CS2 Nuke smokes in the csnades base set are nine smokes plus 13 other grenades (six molotovs, five flashes and two HE), checked on October 11, 2026. We added five more T smokes from csnades that the base set leaves out: outside main, CT red, heaven, vent and decon cross. Every lineup below is a table row: where to stand, what to aim at, how to throw, how long the grenade flies and when csnades last updated it. We describe the spots in words and use no game screenshots; the link in each row opens the csnades page with a short video. New to lineups? Read how to throw smokes in CS2 first, it covers the jump throw and the practice commands.
On this page

Short answer
- First five T smokes: garage, secret close and secret far for outside, A main from T roof, ramp from trophy.
- First three CT smokes: squeaky from heaven, top of silo from CT spawn, T red from CT red.
- Four throws on this page start with glass: break or shoot the window first, or the grenade bounces back.
- No jump-throw bind. It has been ignored by default since August 19, 2024; jump and throw by hand.
- Nuke has been quiet in Valve's notes: the last clipping items we found are from February 2024 (vents and the ramp doors).
Video: the essential smokes thrown in-game (NartOutHere, 2026). Each card below links to a clip of that exact throw with the crosshair position.
Which smokes to learn first on Nuke?
Nuke has two levels, and the open outside yard sits between T side and both bombsites. So the first block is the outside trio: garage from outside T spawn, secret close from T spawn and secret far from outside T spawn. All three are standing jump throws, and they fly long, 5.3 to 8 seconds, so throw them early in the round.
Then add one smoke per site. For A, the A main smoke from T roof (break the window, then a jump throw with both mouse buttons). For B, the ramp smoke from trophy, a running throw marked "Loose" on csnades, so it forgives a small aim error.
This order matches how a recent Steam Community cheat sheet from January 2026 sorts Nuke smokes: an A block (heaven, top hut), an outside block (cross, garage, secret, CT) and a B block (vent, ramp). Our tables cover heaven, garage, secret, CT, vent and ramp from that list.
Not sure you want to be the one throwing utility? The CS2 role quiz takes two minutes.
T-side smokes
Ten smokes. The first five are csnades' base set; rows marked "extra" are from csnades but outside that set. "Jump" means jump and release left click right after; "stand" means no movement keys.
Garage (outside) T
Stand: Outside T spawn, edge of the wall
Aim: Line up the shadow with the second ladder rung
Throw: Jump, stand · Air: 7 s
Secret, close T
Stand: T spawn, edge of the truck
Aim: Corner of the window
Throw: Jump, stand · Air: 8 s
Secret, far T
Stand: Outside T spawn, in the corner
Aim: Corner on the container
Throw: Jump, stand · Air: 5.3 s
A main T
Stand: T roof, break the window, stand in the corner
Aim: Red dot lined up with the top of the window
Throw: Jump, left + right click · Air: 7.3 s
Ramp T
Stand: Trophy, in the corner
Aim: Sign on the corner
Throw: Run, left click · Air: 2.9 s
Outside main (extra) T
Stand: T spawn, in the corner
Aim: Window lined up with the end of the white wire
Throw: Run, jump · Air: 8.6 s
CT red (extra) T
Stand: Under silo, next to the line, on the dot
Aim: Silo support
Throw: Left click, stand · Air: 4.7 s
Heaven (extra) T
Stand: On the silo support, shoot the window
Aim: Just left of the tip of the blue
Throw: Left click, stand · Air: 4.9 s
Vent (extra) T
Stand: T spawn, break the window, stand in the corner
Aim: Left of the line, top of the concrete
Throw: Jump, stand · Air: 6.7 s
Decon cross (extra) T
Stand: Back vents, door open, left of the sign
Aim: Sink lined up with the sign
Throw: Run, left click · Air: 2.8 s
Outside as one package. csnades lists the outside main smoke together with a front garage smoke from the same spawn as one combination. The outside main throw is a running jump throw marked "Very Precise", the hardest grenade in this table; learn garage and secret first.
Heaven and vent are "Very Precise" too. Heaven from silo needs the window shot out first; vent from T spawn needs the glass broken. csnades also lists the vent smoke in its "Top 3 lineups for every map" guide, so it is the one B smoke worth adding after ramp.
CT-side smokes
Squeaky CT
Stand: Heaven, edge of the door frame
Aim: The lamp
Throw: Left click, stand · Air: 4.8 s
Top of silo CT
Stand: CT spawn, in the corner
Aim: Just under the edge of the air conduit, a bit above the vents
Throw: Jump, stand · Air: 6.7 s
T red CT
Stand: Roughly at CT red
Aim: The blue box
Throw: Run, left click, let go at CT red · Air: 2.1 s
Double doors CT
Stand: B ramp, against the wall
Aim: The wall
Throw: Run, left click · Air: 2.8 s
T red is the forgiving one: csnades marks it "Loose", so a rough position still works. Top of silo flies 6.7 seconds and is the only CT smoke here that needs a jump.
Molotovs, flashes and HE that matter
Thirteen more lineups from the same base set. Flashes fly 1.6 s, HE 1.7 s, molotovs 1.3 to 2 s.
