Essential Smokes for Inferno - A Need to Know Guide
Need to know smokes for Inferno to give you a guaranteed advantage over any enemy!
Need to know smokes for Inferno to give you a guaranteed advantage over any enemy!
At first glance Inferno may seem simple, but when you get a few games deep you will start to see that this isn't quite the case. Inferno is one of the hardest maps to attack, the map's iterations throughout the years have created veterans who are ridiculously good at defending and seem to know every angle that you can imagine. In this guide you will see all of the essential smokes to give you the best chance to take rounds from under the enemy teams noses however good they are. These smokes will help you take sites and push the CTs back into places where they are at a disadvantage and you can hopefully capitalize on this and start to consistently win rounds.
I will be referring to many in-game calls throughout the guide which shown on the map below:
Let's start this guide on the B-site
Smoke for CT:
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This is a must know smoke for B standard site takes. This smoke blocks CT Spawn, cutting the line of sight from anyone playing far back in CT. Also forcing anyone who was previously on the corner to either push back into CT or to push through the smoke into pool in which giving you the advantage in an aim duel.
Things to watch out for: As I previously mentioned there is the possibility of someone pushing through that smoke who was on the spawn corner, if someone does this they are more than likely either going to try and fight you at a disadvantage or sit in pool and wait on an off angle. Also there is the possibility that the CT side boosted a player onto boost so it is worth checking or prefiring that angle as you cross to site.
Smoke for Coffins:
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This smoke blocks not only the path from construction but also will prevent visibility of any player on top of the Coffins holding that angle to Banana, normally with an AWP. This forces the CT to either jump on top of the top coffin or to fall back to Construction and play retake while their team rotate to help them.
In-Game Situation:
I would suggest doing both these smokes on a B take in conjunction with some basic molotovs that you can throw on the fly as you approach the site. These molotovs should be for Dark and New Box, forcing these players out in the open for an easy kill for you or your team. Another good molotov can be thrown from top Banana to flame Oranges.
A-Site Guide
Unlike B, A-site has a multitude of places that can be smoked, in many many different combinations which could lead to different intended outcomes, I will show you the pros and cons of each essential smoke and then go through some different scenarios in which to use them.
Long Smoke:
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This smoke cuts off the Arch side and Cubby for an easy Short take, it forces the player to fall back and play behind the smoke or completely relocate towards Library or on A site. The only negative to this smoke is that the enemy CT could be sitting close Long and isn't smoked off, but this is easy enough to flash out and pre-aim this player and at most lose one player during the execute.
Short Smoke:
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This smoke cuts off Boiler and entirety of truck side, again forcing the player to take a risky peek through the smoke or to fall back and play defensively out of position putting you at an advantage. The single disadvantage to this nade is that if you choose to go up Long with this smoke and the enemy has boosted on the top of Patio then you can be fully seen, but this can be countered with a flash towards Short or simply pre-aiming this as you go out of Top Mid.
Moto Smoke:
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This smoke completely blocks line of sight from Library, Arch side and Moto, towards the A-site. It is also very rarely pushed through during actual in-game situations. The smoke makes it especially hard for counter-terrorists to retake as, if they decide to push through, they will be completely out in the open at a disadvantage from yourself and your fellow teammates.
Arch Smoke:
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A very simple smoke that smokes off the entirety of the Archway, which will force enemy players to fall back and play behind it or go towards Library. This gives you free reign to walk up Long and get a free kill on the isolated player that might rotate into Library, or the possibility to smoke Library off and face the players on site which will have no back up due to your amazing tactical smoke.
Balcony Smoke:
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Great smoke to get out of Apartments, it blocks view from Site, Graveyard and Pit. The main positives are that it cuts the number of angles that you have to worry about when exiting Apartments and isolates a single player which will either be under Balcony or on top of Balcony. Especially good for a solo player in Apartments and can be used with any other smoke on A to aid that player. The only negatives are that the enemy could be playing on Balcony or towards under Balcony which can be easily countered by pre-aiming these angles.
Pit Cross Smoke:
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This smoke gives great cover from common line of sights, including both Pit and under Balcony, giving your entire team the chance to get onto site without being fragged and getting an easy bomb plant. This smoke does come with one disadvantage, it does not fully cover you from Graveyard, although a very uncommon early round position there is the possibility of getting fragged, but again as you know this is to be a possibility pre-firing or flashing could help you overcome this and defeat that specific enemy with ease.
Combinations for different scenarios on A:
Short take to A - Smoke Long and Moto - cuts off 90% of the map, all B rotates and players long side of site have no choice but to wait and play retake, only have to fight players already on site or Pit.
Short take to A full - Smoke Long, Moto and Pit cross - only difference to standard Short take is that it cuts off the Pit player so that you have a higher chance of planting as you only have to fight the one person on site
Short A Split - Smoke Long, Moto and Balcony - Have three players go Short and two in Apartments and have one Aps player with a flash out of the Apartment to greater increase your chances of dominating the enemy - Short players should fight site (and possibly throw offensive utility towards Pit) and Aps players fight the Pit area player
Long take to A - Smoke Short and Arch - care for Library (either smoke or fight the player) - I suggest using this in combination with a player on Balcony to shoot players in the back who are fighting rest of team at Long and Moto area
Long to B - Smoke Short and Moto - forces A players to stay on site - watch for B players rotating Mid after the first initial smoke
Summary:
These smokes, especially in combinations, should help your team dominate the Inferno T-side, and force the enemy team to play in positions and scenarios where they are undoubtedly at a disadvantage. Don’t forget to change things up from round to round so that the enemies don't have a chance to adapt and predict your movements and executes, keep them on their toes with you still holding the massive advantage over them. If you feel like they are countering your executes and smokes after repeated use then I suggest trying to use it to your advantage by changing your approach with the same utility or play at a different after plant position, to throw the every losing enemy off. All these smokes and executes can be used effectively in both team and pug environments and I hope that you take something positive away from this and go on to get win after win after win. Good Luck and always Have Fun!