You do not need dozens of Anubis grenade lineups to become useful on the map. Start with utility that solves the recurring problems around A Heaven, Mid, B Cross and the deep B-site positions.
Anubis returned to Active Duty in January 2026 with gameplay changes, and grenade clipping has also been adjusted since the rework. For that reason, understand what each grenade is supposed to accomplish first, then verify its exact aim point in the current build.
Best Anubis Smokes to Learn First
| Priority | Utility | Side | Purpose |
|---|---|---|---|
| 1 | A Heaven Smoke | T | Remove one of the strongest elevated A-site angles |
| 2 | B Cross Smoke | T | Help Ts cross into the B execute safely |
| 3 | Mid Smoke | T | Create safer central control |
| 4 | Mid Doors Smoke | CT | Delay or control early T Mid pressure |
| 5 | B Site Isolation Smoke | T | Split the B defense into manageable fights |
| 6 | Back of B Molotov | T | Force a deep defender out of cover |
| 7 | B Entry Pop Flash | T | Create timing for the first B players |
| 8 | CT / Tunnel-side A Smoke | T | Reduce retake and rotation pressure on A |
| 9 | A Main Entry Flash | T | Help the first players enter A |
| 10 | A Heaven Molotov | T | Force a Heaven defender to move |
Best A Site Smokes on Anubis
A Heaven Smoke
This is one of the most useful Anubis grenades to learn.
Heaven gives CTs a powerful elevated position overlooking the A approach and site.
Smoking Heaven helps:
- reduce AWP impact;
- protect the first A Main players;
- simplify the initial site clear;
- separate the Heaven defender from the first fight.
Current utility databases include a Heaven smoke thrown from the Canal/Water side, making it particularly useful for an A split where one group controls central space before the execute.
A Heaven Molotov
A molotov serves a different purpose from a smoke.
Use it when you want to force a defender out instead of simply blocking their vision.
This can be valuable when your team knows a player is actively holding Heaven rather than rotating through it.
CT / Tunnel-Side Isolation Smoke
An A execute becomes much easier when the CT-side rotation route is temporarily blocked.
The purpose is not necessarily to cover every possible defender. It is to divide the site:
- fight A-site defenders now;
- deal with the rotating CTs later.
Fountain Molotov
Fountain is a common anchor and post-plant area.
A molotov can:
- force a defender to move;
- deny a strong close position;
- create a cleaner plant window;
- reduce one post-plant threat.
A Main Entry Flash
A flash is only useful if the entry arrives with it.
The basic rule:
flash pops → entry swings immediately → second player trades.
Throwing the flash several seconds before anyone moves wastes most of its value.
Simple A Execute
A strong basic execute can use:
- central/Canal control;
- A Heaven Smoke;
- CT-side isolation smoke;
- Fountain or close-position molotov;
- A Main Entry Flash;
- simultaneous Connector pressure if available.
The important concept is timing. A Main and Connector should not arrive ten seconds apart.
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This is one of the most useful structured Anubis attacks.
One group pressures A Main while another reaches Connector through central control.
The defenders now need to watch:
- A Main;
- Connector;
- potential Heaven isolation;
- late central lurks.
That is much harder than defending a simple five-player A Main push.
Best Mid Smokes on Anubis
Mid Smoke
Mid is one of the major control zones on Anubis.
A Mid smoke can help Ts:
- cross into deeper central positions;
- reduce early AWP pressure;
- set up Water/Canal control;
- prepare Connector pressure.
Current lineup collections include T-side versions thrown from the spawn/approach area.
Mid Doors Smoke
This is especially useful for CTs.
An early Mid Doors smoke can:
- slow the initial T take;
- deny information;
- buy rotation time;
- force Ts to spend flashes or wait.
Do not automatically throw it every round at the same second. Predictable utility becomes easy to exploit.
Window Smoke
A Window smoke is primarily an area-control grenade.
It reduces one line of influence while your team fights for nearby central space.
Use it as part of a plan rather than because the lineup exists.
Why Mid Utility Matters More Than It Looks
Anubis is connected through:
- Mid;
- Canal;
- Water;
- Bridge;
- Connector.
If you only learn site smokes, your team can execute A and B but may never gain the control required to make those executes unpredictable.
Best B Site Smokes on Anubis
B Cross Smoke
The B Cross Smoke is one of the most important T-side grenades on Anubis.
Its purpose is to reduce exposure when players transition from B-side control into the actual site fight.
Current lineup databases include versions thrown from Outside Long.
B Site Left-Side Smoke
A second B smoke can isolate another defensive sector and divide the site into smaller fights.