Molotov: A site CT
Stand: Heaven corner, yellow sign lined up with the frame
Throw: Left click, stand
Molotov: squeaky CT
Stand: Heaven, at the frame, bottom of the second window frame
Throw: Left click, stand
Molotov: dark CT
Stand: B ramp corner, box lined up with the floor
Throw: Left click, stand
Molotov: outside CT
Stand: Roughly on the outside CT ramp, aim at the corner
Throw: Walk, jump, let go at the end of the ramp
Molotov: silo CT
Stand: CT red corner, line on the silo
Throw: Jump, stand
Molotov: hut roof T
Stand: On the silo support, top of the line
Throw: Left click, stand
Flash: A site CT
Stand: Heaven corner, below, where the lines cross
Throw: Left click, stand
Flash: A site T
Stand: T roof, shoot the window, stand in the middle, window lined up with the railing
Throw: Jump, stand
Flash: hut T
Stand: Roughly at the lobby corner, the door frame
Throw: Run, left click
Flash: ramp T
Stand: Roughly under the logo at trophy, the sign
Throw: Run, left click
Flash: T red T
Stand: Roughly under silo, top of the fence
Throw: Run, left click
HE: dark CT
Stand: B ramp corner, box lined up with the floor
Throw: Left click, stand
HE: trophy CT
Stand: Roughly on the line at B ramp, the middle light
Throw: Walk, left click
The dark molotov and the dark HE use the same spot and the same aim on csnades. Learn the spot once and you get two grenades out of it.
The outside molotov is the one to watch. You walk down a ramp and jump at its end, and on April 1, 2026 Valve changed how player height works on ramps, warning that "grenade lineups on sloped surfaces may have changed". csnades dates this lineup January 2024, so test it before a match.
How to practise these lineups
Open a practice match on Nuke and paste the command block from how to throw smokes in CS2: it gives money, grenades, no freeze time and the rethrow key. Then one row at a time:
- Find the spot. Match the "Stand at" cell against the video on csnades.
- Aim and freeze the mouse. Put the crosshair on the point and do not touch the mouse again.
- Throw five times. Use rethrow and noclip to fly over and check where it lands.
- Use it once for real. A bot match where you throw only the new smoke.
For the window lineups, break the glass with a knife or a shot before the first throw, every round. Sensitivity does not change where a lineup lands, but if your aim feels off after switching from another game, the sensitivity converter keeps it the same. A thick crosshair makes "aim at the tip" harder to read; CS2 crosshair codes has settings for that.
What usually goes wrong
The grenade bounces back off the window. The A main smoke and the vent smoke need the glass broken first, and the heaven smoke and the T-roof flash need the window shot out. If a teammate already broke it, fine; if not, you just smoked yourself.
Outside smokes land, but late. Garage and secret fly 5 to 8 seconds. Thrown at 1:40, they are up before you cross; thrown when you are already walking out, they are not.
A jump smoke lands too far or too short. A leftover jump-throw bind does nothing since August 2024, so the timing is yours. Release right after pressing jump and listen for the confirmation sound Valve added for a correct jump throw.
The outside molotov drifts. It is thrown from a ramp, and the April 2026 change to player height on slopes is exactly the case Valve warned about. Check the landing in practice and, if needed, find the current version on csnades.
"Precise" lineups miss by a little. On csnades "Precise" and "Very Precise" mean the aim point does not forgive drift. Stand still for a moment after aiming, then throw.
Learning order and binds
Week one: the five T smokes from the short answer until you can throw them without the video. Week two: the three CT smokes plus the dark molotov from B ramp. After that, add heaven and vent from the extra rows, then outside main with a partner throwing front garage.
No throw binds needed. The binds worth adding are for practice only: rethrow, noclip, the grenade camera and the flight trail, all listed in the throwing guide.
Other maps in the pool: Mirage smokes, Inferno smokes, Ancient smokes, Anubis smokes and the remade Cache. For a random practice map each day, use the random CS2 map picker. Everything else is in the CS2 hub and on the guides page.
FAQ
Which Nuke smokes should I learn first?
On T side: garage and both secret smokes for outside, A main from T roof and ramp from trophy. On CT side: squeaky from heaven, top of silo from CT spawn and T red from CT red. All eight are in the csnades base set for Nuke.
Do Nuke lineups need a jump throw bind?
No. Since August 19, 2024 binds that mix jump and attack are ignored, and Valve made a plain jump followed by a quick throw land the same way every time. Valve improved jump throw consistency again on May 18, 2026.
Are these Nuke lineups still valid in 2026?
The 22 base lineups are in csnades' Nuke guide as of October 11, 2026, and each row shows the date csnades last updated it. In Valve's release notes from 2024 to October 2026 we found no Nuke grenade clipping change after February 2024, so the older dates are less of a worry here than on other maps.
Do some Nuke lineups need a broken window?
Some throws from T roof and from silo pass through a window. The A main smoke and the vent smoke ask you to break it first, and the heaven smoke and one A-site flash ask you to shoot it. With the glass intact, the grenade bounces back.
Where can I watch each throw?
Every row links to its csnades page, which has a short video of the lineup. We describe positions in words only and do not use game screenshots.
How do I practise these lineups?
Open a practice match on Nuke, paste the command block from our guide on how to throw smokes in CS2 and bind sv_rethrow_last_grenade to repeat your last throw.
Sources
- NartOutHere (YouTube): EVERY Smoke You MUST KNOW on Nuke in CS2 (checked Oct 12, 2026)
- csnades.gg: Counter-Strike 2 Nuke nade guide, 22 base lineups (checked Oct 11, 2026)
- csnades.gg: Top 3 grenade lineups for every CS2 map, includes the Nuke vent smoke (checked Oct 12, 2026)
- Steam Community guide: Nuke Smoke Cheat Sheet (Jan 25, 2026)
- Valve, Counter-Strike 2 blog: Side-stepping Skill, jump throws without binds (Aug 19, 2024)
- Valve: CS2 release notes, Nuke vents entrance clipping and ramp sliding doors (Feb 16, 2024)
- Valve: CS2 release notes, Animgraph 2 and lineups on sloped surfaces (Apr 1, 2026)
- Valve: CS2 release notes, more consistent jump throws (May 18, 2026)