Basalt Grenade Callouts in CS2

5 min readWinio Team
Basalt Grenade Callouts in CS2

Basalt combines open streets, compact buildings and short rotation routes in a small Icelandic settlement surrounded by cliffs and ocean.

Some areas create long sightlines that favor the AWP, while narrow rooms and entrances reward close-range weapons and carefully timed utility. This contrast makes grenades essential on both sides of the map.

Terrorists need smokes to cross Mid, isolate defensive positions and create coordinated bombsite splits. Counter-Terrorists use incendiaries and late smokes to delay executes, collect information and give teammates enough time to rotate.

This guide covers the most useful Basalt smokes, flashes, Molotovs and HE grenades, along with practical A and B executes for both sides.

The History of Basalt

Basalt was created by Yanzl, RZL and Oliver. The map is set in a small Icelandic settlement featuring residential buildings, industrial structures and a research facility.

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The original version of Basalt entered Counter-Strike: Global Offensive on September 21, 2021, as part of Operation Riptide. It was removed from the official modes after the operation ended.

A rebuilt Source 2 version arrived in Counter-Strike 2 on November 13, 2024. Basalt became available in Competitive and Casual modes alongside Edin, while Palais and Whistle were introduced for Wingman.

The CS2 version received improved lighting, updated visuals and several layout changes. The creators also introduced breakable cover near Mid Window and breakable glass inside Red Barn and Green House.

Valve removed Basalt from the official CS2 modes on May 7, 2025. The map is therefore not currently available in standard matchmaking, but players can still access community versions through the Steam Workshop and custom servers.

Why Utility Matters on Basalt

Basalt mixes exposed outdoor areas with tight entrances and enclosed rooms. Walking into these positions without utility creates several problems.

The main features that make grenades important are:

  • Defenders can hold long angles across Mid.
  • Windows and doorways provide early information.
  • Both bombsites contain protected close positions.
  • Rotations between the sites are relatively fast.
  • A single Molotov can block an entire narrow entrance.
  • High rooftops make safe pop flashes possible.
  • Mid control opens additional routes toward both sites.

Mid is particularly important. A team controlling the center of the map can pressure Connector, attack through multiple entrances and force the defense to spread its resources.

Essential Basalt Callouts

Basalt was available in official CS2 modes for a relatively short period. Its community callouts are therefore less standardized than the names used on Mirage, Inferno or Dust 2.

Some teams may use different names for the same locations. Agreeing on terminology before a match can prevent unnecessary confusion.

Basalt Mid Callouts

The main Mid positions include:

  • Mid
  • Top Mid
  • T Mid
  • Mid Window
  • Mid Boxes
  • Red Barn
  • Connector
  • CT Mid

Mid is the central route connecting the two sides of the map. Taking this area allows Terrorists to create splits and change the final destination of the attack.

Mid Window gives the defense a strong elevated sightline into the center. A smoke blocking this position is one of the most valuable grenades on Basalt.

Red Barn provides protected cover and access to the central routes. A player inside can delay the attackers or wait for an opportunity to flank them.

Connector links Mid with other important parts of the map. Controlling it restricts CT rotations and creates additional routes toward the bombsites.

Basalt A Site Callouts

The most useful A callouts include:

  • A Site
  • A Main
  • A Entrance
  • Green House
  • Squeaky
  • A Short
  • Connector
  • CT
  • Default
  • Back Site
  • Boxes
  • Close

A Main is one of the primary entrances into the site. Defenders can hold it from several depths and combine their angles with players near Green House.

Green House contains protected positions and creates opportunities to fight from different elevations.

Squeaky connects an interior area with the A site. Its narrow doorway makes it suitable for fast attacks, but an incendiary grenade can stop the entire push.

Default is the standard planting position. Attackers must clear Close, Boxes and Back Site before committing to the plant.

Basalt B Site Callouts

The main B callouts include:

  • B Site
  • B Main
  • B Entrance
  • B Long
  • Connector
  • CT
  • Default
  • Back Site
  • Boxes
  • Close
  • Ramp

B Main is the primary entrance to the bombsite. Players leaving it may be exposed to several defensive positions at the same time.

