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CS2 Ancient Smokes 2026: Best A, Mid & B Lineups

CS2 Ancient Smokes 2026: Best A, Mid & B Lineups

You do not need dozens of Ancient grenade lineups to play the map effectively. Start with utility that solves the biggest recurring problems: taking Mid, controlling Donut, isolating CT on A and splitting the B defense.

Ancient is especially good for structured utility because Mid connects both bombsites. A few reliable smokes can turn a predictable A Main or B Ramp attack into a two-lane execute.

Learn these first: Top Mid Smoke, Donut Smoke, A CT Smoke, A Donut Smoke, B Left-Side Smoke, B Right-Side Smoke, Ramp Smoke, A Default Molotov, A Main Pop Flash and Elbow Incendiary.

Official Ancient Grenade Lineups in CS2

The current CS2 in-game Ancient guide includes seven official smoke-lineup examples.

Official Guide LineupPurpose
Top Mid and Donut SmokesOpening central control
Top Mid and Donut Smokes — second variationAlternative central setup
Left and Right Side SmokesSplit bombsite sightlines
Left and Right Side Smokes — second variationComplementary site isolation
Ramp SmokeControl the Ramp approach
Donut SmokeRemove Donut influence
CT SmokeSeparate CT rotation from the execute

Most of the official examples use a jump-throw, so practice the throw type as carefully as the aim reference.

Best Ancient Smokes to Learn First

PriorityUtilitySideMain Purpose
1Top Mid SmokeTCreate safer early Mid control
2Donut SmokeTRemove one of the key Mid-to-A positions
3A CT SmokeTSeparate CT rotations from A
4A Donut SmokeTIsolate the Mid-side A defender
5B Left-Side SmokeTSplit the B defense
6B Right-Side SmokeTComplete the B isolation setup
7Ramp SmokeCTDelay direct B pressure
8A Default MolotovTForce a defender away from the plant area
9A Main Exit Pop FlashTCreate the A entry timing
10Elbow IncendiaryCTSlow central T pressure

Best Mid Smokes on Ancient

Mid utility should be your first priority on Ancient.

Winning Mid gives the T side access to:

  • Donut and A;
  • Cave and B;
  • CT rotation cuts;
  • fast late-round redirects.

Top Mid Smoke

The Top Mid smoke reduces one of the dangerous early CT sightlines and lets Ts establish central space more safely.

Use it when:

  • your team wants early Mid control;
  • you are preparing a Donut split;
  • you want to reach Cave later;
  • an AWP is repeatedly contesting Mid.

Donut Smoke From Elbow

One useful community setup smokes the Mid-facing side of Donut from around Elbow.

The strategic goal is simple: prevent the Donut player from freely contesting your Mid take.

This is much more useful than memorizing the throw without understanding the timing. The smoke should support teammates who are already ready to occupy Mid.

Why Top Mid + Donut Work Together

These two smokes form a strong opening package.

Instead of taking several angles at once, Ts reduce CT vision and fight for the remaining space as a group.

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CT Mid Utility

Elbow Incendiary

An early incendiary around Elbow can slow T control and disrupt the timing of the opening Mid setup.

Do not throw it automatically every round. Mix the timing so Ts cannot simply wait for the same utility to expire.

Mid Flash

A teammate flash is often better than a solo dry peek.

Use flashes to gather information without committing a CT player to an isolated fight.

Best A Site Smokes on Ancient

A CT Smoke

The CT smoke is one of the most useful A-execute grenades because it delays the rotation and removes a major sightline.

Its job is to divide the fight:

  • deal with A-site defenders first;
  • deal with rotating CTs later.

A Donut Smoke

Donut is one of the most influential positions on Ancient.

Smoking it during an A Main execute prevents the Donut player from creating an easy crossfire with the site.

Alternatively, your team can control Donut directly and use the smoke somewhere else.

A Default Plant Molotov

A molotov toward the common plant/default area can force a defender out of a strong close position before the bomb carrier commits.

Molotovs are particularly useful when you know approximately where the defender is playing.

A Main Exit Pop Flash

The flash should pop as the first players leave A Main.

Correct sequence:

utility lands → flash pops → first player swings → second player trades.

Simple Ancient A Execute

  1. take or threaten Mid;
  2. smoke A CT;
  3. smoke Donut if your team does not control it;
  4. molotov the dangerous close/default position;
  5. pop flash A Main;
  6. enter with trading distance;
  7. clear Triple and other site cover;
  8. plant for positions your team controls.

A Main + Donut Split

This is stronger than using both A CT and Donut smokes in every round.

If your team actually controls Donut, you can attack simultaneously from:

  • A Main;
  • Donut.

This forces the defenders to turn between two directions and creates easier trades.

Best B Site Smokes on Ancient

B Left-Side Smoke

Community lineup databases include a smoke from the Ruins side that blocks one section of the B defense.

