In Counter-Strike 2, planting the bomb is only half the battle — winning the post-plant is what truly secures the round. Too often, players lose advantages because they don’t know how to use their utility effectively once the C4 is ticking. That’s where post-plant Molotov lineups come in. A single well-placed incendiary grenade can deny the defuse, stall retakes, and buy the precious seconds you need to clutch.
This guide breaks down the best CS2 post-plant Molotov spots across every competitive map, from Inferno and Mirage to Dust2 and Nuke. You’ll learn not just where to throw, but also when — with exact timings that counter both kits and no-kits — so you can maximize impact. Whether you’re a solo queue player trying to win more clutches or a team strategist building coordinated utility plans, these lineups give you the edge.
By mastering these CS2 utility tricks, you’ll force defenders out of position, control the pace of retakes, and turn even risky bomb plants into round wins. With practice, post-plant Molotovs become your most reliable weapon for closing out games.
Contents
- 1 Best Post-Plant Molotov Lineups in CS2 (All Competitive Maps)
- 2 Inferno A Site Molotov Lineup – Stop the Defuse
- 3 Inferno B Site Molotov – Delay Rotations and Stop Defuses
- 4 Mirage A Site Molotov – Safe Post-Plant Lineup
- 5 Mirage B Site Molotov – Control the Default Plant
- 6 Ancient A Site Molotov – Delay Rotations and Secure Plants
- 7 Ancient B Site Molotov – Force Enemies Out of Cover
- 8 Dust 2 A Site Molotov – Wide Coverage to Stop Defuse
- 9 Dust 2 B Site Molotov – Mid-Safe Throw to Deny Defuse
- 10 Train A Site Molotov – Easy Lineup with Big Coverage
- 11 Train B Site Molotov – Best Throw to Control Half the Site
- 12 Nuke A Site Molotov – Full Coverage for Safe Clutches
- 13 Nuke B Site Molotov – Exact Plant Spot Throw
- 14 Overpass A Site Molotov – Secure Clutch with Half-Site Coverage
- 15 Overpass B Site Molotov – Punish Rotations and Deny Defuses
- 16 Why Post-Plant Molotovs Are Game-Changers in CS2
- 17 Molotov Timings and How to Use Them Effectively
- 18 Pro Tips to Win More Post-Plant Situations
- 19 FAQ: How to Become a True Clutch King in CS2
- 20 What’s the difference between a Molotov and an incendiary grenade in CS2?
- 21 How do fire nades help in post-plant clutch situations?
- 22 How long does a Molotov last in CS2?
- 23 What’s the best time to throw a Molotov post-plant?
- 24 Can CTs counter post-plant Molotovs?
Best Post-Plant Molotov Lineups in CS2 (All Competitive Maps)

Map & Site | Throw From | Covers / Purpose | Notes |
---|---|---|---|
Inferno – A | Short / Pit / Arch | Default plant – denies defuse, stalls CT retake | Run-throw; time at 9s (kits) / 11s (no kits) |
Inferno – B | Banana (half-wall) | Default / 1st Oranges – stops defuse, delays rotation | Safe from CT spawn rotations |
Mirage – A | Ramp / Palace | Default plant – safe denial from cover | Jump-throw, pairs well with Ramp/Palace crossfire |
Mirage – B | Apartments (balcony) | Pair with a teammate in Donut | Left-click; watch Cat/VAN |
Ancient – A | A Main | Default plant – deny defuse + slow rotations | B default – delay defuse from afar when the site lost |
Ancient – B | B Main | Left plant zone – burns defuse area, forces enemies out | Jump-throw, safe from most CT angles |
Dust2 – A | Long Pit / Short (Cat) | Wide coverage of A default – blocks defuse, stalls site | Run-jump-throw for max spread |
Dust2 – B | Mid Doors / Xbox | Jump-throw; forgiving if the plant is off-default | Best fallback if stuck mid |
Train – A | A Main | Default at bomb train – large coverage denial | Jump-throw; forgiving if plant is off-default |
Train – B | Upper B / Ramp | Half the site – controls default and prevents stick | Run-throw; easy lineup |
Nuke – A | Heaven / Hut | Both sides of default – near full coverage | Jump-throw; clutch essential |
Nuke – B | Ramp control | Exact plant pocket – safe denial if planted correctly | Works best with Ramp control |
Overpass – A | Long / Bathrooms | Half-site (Dice / Truck) – stalls defuse, clutch safe | Run-throw; timing dependent |
Overpass – B | Monster (if Short smoked) | Default & rotation lane – punish retake, deny stick | Risky if Short not blocked |
Inferno A Site Molotov Lineup – Stop the Defuse
- Why it matters: Stops the defuser and buys time for your team.
- Note: To throw this Molotov, place you and your crosshair as shown in the video, start running, and throw the Molotov.
