Stop Getting Rushed on Mirage!
45sDirectly addresses a common frustration for CS2 players, promising a solution.
▶ Play ClipThis video covers essential opening utility for Mirage in CS2, including molotovs, smokes, and flashes for A site, mid, and B site, with spawn timing considerations and counter-utility tips.
Ramp TEs can be out by 1:48, so throw a molly early to prevent aggression.
Aim left of antenna, release as you pass corner. Blocks visibility for T's trying OP pick.
Flash over connector for teammates fighting mid, using a W jump throw.
Time HE into ramp as molly fades to catch T's pushing.
CT wins race to mid; smoking window is essential. Easiest: jump throw from stair corner on rug.
Old version from trash can corner: aim, hold D, jump throw. Can be blocked.
Faster smokes to take mid with pace; shown on screen with spawn labels.
Connector smoke from trash can side, jump throw at first step on rug. Short smoke from same position, aim at specific spot.
Pair with window smoke to threaten CTs. Left click throw at top of antenna from same corner.
Two ways: crouch in corner, look at black spot, right click jump throw; or Monosy's lineup along wall, right click release, jump onto sawhorse.
Molly boxes before smoke blooms for more info and easier picks.
Throw flash instead of HE in smoke break lineup for a one-way flash to peek mid.
Smoke outside connector to threaten underpass peek; can also hold headshot angle inside connector.
Left and right click throw at light to blind underpass without warning.
Back against boxes, window in frame, aim at dark spot above, running throw before corner. Disrupts early apps pressure.
If expecting rush, use quicker, shallower molly.
Pair deep HE into kitchen after molly fades, then jump spot. Save smoke for defense.
If not worried about apps, throw flashes for mid teammates from B position.
Mastering these opening utility lineups for Mirage will give you a significant advantage in taking map control and countering enemy aggression.
"Title accurately promises essential opening utility for Mirage; video delivers detailed lineups and strategies."
What is the spawn timing for T's on ramp at A site?
T's can be out by 1:48.
0:46
How do you throw the A site molly to block ramp?
Aim left of antenna, release as you pass the corner.
0:56
What is the easiest way to smoke window from mid?
Jump throw from the stair corner on the rug.
1:59
Name two methods to break the mid window smoke.
1) Crouch in corner, look at black spot, right click jump throw. 2) Monosy's lineup: along wall, look up, right click release at dark spot, jump onto sawhorse.
3:55
What is the 'donk flash' and how is it thrown?
A flash that blinds underpass without warning; left and right click throw at the light.
5:04
How do you throw the deep molly on B site?
Keep back against boxes, window in frame, aim at dark spot above it, running throw before corner.
5:18
What should you do after the B site molly fades?
Throw a deep HE into kitchen, then jump spot. Save smoke for defense.
5:51
Spawn Timing Awareness
Understanding spawn timings is crucial for effective utility usage.
0:43Window Smoke Essential
Smoking window is a must due to CT winning the race to mid.
1:46Smoke Break Techniques
Breaking mid smoke provides valuable information and can disrupt T-side executes.
3:41Donk Flash
A powerful flash that blinds underpass without warning, named after a pro player.
5:04Deep Molly on B
Disrupts early apps pressure and forces T's into the open.
5:18[00:00] Are you tired of getting rushed down on
[00:01] B site, picked in mid, or caught off
[00:03] guard on A? Well, today we're going to
[00:05] talk about the must know opening utility
[00:06] for Mirage in CS2. But before we dive
[00:09] into the action, I want to thank today's
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[00:41] Let's get started with the A site.
