Nuke utility starts with Outside. If your team can safely cross Yard, reach Secret and hide how many players moved downstairs, the CT side immediately has a much harder information problem.
After the Outside package, the next useful grenades are Heaven and Mini/Main isolation for A, Ramp entry utility, and Decon or Double Doors smokes for B.
Official Nuke Smoke Lineups in CS2
The current official Nuke lineup set contains four smoke lineups.
| Official Lineup | Throw | Main Purpose |
|---|---|---|
| Outside Smoke Wall | Jump-throw | Create the first protected Yard crossing lane |
| Far Garage Smoke | Jump-throw | Close deeper Garage-side vision |
| Garage Smoke | Jump-throw | Block Garage vision over Outside |
| Unbreakable Smoke | Standing throw | Create additional Outside coverage toward the Secret cross |
Best Nuke Utility to Learn First
| Priority | Utility | Main Use |
|---|---|---|
| 1 | Outside Smoke Wall | Yard → Secret control |
| 2 | Garage Smoke | Remove Outside AWP/rifle vision |
| 3 | Secret Cross Smoke | Safer lower-site access |
| 4 | Heaven Smoke | A execute |
| 5 | Mini/Main Smoke | A isolation / Yard control |
| 6 | Ramp Flash | Ramp entry |
| 7 | Decon Smoke | B execute |
| 8 | Double Doors Smoke | B isolation |
| 9 | Hut Flash | A entry |
| 10 | Squeaky Molotov / Flash | A control |
Outside Smoke Wall
The Outside smoke wall is the foundation of T-side Nuke utility.
Its job is not simply to hide players. It should:
- remove Garage and Mini-side sightlines;
- create a safer path toward Secret;
- hide the number of players crossing;
- keep Outside and A pressure believable.
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The official Valve set includes a jump-throw from T Spawn that begins this wall.
The important part is timing: the Outside group should be ready to move as the smoke blooms.
Far Garage Smoke
This is the second important piece of the Yard package.
It reduces deeper Garage-side vision and makes the cross less exposed to a CT rifle or AWP.
Garage Smoke
Garage is one of the strongest CT positions for watching Yard.
A dedicated Garage smoke forces the defender to:
- reposition;
- peek through a smoke;
- give up early information;
- move closer to another Outside angle.
Secret Cross Smoke
Community lineup databases contain several Secret-cross variants from T Spawn, Outside, Silo and other Yard positions.
You do not need all of them.
Learn one fast version from the opening Yard setup and one backup version from deeper Outside.
Why the Outside Wall Is Strong
The CT side often cannot immediately tell whether:
- one player crossed Secret;
- three players crossed Secret;
- nobody crossed and the smokes are a fake;
- Ts are moving toward Mini instead.
That uncertainty is almost as valuable as the physical cover.
Outside Smokes Do Not Mean Automatic B
After crossing Yard, your team can:
- take Secret;
- pressure Mini;
- lurk Garage;
- hold Outside and return Lobby;
- split A through Main.
Mini / Main Smoke
Mini, often called Main, connects Outside directly to A.
A smoke here can serve two different purposes:
- protect the Outside cross;
- isolate Main during an A execute.
Do not smoke it if your own teammate is planning to enter A through Main at the same timing.
Heaven Smoke
Heaven is one of the highest-value A-site smoke targets.
The Heaven player can otherwise shoot down into:
- Hut;
- Squeaky;
- Site;
- Main-related entries.
Smoking Heaven lets the first T players focus more attention on Rafters and close site positions.
Simple A Utility Package
- create Outside pressure or at least show presence;
- smoke Heaven;
- isolate Main/Mini if needed;
- flash over Hut/Squeaky;
- molotov a known close defensive position;
- activate Hut and Squeaky together;
- clear Rafters before planting.
Hut Flash
A Hut flash should pop immediately before the entry players swing.
Smoke lands → flash pops → entry moves.
Squeaky Utility
Squeaky can be used for:
- an A entry;
- a Vent drop;
- additional site pressure.
CTs can also use molotovs or defensive smokes here to disrupt fast A timings.
Hell Molotov
Hell sits underneath Heaven and can become an awkward retake or support position.
A molotov can remove it during a structured A hit.
Ramp Utility
Ramp is the second major path to B and has its own utility battle.
Ramp Entry Flash
The first T players should not dry peek the Ramp defender if a teammate can flash them in.
Ramp Smoke
A T-side smoke can isolate part of the Ramp defense or reduce a long defensive sightline depending on the setup.