This post-plant incendiary lineup is the most common for Inferno A Site. Thrown correctly, the fire nade spreads across the default bomb plant position, making it one of the safest clutch utility options for T-side players. Learn the lineup to avoid missing it, and make sure to learn how to hold the mid position to avoid dying before you use your Molotov.
Want to master your executes before the post-plant?
Be sure to check out our guide on Inferno Smokes in CS2, where we break down the best smoke
Inferno B Site Molotov – Delay Rotations and Stop Defuses
- Why it matters: It not only stops the CT from defusing the bomb but can also slow the rotation, as it covers a huge area.
- Note: Position yourself and aim your crosshair as shown in the video, and then use a simple left-click throw.
This Molotov works best because, after taking the B site as the T-side, you usually control Banana — giving you the space to throw it safely later. There’s less chance of somebody stopping you from doing so, as CT players usually rotate through the CT Spawn.
Mirage A Site Molotov – Safe Post-Plant Lineup
- Why it matters: It stops or delays the enemy from defusing the bomb.
- Note: For this Molotov, you should practice aligning your crosshair correctly, as shown in the video, then making a jump and throwing your Molotov.
This Molotov has many advantages, such as not being exposed to most enemy positions while throwing the nade. It works even better if you’re not the only one alive on your team to combine with the player covering the bombsite from A Ramp or A Palace positions.
Mirage B Site Molotov – Control the Default Plant
This is the Molotov for the most common bomb plant spot on the B Site of Mirage. It is easy to use, as you usually have B Apartments under your control, and there is only one angle where you can be killed before throwing your Molotov.
Want full map control rather than just nailing post-plant burns? Step up your execution with the ultimate smoke strategies:
Master Every Mirage Smoke – Dominate the Map — a complete CS2 Mirage smokes guide packed with T- and CT-side lineups to help you dominate every round.
Ancient A Site Molotov – Delay Rotations and Secure Plants
- Why it matters: It can be used to stop the defuse and also to delay the rotation.
- Note: Position yourself as shown in the video, line up your crosshair, then throw the Molotov.
This is a simple and easy-to-use Molotov to cover a large area of the bomb plant and stop the enemy team from defusing the bomb or just slow the enemy team’s rotation. It can be perfectly combined if you have a teammate who can help you from the A Donut position.
Ancient B Site Molotov – Force Enemies Out of Cover
- Why it matters: It covers the left side of the bomb plant area and stops defuse attempts.
- Note: For this Molotov, you should practice placing your crosshair right, as shown in the video, then making a jump and throwing your Molotov.
This is the best Molotov for B Site on Ancient in a post plant situation, as you are safe from most of the positions while throwing this Molotov. It works even better if you have a teammate on B Ramp to catch enemies forced out by the Molotov.
Dust 2 A Site Molotov – Wide Coverage to Stop Defuse
- Why it matters: It slows the enemy team, stops the defuse, and also covers most of the bomb plant.
- Note: To throw this Molotov, position yourself and aim your crosshair as shown in the video, then run, jump, and release.
This is the best Molotov for A Site of Dust 2 as it covers a huge area of the bombsite, and you won’t expose yourself to most enemy positions, and can safely throw the Molotov and buy a lot of time for your team or yourself.
Dust 2 B Site Molotov – Mid-Safe Throw to Deny Defuse
- Why it matters: It covers a few bomb plant positions and a large area, and stops the defuse.
- Note: Stand in the position shown in the video, align your crosshair, and use a simple left-click throw.
There is no ideal Molotov for B Site on Dust2, but this one will come in handy if you have lost control of the bomb site and are somewhere in the middle of the map. Use the Molotov cocktail to delay your opponents and prevent them from defusing the bomb.
Now that you’re mastering Molotov control on Dust2, don’t forget the setup that makes it work every time—smart smoke execution is the key. Check out Dust2 Smokes Guide: Lineups for Every Situation to round out your utility strategy with pinpoint precision.
Train A Site Molotov – Easy Lineup with Big Coverage
- Why it matters: It covers a big part of the bomb site and stops the defuse attempt.
- Note: For this Molotov, you should practice placing your crosshair right, as shown in the video, then making a jump and throwing your Molotov.
This throw is pretty easy to learn and can be very useful at the same time. It is also hard to miss as it covers a large area of the bomb site. Even if you plant the bomb a little bit off, it can still reach the area and stop the defuse.
Train B Site Molotov – Best Throw to Control Half the Site
- Why it matters: Covers half of the bombsite and stops the defuse.
- Note: To throw this Molotov, position yourself correctly, align your crosshair as shown in the video, then run and release.
It may be the best post-plant Molotov for B site on Train, covering half of the bombsite. It’s also pretty easy to use after a bit of practice, lining up your crosshair with the right timing before running and throwing the Molotov.
Nuke A Site Molotov – Full Coverage for Safe Clutches
- Why it matters: It covers both sides of the bomb plant and leaves no chance for defusing.
- Note: For this Molotov, practice lining up your crosshair as shown in the video, then jump-throw.