[00:43] Before we can know what to throw, we
[00:44] have to understand the spawn timings for
[00:46] each position. For ramp, the TE's can be
[00:48] out by 148. So, your best course of
[00:50] action is to throw a molly as early as
[00:52] possible, preventing the TE's from
[00:54] getting too spicy. With the incendiaries
[00:56] being smaller, it's ideal to have them
[00:58] land around here. The pros generally
[01:00] throw it by aiming at the left of this
[01:02] antenna and releasing it just as they
[01:04] pass the corner. On the fly, this times
[01:06] out well to help you cross the connector
[01:08] since it'll block visibility for any of
[01:10] the T's trying to go for an aggressive
[01:11] OP pick. This molly should prevent
[01:13] anyone from jumping up on the right side
[01:15] or crossing all the way to the corner
[01:17] here on the left. Afterwards, if your
[01:19] teammates are going for fights in mid,
[01:20] it's important to flash over connector
[01:22] for them. If you watch Magisk play,
[01:24] he'll generally throw all of this on the
[01:26] run as he's crossing towards connector.
[01:28] Generally, I do a nice little W jump
[01:30] throw like this, but it doesn't have to
[01:31] be that precise. Now, if you're not the
[01:34] connector player and instead you're the
[01:35] A anchor, it might be a good idea to try
[01:37] to time out an H into ramp just as the
[01:39] Molotov starts to fade. You'd be
[01:41] surprised how much UD you can actually
[01:43] get from simply throwing H's on the back
[01:44] of incendiaries. Now, let's turn our
[01:46] attention over to mid. With a decent
[01:48] spawn, the CT is going to be winning
[01:49] this race every single time. This makes
[01:52] smoking window on T-side an absolute
[01:54] must. There's a reason this is the most
[01:56] thrown smoke in all of CS2. The easiest
[01:59] way to throw the smoke is going right
[02:01] here onto the stair corner and doing a
[02:03] simple jump throw right at this position
[02:05] along the rug. While it's amazing to
[02:07] finally have a window smoke that only
[02:08] requires a regular jump throw, this
[02:10] one's a bit easier to block since it
[02:12] bounces so low off of short. And of
[02:14] course, the old version is from this
[02:15] corner right here in the trash can.
[02:17] You're going to aim in this position,
[02:18] hold D, and then jump through. But hey,
[02:21] even this one can be blocked. It's just
[02:23] a little bit more difficult. But if
[02:25] you're a nerd like me and know the
[02:26] instant window smokes, you'll never have
[02:28] this issue because they land much faster
[02:30] and are going to help you take mid with
[02:31] a little bit more pace. I'm showing all
[02:33] of them quickly on screen right now in
[02:35] the background with the spawn clearly
[02:37] labeled. So feel free to pause, rewind,
[02:39] or slow it down all you want if you need
[02:41] to focus in on these. And hey, if you're
[02:43] looking for a more detailed explanation
[02:44] on each and every one of these lineups,
[02:46] I've made a thorough guide on instant
[02:48] smokes for every map. link is in the
[02:50] description. Now, of course, depending
[02:51] on the objective of the mid utility,
[02:53] it's also a good idea to throw either a
[02:55] connector or short smoke to complement
[02:57] your window smoke. For connector, the
[02:59] easiest smoke is from this side of the
[03:01] trash can and simply doing a jump throw
[03:03] at this first step up in the pattern on
[03:05] the rug. This should fill all the way up
[03:07] to the top, leaving no gaps to be
[03:08] exploited. If you'd rather smoke short
[03:10] from that same exact position, you can
[03:12] aim right here and do yet again another
[03:14] simple jump throw. I prefer one that
[03:16] bleeds out a little bit, preventing the
[03:18] CTs from using this corner as cover.
[03:20] Now, for more generalized mid control,
[03:22] I'd recommend pairing a simple crossm
[03:24] smoke up with the window smoke. This is
[03:26] going to threaten the CTS and have them
[03:27] wondering whether or not someone is
[03:29] actually behind the boxes. To throw it,
[03:30] just go in that exact same corner and do
[03:32] a simple left click throw at the top of
[03:34] this antenna. That thing's going to land
[03:35] here and allow you to cross completely
[03:37] unscathed from the connector or mid
[03:39] player. But what about when the rolls
[03:41] are reversed? Believe it or not, there
[03:42] are a couple of counters when it comes
[03:43] to this sort of utility. As everyone
[03:45] knows by now, it's extremely powerful to
[03:47] break the midm smoke. Even if you don't
[03:49] see anyone or you missed the shot, the
[03:51] information gained is just as valuable.
