Ultimate Dust 2 Smoke Guide - New Smokes!
Old and new - fitting for one of the oldest maps in gaming.
Old and new - fitting for one of the oldest maps in gaming.
CS:GO is one of the oldest popular esports, and as such, Dust 2, the most iconic map in all of gaming, has existed in one form or another for longer than at least a few of the players of CS:GO. It is hard to come up with anything new on a map that has weathered the storm of time as Dust 2 has. However, recent changes to B and in general the attempt to find something new outside of B has helped to inject this smoke guide with new and fresh smokes and approaches that will help everyone - be it a pugger or a team - in improving their utility on Dust 2.
You'll find classic, proven smoke line-ups, as well as new in this guide, a guide that will also tell you when you'll likely find success with said line-up and how difficult the smoke is. On top of that, you'll also find a pro and con list about every line-up, further helping you understand what the line-up exactly is about.
T-Side
T-Spawn to X-Box
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Difficulty: Easy (with jumpbind/double-key jumpbind)
Dos and Don'ts: Especially useful in the earlier sections of a round, this smoke can also be used later in the round, although I wouldn't advise using this smoke when you're below forty seconds, as you still need to cover the entire way from Top Mid to Short to A, eating a good portion of the time you still have to plant.
Pros:
Cons:
T-Spawn to Long Corner
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Difficulty: Easy (with jumpbind/double-key jumpbind)
Dos and Don'ts: Similar to the X-Box smoke, this smoke shows its fullest potential in the early round when the CTs can't be in Pit without crossing paths with your Long entry, you can still limit the angles you need to cover when going out Long in the later sections of the round. A useful smoke to bait out utility since most CTs like to contest long and try to counterplay with their own grenades.
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Cons:
T-Spawn to Long Cut-Off
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Difficulty: Easy (with jumpbind/double-key jumpbind)
Dos and Don'ts: Good early-mid round combination, will increase your chances of successfully taking A-Long tremendously, adding a bit of a curveball to when you're unsuccessful at stopping the Pit cross in your Long rush.
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Cons:
Long to CT (Deep)
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Difficulty: Easy
Dos and Don'ts: A standard smoke to have your Short players cross into CT either to kill the players inside CT or to creep up past Elevator and create a three angled approach to A-site, also useful for crossing with a flash. Fairly good smoke for a lurk to fake A, too.
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Long to Cross
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Difficulty: Easy-Medium
Dos and Don'ts: Useful for your standard A-site execute, either with or without Short presence.
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Cons:
Mid-to-B (in CT)
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Difficulty: Very Easy
Dos and Don'ts: After taking a minimum of Mid control, spamming Mid doors and checking the front part of Short, you can take out your knife to cross behind the X-Box or ask for a Flash to cross and safely line this one up, making an entire B-site split possible with literally one smoke, especially useful in the middle and late parts of a round.
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Cons:
Mid-to-A (in Front of B)
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Difficulty: Easy
Dos and Don'ts: Safe once you've taken the necessary Mid control, you'll be able to cross Mid to A through CT, surprising most teams with your curveball. This also opens up the possibility of a fake and actually going through the smoke to B, keeping your options open and allowing you to react according to the way the round goes.
Pros:
Cons:
Tunnel to B-Door
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Difficulty: Easy-Medium (you need to be precise)
Dos and Don'ts: Once you're in position, there is really nothing stopping you from blocking off B-Door before you even exit Tunnel, giving you a severe advantage against the one or two CTs stuck on B without backup, especially if someone mollies Window.
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Tunnel to Car
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Difficulty: Easy
Dos and Don'ts: This one will help you get out of Tunnel, you just have to keep in mind to check the left part of the car and not forget that someone may be hiding inside or behind the smoke, waiting for it to fade while your attention is elsewhere
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Tunnel to Snipers Nest
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Difficulty: Medium
Dos and Don'ts: Perfect for all kinds of B rounds, this one is especially useful against teams putting great emphasize on double AWPs, making it likely that an AWP is placed in Snipers Nest. Don't throw this one too early unless you know that the AWP rushes into that position since that tends to be a mid-late round position.
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Cons:
Onsite A Smoke
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Difficulty: Easy
Dos and Don'ts: When you don't stand too far up Short as I did in the first few seconds of the video, you'll be safe when you're throwing this smoke, eliminating the headshot position Slope, making it easier for you to enter A Site, especially with Long presence.
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Cons:
CT-Side
B-Cross
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Difficulty: Very easy
Dos and Don'ts: This loose line-up allows you to cross B without giving away too much information, not making it impossible to kill you, but impossible to count the number of bodies crossing to B, so it's only useful in the earliest sections of a Round
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Mid to Tunnel
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Difficulty: Easy
Dos and Don'ts: Throwing this smoke will allow for your B anchor to hold on to his precious utility until it's getting late or dangerous, allowing you to keep the numbers on B low without compromising on the effectiveness of the hold.
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Cons:
B to Tunnel Re-smoke Deep
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Difficulty: Easy (with a smoke crosshair)
Dos and Don'ts: This may seem weird at first and I can imagine you're thinking "why not just yeet the smoke into Tunnels and instead throw such a complicated line-up?", but this smoke specifically always allows you to molly into Tunnels if the Ts use a line-up to smoke in front of Tunnels, stopping their B-take unexpectedly for them. If they just flash and don't use any smoke, you'll be able to peek into them all bunched up in tunnels for a solid two meters, not allowing them to rush left and right yet.
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B to Tunnel Entrance
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Difficulty: Medium-Hard (with a jumpbind/double-key jumpbind)
Dos and Don'ts: Useful in the mid-late rounds, when you're trying to gain intel about the enemy team, but also viable as an early-round smoke for fast-paced B aggression, limiting the number of angles you need to worry about. If you get a read on the enemies that they're only playing one outside of Tunnel in the default, this smoke will force them to adjust or you'll just take the T outside of Tunnel out of play.
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Cons:
Car to Double-Door
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Difficulty: Easy
Dos and Don'ts: With this loose line-up, you're able to re-smoke or smoke off Double-Doors without putting yourself in danger, blocking off the only direct entrance to Long for the Ts.
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Cons:
Elevator to Short Cut-Off
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Difficulty: Easy (with a jumpbind/double-key jumpbind)
Dos and Don'ts: Great for early and mid-rounds, you're giving your Short players an extra bit of utility to keep the T aggression at Short at bay, further eating away time from them once the smoke finally fades, since they have no info about what is or isn't behind said smoke.
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Try to Be Unpredictable
It is not enough to learn a few smokes and to use them forever in the same situations all of the time. There are always niche situations where smokes that are mostly useless in certain situations, can become useful in a similar one later on. This is just one of the reasons why your nade variety should be big since you want to be prepared for every case possible. On a similar note, try to not to be predictable. Don't throw the same three smokes at the same timings in the same plays, since this will allow the enemies to counterplay you easily or to bleed you dry before they even use a single bit of utility. Switch it up to be as unpredictable as possible!