CT Ramp Smoke
Defenders can smoke the entrance to:
- delay a fast hit;
- force Ts to spend flashes;
- hide a reposition;
- buy time for lower-site support.
Ramp Incendiary
Fire is particularly strong when you want to stop the first wave rather than merely block vision.
Do Not Fight Ramp Until Death
CT utility is often designed to buy time.
If the smoke and incendiary have already delayed the Ts, falling toward B can be more valuable than taking one final isolated duel.
Best B Smokes on Nuke
Decon Smoke
Decon is one of the main lower-site rotation and retake routes.
Smoking it reduces immediate CT pressure while the site is being cleared.
Double Doors Smoke
Double Doors creates another lower-site line that can interfere with the B plant and post-plant.
Blocking it can divide the defense.
Window Smoke
Window is another B-side angle that may need to be isolated during specific executes or retakes.
Simple B Utility Package
- gain Ramp or Secret control;
- activate a second lower route if possible;
- smoke Decon;
- smoke Double Doors if it affects the execute;
- flash into the site;
- clear Dark;
- watch Vents;
- plant for Ramp or Secret.
Ramp + Secret Execute
Utility becomes much more effective when the defense must watch two entrances.
A smoke at Decon is much more powerful if CTs also need to worry about Ramp and Secret simultaneously.
CT Outside Utility
CTs can use Outside smokes and molotovs to:
- break the standard smoke-wall timing;
- delay the Secret cross;
- force Ts into uncomfortable Yard paths;
- support the Garage player.
Secret Molotov
A defensive molotov around the Secret route can punish an automatic smoke-wall cross.
This is particularly useful when the T side repeats the same Yard setup every gun round.
Smoke vs Molotov vs Flash on Nuke
| Problem | Best Utility |
|---|---|
| Outside AWP / Garage sightline | Smoke |
| Heaven controlling A | Smoke |
| Close Hut / Ramp position | Molotov |
| Hut, Ramp or B entry | Flash |
| Fast Ramp or Squeaky rush | Smoke / Incendiary |
| Decon / Double Doors retake line | Smoke |
Official Lineups vs Community Lineups
Nuke currently has a small official Valve smoke set focused heavily on Outside.
Community databases expand this with:
- Heaven;
- Mini/Main;
- Secret Cross;
- Ramp;
- Decon;
- Double Doors;
- Squeaky;
- Window.
That is why an effective Nuke utility pool should combine both rather than memorizing only the official four.
Do Old Nuke Smokes Still Work?
Many concepts remain valid because Nuke has not undergone a large 2026 strategic rework.
However, exact lineups can still become unreliable after:
- clipping changes;
- geometry adjustments;
- different aim references;
- small prop changes.
Always test the final smoke rather than assuming an old CS:GO pixel remains correct.
How to Practice Nuke Smokes
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How to Learn a Nuke Lineup Faster
- learn the exact standing position;
- find one clear visual reference;
- remember standing or jump-throw;
- land it five times in a row;
- inspect it with noclip;
- use rethrow from the CT perspective;
- practice reaching the lineup from a realistic round route.
If You Only Learn Six Nuke Smokes
- Outside Smoke Wall;
- Far Garage Smoke;
- Garage Smoke;
- Secret Cross Smoke;
- Heaven Smoke;
- Decon Smoke.
Then add Mini/Main and Double Doors.
Common Nuke Utility Mistakes
- throwing the Outside wall with nobody ready to cross;
- crossing Yard before the smoke fully blooms;
- using all Outside utility for a fake every round;
- smoking Mini while your teammate wants to enter through Main;
- forgetting Heaven during A executes;
- throwing Ramp flash before teammates are ready;
- smoking Decon but leaving Double Doors completely open;
- learning a Secret lineup without understanding which CT sightline it blocks;
- copying old lineups without testing them in CS2.
Nuke Utility Checklist
- Outside Smoke Wall;
- Far Garage Smoke;
- Garage Smoke;
- Secret Cross Smoke;
- Mini/Main Smoke;
- Heaven Smoke;
- Hut Flash;
- Squeaky Utility;
- Hell Molotov;
- Ramp Entry Flash;
- Ramp Anti-Rush Utility;
- Decon Smoke;
- Double Doors Smoke;
- Window Smoke.
Learn Nuke Beyond Smokes
For strategy, callouts and vertical rotations, see our CS2 Nuke 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's current Nuke lineup set contains four official smoke lineups, while current community databases expand the practical pool with Heaven, Mini, Secret, Ramp and lower-site utility.