[03:53] And there are two ways to break it. The
[03:55] easiest, in my opinion, is you're going
[03:56] to get stuck into this corner right
[03:57] here. You're going to crouch down, look
[03:59] at this black spot, stand up, and do a
[04:01] right click jump through. That's going
[04:03] to explode just under the window,
[04:04] breaking the smoke without damaging you
[04:06] at all. However, while this breaks the
[04:08] most common smokes, there are some
[04:10] instances where it's unable to be broken
[04:11] from that lineup. In those specific
[04:13] scenarios, Monosy has a break where he
[04:15] goes along the wall right here, looks
[04:17] up, and does a simple rightclick release
[04:20] along this dark spot. He's then going to
[04:21] jump onto the saworse, taking no damage
[04:23] to the nade while getting full
[04:25] visibility of top mid. These sorts of
[04:27] breaks work best if you're mollogging
[04:28] out the boxes at the beginning of the
[04:30] round just before the smoke blooms. This
[04:32] not only gives you more information
[04:33] during a smoke break, but can also make
[04:35] it easier for your teammates to get
[04:37] picks if the TE's aren't tucking behind
[04:38] those boxes. Now, rewinding a bit to
[04:41] that first H break, if you throw a flash
[04:43] instead of a nade in that situation, it
[04:45] works as a fantastic one-way flash to
[04:47] help you peak into mid. Another great
[04:50] way to pressure mid early is by throwing
[04:52] a smoke outside of connector like this,
[04:54] threatening a peak into underpass. You
[04:56] could also stay inside of connector and
[04:57] use it as a nice headshot angle. Even if
[04:59] you don't do anything with it, it's
[05:00] going to likely slow the TE's down as
[05:02] they have to respect it. Now, the
[05:04] underpass peak is going to be most
[05:05] effective if you pair that up with a
[05:07] nice left and right click throw at this
[05:08] light, completely blinding all of
[05:10] underpass without any warning at all.
[05:13] Most people are calling this the donk
[05:14] flash. And believe me, it is worth
[05:16] giving it a shot. All right, enough
[05:18] about mid. Let's talk about B site.
[05:20] You'll see most professional players
[05:22] going here and throwing a deep molotov
[05:23] to disrupt any sort of early ABS
[05:25] pressure. To throw it, keep your back
[05:27] against these boxes and keep the window
[05:29] in frame. Aim with a dark spot above it
[05:31] and do a running throw before you hit
[05:33] the corner. Any T that ends up in front
[05:35] of it will likely be spotted in the
[05:37] open. Now, keep in mind this molly is to
[05:39] counter and disrupt contact plays. A
[05:41] rush is generally going to get right
[05:42] through this. If you're expecting a
[05:44] full-blown rush or hear something
[05:45] coming, a quicker, shallower molly is
[05:48] probably going to be your friend. Now,
[05:51] with that first molly in mind, I
[05:53] generally enjoy pairing up a deep H into
[05:55] kitchen right after it starts to fade.
[05:58] After that, you just get to jump spot
[05:59] and wait for any sort of contact for the
[06:01] rest of the round. I'd recommend holding
[06:03] on to your smoke, though, and never
[06:04] deploying it in the early round, saving
[06:06] it for defensive concealment. Now, if
[06:09] you're not really worried about them
[06:10] lurking out apps on you, you can always
[06:12] get set up in this position to throw
[06:14] flashes for your teammates in mid if
[06:15] your A players aren't doing that great
[06:17] of a job. But normally, I'd say just
[06:19] jump spot until the mid to late round.
[06:21] However, those details are for a
[06:23] different video. Hopefully you guys
[06:25] learned something new here, and if not,
[06:26] hopefully it was a nice little
[06:27] refresher. At the very least, I'm going
[06:29] to be covering the essential opening
[06:30] utility on every single map in CS2. I've
[06:33] already covered Dust 2, so feel free to
[06:34] check that out right now. But before I
[06:36] go, I do want to thank all of my amazing
[06:38] channel members on screen right now.
[06:40] Thank you guys so much for allowing me
[06:41] to do what I love every single day.
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