B Long creates a longer sightline that can be controlled with an AWP or rifle.

Back Site allows the anchor to avoid the first flashes and engage after the attackers have shifted their attention toward CT or Connector.

Boxes and Close should always be cleared before planting. Molotovs and HE grenades are the safest tools for removing players from these positions.

How to Practice Basalt Grenade Lineups

Because Basalt is no longer part of the official matchmaking pool, you need a current Workshop version of the map or a community server.

After loading the map, open the developer console and enter:

  • sv_cheats 1
  • mp_warmup_end
  • mp_roundtime_defuse 60
  • mp_freezetime 0
  • mp_buy_anywhere 1
  • mp_buytime 9999
  • sv_infinite_ammo 1
  • ammo_grenade_limit_total 5
  • sv_grenade_trajectory_prac_pipreview 1
  • sv_rethrow_last_grenade
  • bot_kick

sv_grenade_trajectory_prac_pipreview 1 activates the grenade preview camera and shows where the utility will land.

sv_rethrow_last_grenade repeats the previous throw. It is useful for testing flashes from an opponent’s perspective or checking a smoke for small gaps.

Repeat each lineup several times before using it in a match. A reliable smoke should land consistently and completely block the intended sightline.

Basalt Mid Smokes and Utility

Mid control influences rotations across the entire map. If the Terrorists take the center, the defense must watch Connector, Red Barn and possible splits toward both sites.

Mid Window Smoke

The Mid Window smoke blocks one of the strongest early defensive angles.

Once the smoke lands, the Terrorists can:

  • Enter Mid more safely.
  • Take control of the central cover.
  • Pressure Connector.
  • Prepare an A split.
  • Rotate toward B without exposing the final plan.

The smoke must fill the entire window. If it lands too deep, a small one-way angle may appear near the edge.

One player should also watch for a CT pushing through the smoke with a flash.

Connector Smoke

A Connector smoke restricts defensive rotations through the center.

It is most effective during a split when one group attacks through the main entrance and the other approaches from Mid. The smoke prevents the Connector player from choosing an easy duel against either group.

Avoid throwing it too early. If the smoke fades before the execute begins, the defense can restore control without spending additional utility.

Deep CT Mid Smoke

A deeper Mid smoke removes defenders holding the area from a safer distance.

This grenade allows the Terrorists to occupy more space, but a CT may still push through it with a flash. One player should hold the edge of the smoke while the rest of the team advances.

Red Barn Smoke

Red Barn provides protected cover and creates a dangerous flanking opportunity.

A smoke near the entrance temporarily isolates the player inside. The attacking team can then focus on Mid Window, Connector and the next stage of the round.

The smoke does not give permanent control. If Red Barn has not been cleared, someone must continue watching for a late push.

Mid Pop Flash

A high flash over Mid can blind players near Window, Connector and the central cover.

A simple Mid take can be organized as follows:

  1. The support player throws the flash.
  2. The entry player clears the closest angle.
  3. A second player watches Mid Window.
  4. Another teammate controls Red Barn.
  5. The remaining players prepare smokes for the final split.

The flash should explode high enough to blind defenders without catching teammates who have already started moving forward.

HE Grenades for Mid Window

If the defense repeatedly uses Mid Window, an early HE can punish the player before the first rifle duel.

Two synchronized HE grenades are even more effective. The combined damage can force the defender to leave the position or begin the round with very little health.

Defensive Mid Incendiary

The CT side can use an early incendiary to stop a fast Mid take.

The primary purpose is not necessarily to deal damage. The fire delays the attack and gives the defense time to occupy Window, Connector and other key positions.

Do not throw the incendiary at the same time every round. The Terrorists can recognize the pattern, wait for the fire to disappear and take Mid after the defense has spent important utility.

Basalt A Site Smokes and Utility

An A execute becomes much easier when the Terrorists isolate CT, block Connector and clear the protected positions around Green House.

A Site CT Smoke

The CT smoke blocks the main rotation route and limits long-range defensive support.

It should land deep enough to prevent the defenders from using the smoke as forward cover. A shallow smoke may allow a CT to step out at close range and surprise the entry players.

