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CS2 Utility Damage Cheat Sheet: HE, Molotov & Flash Numbers

CS2 Grenade Damage Guide

CS2 Utility Damage Cheat Sheet: HE, Molotov & Flash Numbers

CS2 Grenade Damage Guide

Grenades in CS2 can decide the outcome of a round before the first gunfight even begins. A well-placed HE grenade can leave an enemy with half their health, a Molotov can force an opponent out of cover, and a Flashbang can give your team a few seconds to safely enter a bombsite.

But how much damage do grenades actually deal? How long does a Molotov burn, and can a Flashbang kill an enemy? Let's break down the key numbers and situations where they matter most.

"0.1. HE Grenade in CS2 – How Much Damage Does It Deal?","0.2. How to Use HE Grenades More Effectively","0.3. Molotov and Incendiary in CS2 – Fire Damage Explained","0.4. When Should You Throw a Molotov?","0.5. Flashbang in CS2 – Damage and Blind Duration","0.6. How to Use Flashbangs Properly","0.7. CS2 Grenade Damage Numbers Worth Remembering","0.8. How to Deal More Grenade Damage in CS2"

HE Grenade in CS2 – How Much Damage Does It Deal?

HE Grenade in CS2

An HE Grenade costs $300 and deals instant damage to all players within its blast radius. The amount of damage depends on the distance from the explosion and whether the player has armor.

Key HE Grenade stats:

  • Up to 98 HP – maximum damage against an unarmored enemy.

  • Around 57 HP – maximum damage against an armored enemy.

  • Around 350 game units – blast radius.

  • $300 – grenade cost.

These values apply when the grenade explodes extremely close to an enemy. The farther a player is from the center of the explosion, the less damage they take.

How to Use HE Grenades More Effectively

A single HE Grenade rarely kills a full-health enemy, especially if they have armor. However, it's excellent for finishing off wounded opponents or dealing damage before pushing a bombsite.

For example, if two teammates throw HE Grenades at the same position simultaneously, they can kill even a fully armored enemy with 100 HP.

Another useful CS2 mechanic is that HE explosions temporarily disperse smoke. This allows you to check positions inside a Smoke Grenade or create a brief opportunity to land a shot.

Molotov and Incendiary in CS2 – Fire Damage Explained

Molotov and Incendiary in CS2

The Molotov is available to Terrorists, while the Incendiary Grenade is used by Counter-Terrorists. Both grenades create an area of fire that damages players standing inside it.

Key stats:

  • Up to 40 HP per second – damage from prolonged exposure to fire.

  • 1–2 HP – damage from a direct hit with the bottle or grenade.

  • Around 7 seconds – Molotov burn duration.

  • Around 5.5 seconds – Incendiary burn duration.

  • $400 – Molotov cost for Terrorists.

  • $500 – Incendiary Grenade cost for Counter-Terrorists.

Fire damage increases over time. The first damage tick deals 1 HP, then gradually increases to 8 HP per tick. Fire deals damage five times per second, bringing the maximum damage rate to 40 HP per second.

The Molotov bottle itself also deals damage if it directly hits an enemy. An unarmored player loses 2 HP, while an armored player loses 1 HP. This is separate impact damage and is not related to the fire that follows.

When Should You Throw a Molotov?

A Molotov isn't just useful for dealing damage. Its main purpose is to force enemies out of strong positions or temporarily block a passage.

For example, on Inferno, you can use fire to stop a fast push through Banana. On Mirage, a Molotov can force an opponent out from under Palace or other protected positions.

Molotovs are also commonly used in post-plant situations to prevent enemies from starting a defuse.

However, fire can be extinguished with a Smoke Grenade. That's why you shouldn't expect a single Molotov to completely stop an enemy push.

Flashbang in CS2 – Damage and Blind Duration

Flashbang in CS2

A Flashbang deals no explosion damage, but it can completely blind an enemy for several seconds. However, the grenade itself can still deal damage if it directly hits a player's character model.

Key stats:

  • 0 HP – explosion damage.

  • 1–2 HP – direct-hit damage against armored and unarmored players, respectively.

  • Up to approximately 5 seconds – total duration of the blinding effect from a strong flash.

  • $200 – cost of one Flashbang.

  • 2 Flashbangs – maximum number a player can carry.

This means you can actually kill an enemy with a Flashbang. If an opponent has only 1–2 HP remaining and the grenade directly hits their character model, it may be enough to finish them off.

The duration of the blinding effect depends on the distance from the explosion and the direction the player is facing. If an enemy looks directly at the flash, the effect will be significantly stronger than if they manage to turn away.

How to Use Flashbangs Properly

One of the most effective techniques is the Pop Flash. This is a throw designed to make the grenade appear in the enemy's field of view just before it explodes.

A Pop Flash is much harder to dodge because opponents have almost no time to turn away.

Flashbangs are especially useful when entering a bombsite, retaking a position, or coordinating a play with a teammate. The most important thing is to warn your teammates beforehand so you don't accidentally blind your own team.

CS2 Grenade Damage Numbers Worth Remembering

You don't need to memorize every grenade stat for a regular match. Just remember a few key numbers:

  • HE Grenade: up to 98 damage without armor and around 57 with armor.

  • Molotov: up to 40 damage per second from fire and 1–2 HP from a direct bottle hit.

  • Incendiary: up to 40 damage per second from fire and 1–2 HP from a direct hit.

  • Flashbang: 0 explosion damage, but 1–2 HP from a direct hit on a player.

These numbers will help you better estimate how much health your opponents have left and choose the right moment to attack.

The Evolution of Grenades in Counter-Strike: CS 1.6, CS:GO, CS2

How to Deal More Grenade Damage in CS2

Knowing grenade stats is useful, but understanding where and when to throw them is even more important.

HE Grenades work best when you already have information about an enemy's position. Molotovs should be thrown into spots where opponents can't escape without risking exposure to gunfire. Flashbangs should be timed so they explode just as your team begins its push.

To do this consistently, it's worth learning at least a few grenade lineups on the maps you play most often. Start with simple HE lineups for common enemy positions, Molotovs for clearing corners, and Pop Flashes for entering bombsites.

Check out our CS2 grenade lineup guides to learn how to consistently land grenades in the right spots and get more value out of every throw.

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