still and let go. A "left click + jump throw" means you hold left click, then jump and release at the same moment. Coffins adds a crouch to that, written as "crouch + left click + jump throw".
You have to jump throw by hand. Valve's 19.08.2024 update made the game ignore binds that combine jump and attack on one key. Valve's May 2026 update also made jump throws more consistent.
One more help. Since Valve's 30.09.2026 update, holding a grenade attack button in freeze time shows the grenade crosshair, so you can line up before the round starts.
A site smokes from the T side
These four Inferno A smokes cover the CT side of A: the two entrances from CT Spawn (Arch and Library) and the two spots on site where CTs like to sit (Pit and Moto).

Arch smoke
Throw from: hug the corner next to the blue double door
Aim: the ringed point in the card's inset
Throw: left click + jump throw
Arch is the archway from Long toward Speedway and CT Spawn. With smoke in it, a CT coming over from the CT side can't see out onto Long, and anyone already standing in Arch has to back off or walk through blind.
The Library smoke comes from the exact same spot with a different aim, so one player can learn both in one go.

Library smoke
Throw from: the same spot as the Arch smoke, hugging the corner next to the door
Aim: the ringed point in the card's inset
Throw: left click + jump throw
Library is the room off A that connects to CT Spawn, the main CT route onto the site. This smoke closes the doorway, so a CT inside can't peek the site or Long without stepping into it.
Don't expect a big cloud. The smoke sits right in the Library doorway and fills it, and that's all it needs to do. In the result panel it looks small and a bit pale against the wall, so check the doorway itself, not the open space in front of it. If the doorway is covered, the throw worked.

Pit smoke
Throw from: hug the corner at the trash bags
Aim: the ringed point in the card's inset
Throw: left click + jump throw
Pit is the sunken area below Balcony at the back of A, and it's the classic CT anchor spot. A player there sees the site and the end of Short with plenty of cover around him.
Smoke it and he's out of that fight until the cloud fades or he walks through it. Mini Pit, the smaller part tucked under Balcony, is still a separate spot to clear.

Moto smoke
Throw from: line yourself up with the arch shown in the position panel
Aim: the ringed point in the card's inset
Throw: left click + jump throw
Moto is the small cover spot between Library and A site. A CT there watches the site at close range, a few steps from the Library door.
With Moto smoked, that position is gone. It pairs naturally with Library. One closes the door, the other covers the first spot a CT would run to after it.
B site smokes off Banana
Two Inferno B smokes. They take away the CT side of B so the site can be played from Banana.

B site CT smoke
Throw from: on Banana, line up with the left side of the metal thing shown in the position panel
Aim: the ringed point in the card's inset
Throw: left click throw
"CT" here is the open lane from the CT side into B, not CT Spawn. People mix those up all the time.
The smoke closes that lane. CTs rotating over can't see onto the site as they arrive, and a player on CT Boost loses his view of B.
One newer detail: since Valve's July 2026 update, the C4 explosion clears smoke clouds and puts out molotovs. It changes nothing before the bomb goes off.

Coffins smoke
Throw from: hug the corner shown in the position panel
Aim: line the crosshair up with the ringed point in the card's inset
Throw: crouch + left click + jump throw
Coffins is the raised spot at the back of B, at the entrance from Garden, and it's the classic headshot angle on anyone walking out of Banana. That's the angle the Coffins smoke takes away.
There are no coffins there any more, it's scaffolding, but the name stuck.
It's the only throw in this set with a crouch in it, so read the throw line twice.
Inferno T side smokes for early map control
Both of these come out of T Spawn, so they're up early. Neither one is a site take. They just give you safe space on the way.

Top Banana smoke
Throw from: near T Spawn, line up with the arch
Aim: the ringed point in the card's inset
Throw: left click + jump throw
Banana is the long curved lane from T Ramp up to B, and it's the most contested area on Inferno. CTs like to hold it from the top, around Car and Sandbags.
This smoke lands at the top of Banana and cuts that view, so Ts can walk up the lower half without being picked at long range. It buys you ground, not a free site.

Top Mid smoke (T side)
Throw from: near T Spawn, line up with the rail
Aim: the ringed point in the card's inset
Throw: left click throw
A lot of "Inferno mid smoke" lineups online are CT smokes thrown from CT Spawn. This one is the opposite. It's a T smoke, and it lands at Top Mid, just short of the painted A arrow.
Top Mid is the CT end of Mid, where it splits into Short and Long, and CTs hold it by default. Put a smoke there and the CT watching Mid loses his line down it, so Ts can cross and move up without giving a free pick.
Inferno CT smokes for Banana
Both of these are thrown from the B side of Banana to slow a T push before it reaches the site.