The exact name of the covered angle can vary between guides, but strategically it acts as one half of the B-site isolation setup.

B Right-Side Smoke

Pairing the second smoke with the first creates a corridor into the B site.

This is the classic reason two coordinated smokes are more valuable than five players all throwing random individual utility.

Pillar Molotov

Pillar is one of B's strongest close-cover positions.

A molotov:

  • forces the player away;
  • makes the initial clear simpler;
  • prevents the entry from having to check several close angles simultaneously.

Ramp Entry Flash

A pop flash over the B entry helps the first two players cross the dangerous opening portion of Ramp.

Simple Ancient B Execute

  1. establish Ramp control;
  2. create Cave pressure if your team owns Mid;
  3. throw the left-side smoke;
  4. throw the right-side smoke;
  5. molotov Pillar or another known close position;
  6. flash the entry;
  7. enter together;
  8. clear Back Site before planting.

Why Cave Makes B Utility Stronger

Smokes are most effective when CTs also have to respect a second route.

If all five Ts remain at Ramp, the defenders can simply focus utility and attention on one entrance.

Cave pressure changes that equation.

Best CT Smoke: B Ramp

A B Ramp smoke can delay an early rush and force Ts to:

  • wait;
  • spend flashes;
  • push through a smoke;
  • change their timing.

That time can be enough for the B support player to rotate or for Mid information to arrive.

Save Utility for Late Rounds

A common CT mistake is throwing every grenade in the first 20 seconds.

On Ancient, one late smoke for:

  • Ramp;
  • Donut;
  • Cave;
  • a retake choke

can be more valuable than early utility that never affects an opponent.

Smoke vs Molotov vs Flash

ProblemBest Utility
Remove a long sightlineSmoke
Force player from Pillar or another cover positionMolotov
Create an entry timingFlash
Delay a rushSmoke or Incendiary
Clear a known close positionMolotov + Flash

Do Old Ancient Smokes Still Work?

Many will, but do not assume every lineup is still pixel-perfect.

Valve changed Ancient again on September 22, 2026, including door geometry and grenade clipping inside Jaguar.

That means a lineup can become unreliable when:

  • grenade clipping changes;
  • the bounce surface changes;
  • a standing position is altered;
  • an aim reference moves;
  • the final smoke creates a new gap.
Best practice: preserve the strategic target but re-test the exact throw after map geometry or clipping updates.

How to Practice Ancient Smokes

sv_cheats 1
mp_warmup_end
mp_roundtime_defuse 60
mp_freezetime 0
mp_buy_anywhere 1
mp_buytime 9999
mp_maxmoney 60000
mp_startmoney 60000
ammo_grenade_limit_total 5
sv_infinite_ammo 1
sv_grenade_trajectory_prac_pipreview 1
bot_kick
bind "x" "sv_rethrow_last_grenade"
bind "v" "noclip"
mp_restartgame 1

How to Learn a Smoke Faster

  1. learn the exact standing position;
  2. find one obvious aim reference;
  3. remember whether it is a normal or jump-throw;
  4. land it five times consecutively;
  5. inspect the smoke with noclip;
  6. use rethrow to test how opponents see it;
  7. practice reaching the lineup from a real round route.

If You Only Learn Six Ancient Grenades

  1. Top Mid Smoke;
  2. Donut Smoke;
  3. A CT Smoke;
  4. A Main Pop Flash;
  5. B Left-Side Smoke;
  6. B Right-Side Smoke.

Then add Pillar Molotov and the CT Ramp Smoke.

Common Ancient Utility Mistakes

  • learning throws without understanding their purpose;
  • using site smokes without fighting for Mid;
  • smoking Donut when your own teammate already controls it;
  • throwing the A flash too early;
  • entering B without clearing Pillar;
  • using both B smokes but creating no Cave pressure;
  • dumping all CT utility immediately;
  • using old Jaguar-related lineups without re-testing them.

Ancient Utility Checklist

  • Top Mid Smoke;
  • Donut Smoke;
  • A CT Smoke;
  • A Donut Smoke;
  • A Default Molotov;
  • A Main Pop Flash;
  • B Left-Side Smoke;
  • B Right-Side Smoke;
  • Pillar Molotov;
  • Ramp Entry Flash;
  • CT Ramp Smoke;
  • Elbow Incendiary.
Bottom line: Ancient utility should help you control the map, not just decorate the execute. Top Mid and Donut unlock A, Cave pressure strengthens B, and two coordinated site smokes are more valuable than a collection of random lineups.

Learn Ancient Beyond Smokes

For callouts, rotations and complete strategy, see our CS2 Ancient Guide.

For the current competitive rotation, see CS2 Premier Map Pool.

For Premier progression, read How to Rank Up in CS2 Premier.

Last verified: October 2026. Valve adjusted Ancient door geometry and grenade clipping inside Jaguar on September 22, 2026, so affected lineups should be re-tested in the current build.

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