Someone must continue holding the smoke after the site has been taken. It remains a potential route for a retake flash or an aggressive push.

A Connector Smoke

This smoke separates the central defender from the players inside A.

It is particularly useful during a Mid split. One group attacks through A Main while the other approaches from the center. The Connector player becomes isolated and cannot comfortably support both entrances.

Green House Smoke

Green House contains several angles that are difficult to clear during a fast execute.

Smoking the building can:

  • Temporarily isolate the defender inside.
  • Help the entry players cross the open area.
  • Reduce the number of visible angles.
  • Create space for the bomb plant.

The position still needs to be watched. A defender may wait inside the smoke and appear after the attackers begin planting.

Green House Molotov

A Molotov is often stronger than a smoke if the team wants to take complete control of the site.

The fire forces the defender to:

  • Leave the room.
  • Retreat deeper into the building.
  • Swing into the attackers’ crosshairs.
  • Use a smoke to extinguish the flames.

If the CT extinguishes the Molotov, the attackers receive information about their likely position and can follow with an HE grenade.

Close or Squeaky Molotov

The close angle near the entrance is dangerous during a fast attack. A defender with an MP9, shotgun or rifle can eliminate multiple players before the trade arrives.

A Molotov removes this position and gives the entry player fewer angles to check.

Throw it before the main flashes. A late Molotov may land behind the entry player and prevent the rest of the team from following.

Boxes Molotov

The boxes allow a defender to avoid the first smokes and delay the bomb plant.

A Molotov reduces the number of angles the entry player must clear. If the defender extinguishes the fire, the attackers can use an HE grenade or wait for the player to leave the smoke.

A Site Flashes

High flashes should explode above the defenders and behind the attacking players.

A complete flash sequence can include:

  1. A first flash for the deep defensive angles.
  2. A second flash over the center of the site.
  3. A final flash covering the bomb plant or a push through the CT smoke.

The support player should not be first in the entry order. Their job is to prepare the site and trade the entry fragger if necessary.

HE Grenade for Default

If the defense frequently plays near Default, an HE can be thrown immediately after the smokes and Molotovs.

The combination of a Molotov followed by an HE is particularly effective. A defender who extinguishes the fire is usually trapped inside a limited area and cannot see the incoming grenade.

Standard Basalt A Execute

A structured A execute can use:

  • CT smoke
  • Connector smoke
  • Green House Molotov
  • Close or Boxes Molotov
  • Two high flashes
  • HE grenade for Default

A possible role distribution is:

  1. The first player prepares the Close Molotov.
  2. The second player throws the CT smoke.
  3. The third player blocks Connector.
  4. The fourth player throws the site flashes.
  5. The bomb carrier enters behind the first two players.

All grenades must land within a short window. If the smokes activate several seconds before the flashes and Molotovs, the defenders have enough time to reposition.

Basalt B Site Smokes and Utility

A B execute requires systematic angle clearing. The Terrorists must remove the long-range defenders, clear Boxes and prevent easy rotations through Connector.

B Site CT Smoke

The main B smoke blocks the CT rotation route.

It allows the entry players to focus on the bombsite and the closest angles. After the plant, the smoke also provides enough time to establish post-plant positions.

A player should continue watching it for a possible push.

B Connector Smoke

The Connector smoke isolates Mid and reduces the number of directions available to the retaking CTs.

It is especially important when the Terrorists do not control Mid. Without this smoke, a defender may reach the flank or create a crossfire with the B anchor.

B Long Smoke

B contains open sightlines that favor the AWP.

A smoke on the long angle allows the entry player to approach the site and concentrate on Close, Boxes and Default. It must land before the main group appears at the entrance.

Back Site Smoke

The Back Site smoke temporarily isolates the anchor and makes the plant safer.

The disadvantage is that the grenade also gives the CT a protected area. Once the Terrorists control the site, someone must watch the smoke or use a Molotov to prevent the defender from leaving it.

Boxes Molotov

Boxes are one of the most likely defensive positions during a B execute.

The Molotov forces the defender to move into the open or extinguish the fire. The entry player must be ready for an immediate swing as soon as the grenade lands.

Close Molotov

A Close Molotov is essential during fast attacks through B Main.