Banana control smoke (CT)
Throw from: Car at the top of Banana, hug the corner of the car and the wall
Aim: the ringed point in the card's inset
Throw: left click + jump throw
Car is the cover near the top of Banana. It's barrels and planks now, but everyone still calls it Car. That's where you throw from.
The smoke goes down Banana and puts a wall between the Ts and the top. Ts pushing up have to walk through it or wait, and either way the CTs on B get time.

Deep Banana smoke
Throw from: beside the Church wall with the chairs, on the B side, hug the corner of the wall and chair
Aim: the ringed point in the card's inset
Throw: left click + jump throw
This one's a CT smoke too, and you throw it from further back than the Car smoke, beside the Church wall with the chairs.
It lands deeper in Banana, blocks the Ts' view up the lane and slows the push. Handy when you'd rather not stand at Car to throw.
Which Inferno smokes to throw together
Ten smokes are easier to remember as five pairs. The callouts table shows where Moto and Library sit on the map if you want to check first.
Arch and Library are the obvious pair, because they come from one spot. Together they cut both CT routes from CT Spawn onto A. Pit and Moto are the next pair. They cover the two spots CTs sit in on the site itself. Throw all four and the CT side of A is mostly smoke.
On B, the CT smoke and Coffins do the same job. One stops the rotation, the other takes away the angle on the Banana exit. Together they make B a site you can walk onto from Banana.
Top Banana and Top Mid are early smokes from T Spawn. Use them to take space, not to hit a site.
The two Banana smokes are the CT pair. Throw the Car smoke when you can stand at the top of Banana. Throw the Deep Banana smoke when you can't.
None of this is a script. It's how the smokes fit the map. Your team decides when to throw them.
Why an Inferno lineup stops working
A lot of Inferno smoke guides online are from 2023 to 2025, and Valve has changed the map and the throws since. A lineup can look right and still miss.
On Inferno, the July 2025 update opened the Church windows above Coffins, narrowed the Church garden path by the entrance door and widened it by Coffins, and changed the shape of the first box on B. It also adjusted Banana's visuals and props around the map. On 04.03.2026 Valve closed Graveyard on A and extended Balcony. Then in May 2026 jump throws themselves changed, with Valve's notes saying they'd improved "consistency of grenade jump throws and the accuracy of the jump throw preview camera".
So test before you trust. The quickest way is Play, then Practice, with Grenade Camera, Infinite Ammo and Infinite Warmup switched on. On a private server you can also type sv_cheats 1, then sv_infinite_ammo 1 and sv_grenade_trajectory_prac_pipreview 1. The last one shows where the grenade lands before you let go.
We captured these ten on 27.10.2026. If an update breaks one, we'll re-capture it and put the date at the top of this page.
Learning the next map? Start with the Mirage callouts, then the two-level Nuke guide.
FAQ
How to smoke on Inferno?
Pick one lineup and learn it exactly. Stand in the spot from the first panel of the card, put your crosshair on the point in the zoomed inset, and use the throw type written under it. Then throw it ten times on a private server before you try it in a match. A smoke that's one step off can land in the wrong doorway.
How do you do a jump throw in CS2?
Hold left click to pull the pin, then press jump and let go of left click at the same moment. You do it by hand. Since Valve's 19.08.2024 update, binds that put jump and attack on one key are ignored by default. Valve's May 2026 update also made jump throws more consistent, so a good lineup should land the same way every time.
How to practice smokes in CS2?
Go to Play, then Practice, turn on Grenade Camera, Infinite Ammo and Infinite Warmup, and load Inferno. That gives you a private server with no clock. If you prefer the console, sv_cheats 1 followed by sv_infinite_ammo 1 lets you throw the same smoke again and again without buying.
How to see where your smoke lands in CS2?
On a private server with sv_cheats 1, type sv_grenade_trajectory_prac_pipreview 1. A small preview window then shows where the grenade will land before you let go. The Grenade Camera option in the Practice menu does the same job if you'd rather not use the console.
Is Inferno CT or T sided?
Close to even, whatever its old reputation says. HLTV's all-time Inferno stats showed 49.7% of rounds going to CT and 50.3% to T when we checked on 20.10.2026. Our Inferno callouts guide has the longer answer, plus every spot name used in this smokes guide.