This Molotov is essential to learn, as it covers both sides of the bomb plant on the A Site on Nuke. While playing Nuke, you will often end up playing the position shown in the video. If you have a Molotov and the enemy has no Smoke, this can easily secure your clutch.
Nuke B Site Molotov – Exact Plant Spot Throw
- Why it matters: It covers a special area of the bomb plant and stops the defuse.
- Note: To throw this Molotov, place you and your crosshair as shown in the video, start running, and throw the Molotov.
This is the simplest Molotov, covering only one part of the bombsite. The B Site of Nuke is huge, and most of the time, Molotovs are used from different positions without special lineups. For this one, you’ll need to plant in the exact spot, but it’s effective because it keeps you covered from most angles, and it is safe to use if you have control of the Ramp.
Overpass A Site Molotov – Secure Clutch with Half-Site Coverage
- Why it matters: It covers half of the bombsite, stops the defuse, and buys time.
- Note: To throw this Molotov, place you and your crosshair as shown in the video, start running, and throw the Molotov.
It requires some practice before you can land it perfectly, but it covers one half of the bombsite. Together with your position here, the time you will buy with that Molotov can win you a lot of 1vX clutches when you’re left alone.
Overpass B Site Molotov – Punish Rotations and Deny Defuses
- Why it matters: Prevents the bomb from being defused and covers one of the rotation points.
- Note: Stand in the lineup spot from the video, aim your crosshair accordingly, and perform a left-click throw.
This one is not safe, as you can be killed from the Short position by CT pushing it while you have a Molotov in your hand. However, if they smoke the Short, you’ll be able to punish their rotation, as you can now safely use it. The Molotov will cover half of the bombsite, and it can also stop and slow the rotation as it covers one way to get to the bombsite.
Why Post-Plant Molotovs Are Game-Changers in CS2
There are a few main reasons for that, such as:
- Deny the enemy defusing the bomb
- Delay the retake
- Force the enemy out of position
- Gain control with minimal risk
Pro teams often rely on a single post-plant Molotov to win 1vX clutches. Learn their tricks — and when to use them.
Combine post-plant utility with deadly accuracy—check out our Complete CS2 Aiming & Recoil Guide to master crosshair placement, spray patterns, and dominate every duel.
Molotov Timings and How to Use Them Effectively

The Molotov in CS2 lasts 7 seconds, to be exact, 7.03125 seconds. The bomb timer is 40 seconds by default, and the closer it is to exploding, the more the sound changes. You can learn to hear it; just pay attention while you play, and you’ll understand how it works.
Here are a few more tips on how to work with the information above:
- If you suspect the enemy has a defusal kit, throwing a Molotov onto the bomb with 9 seconds left should make defusing it impossible, as it takes 5 seconds to defuse with a kit.
- If you know the enemy doesn’t have a kit, you can throw your Molotov before the bomb explodes, as it takes 10 seconds to defuse without a kit.
- Watch for enemy smokes — they can block your Molotov and make it much harder to stop the defuse, and it will be hard to kill the enemy through the smoke.
Pro Tips to Win More Post-Plant Situations
- Learn the bomb timings as they make different sounds on different timers. The default timer for a bomb to explode in competitive matches is 40 seconds.
- Use the Molotov not only to stop the defuse but also to delay attempts at early timings in a post-plant situation.
- Communicate with your team about not using all the utilities you have simultaneously.
FAQ: How to Become a True Clutch King in CS2
Winning the bomb plant is only half the fight — the real clutch happens after. Mastering post-plant Molotov spots gives you an edge in competitive CS2 play. Practice these lineups, refine your timing, and turn every plant into a win.
What’s the difference between a Molotov and an incendiary grenade in CS2?
Molotovs are the T-side fire grenade ($400), while incendiaries are the CT-side version ($500). Both last about 7 seconds and deal the same damage — the only difference is cost and team availability.
How do fire nades help in post-plant clutch situations?
A well-timed fire nade can deny the defuse, force smokes, and buy clutch seconds without taking a fight. That’s why pros almost always save one for post-plant — it’s a round-winning piece of utility.
How long does a Molotov last in CS2?
A Molotov (or incendiary grenade) in CS2 burns for about 7 seconds (7.03s precisely). That’s long enough to cover most defuse attempts, especially if thrown late in the round.
What’s the best time to throw a Molotov post-plant?
If you suspect the Counter-Terrorists have defuse kits, throw your Molotov with 9 seconds left on the bomb timer. Without kits, you should throw it with 12–14 seconds remaining. This ensures they cannot complete the defuse before the explosion.
Can CTs counter post-plant Molotovs?
Yes. The most common counter is a smoke grenade, which instantly extinguishes the fire and lets a CT attempt a “ninja defuse.” To prevent this, always be ready to spray the smoke or combine your Molotov with another teammate’s utility (like flashes or HE grenades) to punish the defuser.