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Mirage remains one of the most played and most competitive maps in CS2, and mastering smoke lineups is essential for both ranked play and professional-level coordination. With the updated sub-tick system, movement accuracy changes, and grenade physics improvements in CS2, many classic smokes have slightly shifted — which means 2025 players need updated, consistent, pixel-perfect lineups.
This guide covers the most important Mirage executes, including A site, B site, mid control, and retake smokes, using methods currently favored by top pro players.
CS2’s new engine introduced critical changes:
✔ Sub-tick precision affects jump-throw timing
✔ Smokes interact with lighting & volumetrics (visibility is different)
✔ Grenade physics are more consistent but slightly heavier
✔ Doorway, window & bench hitboxes updated
Because of these changes, learning updated 2025 smoke lineups is essential if you want to perform clean executes like the pros.
Executing A site properly requires three main smokes:
📌 CT Smoke
📌 Jungle Smoke
📌 Stairs Smoke
Position: T-Spawn, right corner by the bin
Lineup:
Stand flush against the right wall.
Aim at the top-left corner of the antenna tip.
Use jump-throw bind.
Result: Perfectly covers CT without gaps. Safe plant guaranteed.
Position: T-roof (A ramp entrance)
Lineup:
Position at the small shadow line on the roof.
Aim at the middle of the left tower on the skyline.
Jump-throw.
Result: Cuts off window, jungle, and connector setups — crucial for split executing A.
Position: Same T-roof area
Lineup:
Stand next to wooden bar, align crosshair with the right wall crease.
Aim slightly above the rooftop behind stairs.
Throw normally (no jump-throw).
Result: Full stairs block, protecting ramp + palace players on entry.
Mid dominance in Mirage equals map control. Here are the three must-use smokes:
Position: Mid Top Boxes
Lineup:
Climb onto the boxes.
Line up crosshair with the roof edge of the white building.
Jump-throw.
Result: Cuts off window AWPer fully — no one-way visibility.
Position: Top Mid, left wall
Lineup:
Stand in the corner at the wall crack.
Aim at the antenna intersection on the right.
Normal throw.
Result: Works consistently even during movement tick variations.
Position: Top Mid, next to boxes
Lineup:
Look at the top of the satellite dish.
Move slightly left until aligned with the roof corner.
Throw.
Result: Blocks short pushers, allowing smooth B split.

Position: Apartments, behind the first pillar
Lineup:
Crouch and aim at the middle of the wooden beam.
Normal throw.
Result: Removes bench angles, protecting site entry.
Position: Same location
Lineup:
Aim at the inner corner of the roof triangle.
Jump-throw.
Result: Prevents AWPers from holding Market Window.
Position: Apps back corner
Lineup:
Align crosshair with the right light post on the horizon.
Throw.
Result: Ensures safe B plant and prevents Market retakes.
Placed at the edge of triple box, allowing defenders to see A ramp without being seen.
Thrown from Market Door, pushing attackers back while giving CTs breathing room.
Placed at the corner of Window, letting CTs regain mid control safely.
✔ Use a jump-throw bind — essential for CS2 sub-tick consistency
✔ Practice lineups in Rechamber servers
✔ Combine smokes with flash timing
✔ Communicate exact timings (“Stairs 3…2…1… go”)
✔ Never throw A site executes without a Stairs + Jungle combo
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