The goal is to stop the first players from simultaneously fighting:
- deep site;
- crossfire angles;
- rotation positions;
- elevated or long-range defenders.
Back of B Molotov
This is a high-value grenade because deep defenders can survive the initial smoke setup and kill players who immediately run toward the plant.
Use the molotov before committing the bomb carrier.
B Entry Pop Flash
A pop flash from the Outside Long/B-side approach helps the first players take the initial fight before CTs can fully react.
Good timing matters more than an unnecessarily complex lineup.
Simple B Execute
- take B Main / Outside Long control;
- throw B Cross Smoke;
- use the second site-isolation smoke;
- molotov Back of B;
- pop flash the entry;
- clear Pillar and close positions first;
- clear Palace/Back Site before planting;
- plant for controlled post-plant positions.
Why You Should Not Plant Immediately
One of the most common Anubis B mistakes is believing the site is clear because the first visible CT died.
Deep positions can remain active.
Before planting, ask:
- Has Back of B been cleared?
- Is Palace controlled?
- Can Sniper's Nest see the planter?
- Is the rotation route smoked?
- Can the bomb carrier be traded?
Best CT Utility on Anubis
Mid Doors Smoke
One of the clearest early-round control tools.
A Main Anti-Rush Utility
A smoke or molotov can slow direct A pressure and allow the anchor to reposition.
B Main Anti-Rush Utility
The same concept applies to B.
Use it to:
- delay a rush;
- force Ts to spend flashes;
- buy time for a second defender;
- collect information elsewhere.
Canal / Water Utility
CT utility in the central water routes is valuable because giving those areas away every round allows Ts to choose their final site too easily.
Smoke vs Molotov vs Flash
| Problem | Best Tool |
|---|---|
| Long sightline | Smoke |
| Defender sitting in deep cover | Molotov |
| Entry player needs a timing window | Flash |
| Fast rush | Smoke or molotov |
| Known close position | Molotov + Flash |
Do Old Anubis Smokes Still Work?
Some do, but every important lineup should be tested.
Anubis returned in January 2026 with gameplay changes, and grenade clipping around central areas was adjusted afterward.
An older lineup may fail because:
- a grenade clip changed;
- the standing position moved;
- the bounce surface changed;
- the aim reference changed;
- the final smoke now leaves a gap.
How to Practice Anubis Smokes
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Use the grenade preview to check the actual landing point rather than judging the lineup only from the throw animation.
How to Memorize an Anubis Lineup
- learn the exact starting position;
- choose one obvious visual reference;
- remember the throw type;
- complete the throw successfully five times;
- inspect the landing with noclip;
- rethrow it;
- practice approaching the lineup from a real round position.
If You Only Learn Six Anubis Grenades
- A Heaven Smoke;
- Mid Smoke;
- Mid Doors Smoke;
- B Cross Smoke;
- Back of B Molotov;
- B Entry Pop Flash.
That already gives you useful utility on both sites and the middle of the map.
What to Learn Next
- CT-side A isolation smoke;
- A Entry Flash;
- Heaven Molotov;
- secondary B-site smoke;
- Canal control utility;
- anti-rush utility on both sites.
Common Anubis Utility Mistakes
- knowing the lineup but not knowing its purpose;
- throwing site smokes without controlling Mid;
- smoking Heaven too early;
- planting B before Back Site is cleared;
- throwing an Entry Flash before teammates are ready;
- using a smoke where a molotov should force the defender out;
- copying old lineups without testing them;
- using all CT utility in the first 20 seconds;
- never saving a smoke for the retake.
Utility and the Current Premier Map System
Anubis remains one of the seven Active Duty Premier maps.
The current map-selection system gives teams more opportunity to include maps they have actually prepared, which makes learning a compact, reliable Anubis utility package more valuable.
See the CS2 Premier Map Pool.
Anubis Utility Checklist
- A Heaven Smoke;
- A Heaven Molotov;
- A Entry Flash;
- CT-side A isolation smoke;
- Mid Smoke;
- Mid Doors Smoke;
- Window Smoke;
- B Cross Smoke;
- B Site isolation smoke;
- Back of B Molotov;
- B Entry Pop Flash;
- A/B anti-rush utility for CT.
Learn the Full Anubis Map
For callouts, rotations, CT setups and complete strategy, see our CS2 Anubis Guide.
For the current map rotation, see CS2 Premier Map Pool.
For Premier progression, see How to Rank Up in CS2 Premier.
Last verified: October 2026. Anubis returned to Active Duty in January 2026 with gameplay changes. Exact grenade aim points should be re-tested after future clipping or geometry updates.