Without it, the first player may need to check Close, Long, Connector and the bombsite simultaneously. This makes an effective trade extremely difficult.

B Site Pop Flash

A good B flash explodes above the bombsite when the entry player reaches the entrance.

If it detonates too early, the defenders recover before the attack begins. If it arrives too late, it blinds the Terrorists already entering the site.

Use a short voice call to synchronize the throw, such as “Flashing in three.”

HE Grenade for Default

An HE can punish defenders near Default or behind the central cover.

It is also valuable in a post-plant situation. If the attackers hear the defuse, an HE can force the CT away from the bomb or deal the final damage.

Standard Basalt B Execute

A complete B execute can include:

  • CT smoke
  • Connector smoke
  • B Long or Back Site smoke
  • Close Molotov
  • Boxes Molotov
  • Two site flashes
  • HE grenade for Default

The first player enters under the flash and clears the closest position. The second player follows immediately to secure the trade.

The bomb carrier should not enter first or second. Losing the bomb near the entrance can stop the entire attack.

Defensive Utility on Basalt

The CT side uses grenades to delay attacks, protect important areas and obtain information.

Early Mid Incendiary

An early Mid incendiary prevents an immediate central rush.

While the fire blocks the route, the defenders can:

  • Take Mid Window.
  • Check Red Barn.
  • Prepare HE grenades.
  • Move another player toward Connector.
  • Collect information on the opposite side of the map.

A Main Incendiary

An incendiary at A Main delays a fast execute and forces the Terrorists to use a smoke.

The CT side can then throw an HE into the extinguishing smoke. If several attackers are grouped behind it, the grenade may deal significant combined damage.

Squeaky Incendiary

Squeaky is a narrow route that can be completely blocked by a single incendiary.

The grenade becomes particularly useful after the defenders hear a door, glass or multiple footsteps. Using it without information at the start of every round makes the timing predictable.

B Main Incendiary

An early B Main incendiary stops a rush and allows the anchor to move into a safer position.

It can be even more valuable late in the round. If the Terrorists have little time remaining, they must extinguish the fire and push through a smoke without properly clearing the defensive angles.

Late Entrance Smoke

A smoke thrown with around 20 seconds remaining can completely disrupt the final execute.

The Terrorists must choose between:

  • Waiting for the smoke to fade.
  • Pushing through it.
  • Rotating to the other site.

Every option benefits the defense if the CT side communicates clearly and avoids an unnecessary early rotation.

Defensive Pop Flash

A pop flash over an entrance can help the defenders regain control after the first T-side utility arrives.

One CT turns away from the flash and swings with the explosion. A second player prepares to trade.

This move is especially effective against teams that throw their execute utility but wait outside the entrance.

Utility for Basalt Retakes

Retakes require defenders to clear several positions with limited time. Smokes and Molotovs can temporarily remove some of those angles.

Smoke on the Bomb

A smoke placed directly on the bomb allows a CT to begin a hidden defuse or force the Terrorists to reveal their positions.

The player inside the smoke does not always need to commit to the full defuse. A short tap can be enough to force the opponents to peek.

Smoke on the Main Entrance

If the Terrorists play the post-plant from A Main or B Main, a smoke can disconnect them from the bombsite.

The CT side gains several seconds to clear the closer positions and locate any attacker who remained near the bomb.

Back Site Molotov

A Molotov forces a player out of a protected post-plant position.

Combine it with a flash whenever possible. Otherwise, the Terrorist may leave the fire and win a duel against a defender looking in another direction.

HE Grenades During the Retake

Defenders can use HE grenades to remove attackers from positions controlling the planted bomb.

Avoid throwing every grenade without reliable information. Saving one HE for the final known position can decide the round.

Learn the Utility, Then Read the Match

Grenade lineups help teams take space, block sightlines and force opponents away from strong positions. Their effectiveness still depends on timing, communication and clearly defined roles.

The same details influence professional matches. A team’s performance depends on its map pool, recent form, side-specific results, utility protocols and ability to adapt during a series.

Winio analyzes these factors across thousands of matches to show what the data says before the server decides the result.

Explore upcoming CS2 matches and data-driven predictions at Winio.

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