Poseidon Grenade Callouts in CS2

Poseidon takes CS2 Wingman to a luxury resort on a sunny Greek island.
The peaceful setting includes white buildings, restaurants, a modern spa and an infinity pool overlooking the Mediterranean Sea. The gameplay is much less relaxing.
Poseidon has one bombsite, several elevation levels and short rotation routes. Two Counter-Terrorists can cover most of the important approaches, making dry attacks extremely difficult.
One accurate smoke can remove an entire defensive sightline. A Molotov can force a CT out of the only safe position in an area, while a properly timed flash creates enough space to enter and plant the bomb.
This guide covers the essential de_poseidon callouts, smokes, flashes, Molotovs and HE grenades for attacks, defense, retakes and post-plants.
What Is Poseidon in CS2?
Poseidon is a community-created Wingman map developed by hAgi.
The map takes place at a modern resort located on a Greek island. Its visual design combines white coastal architecture, water, outdoor terraces, restaurants and spa facilities.
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The first Workshop version of Poseidon was published on July 10, 2025. The creator also introduced the project on Mapcore as a map designed specifically for two-versus-two matches.
Valve added Poseidon to the official Wingman pool in January 2026 alongside Sanctum.
The map later received several additional changes. Visibility near Apollo Cafe was improved, clipping between Hell and Heaven was adjusted and a new bomb model was implemented.
How Wingman Changes the Game
Wingman uses a smaller format than standard Competitive mode:
- Two Terrorists
- Two Counter-Terrorists
- One bombsite
- Shorter rounds
- A compact playable area
Every death has an immediate effect on the round.
Losing the opening duel can leave one player responsible for clearing the site, planting the bomb, watching the rotation and winning a one-versus-two clutch.
Utility must therefore be distributed carefully. Using both smokes during the opening seconds may leave the Terrorists without cover for the plant. Spending every flash on the initial defense can make a CT retake much more difficult.
Before the round begins, each player should know:
- Who throws the main smoke
- Who prepares the entry flash
- Who enters the site first
- Who controls the flank
- Who carries the bomb
- Which grenade is being saved for the post-plant
Essential Poseidon Callouts
Community maps do not always have completely standardized callouts.
Names can vary between regions and Wingman duos. The exact terminology is less important than using short names that both players understand.
Terrorist-Side Callouts
The main positions near the Terrorist side include:
- T Spawn
- T Stairs
- Lower Path
- Arch
- Water
- Mid Entrance
T Spawn
T Spawn is the starting area for the attacking team.
Several longer lineups can be prepared here before the Terrorists divide between the main route and Lower Path.
T Stairs
T Stairs lead from the spawn area toward the central part of the map.
A player climbing the stairs can be exposed to Mid and elevated defensive angles. The first peek should usually be supported by a flash.
Lower Path
Lower Path provides an alternative route toward the bombsite.
It is useful for split attacks but contains several close corners and vertical angles. A player moving through Lower Path should communicate before making contact so their teammate can apply pressure from Mid.
Arch
Arch connects the Terrorist side with the primary approach toward Mid.
It is also a useful reference point for smoke and flash lineups.
Poseidon Mid Callouts
The central areas include:
- Mid
- Mid Pillar
- Mid Boost
- Water
- Bridge
- Connector
- Apollo Cafe
- Window
Mid
Mid provides access to several approaches toward the bombsite.
Controlling it limits the CT side’s freedom and allows the Terrorists to threaten Bridge, Connector and the site from multiple directions.
Mid Pillar
The large pillar in Mid provides cover from several sightlines.
A defender can move around the pillar and delay the attack without fully committing to a duel. HE grenades and Molotovs are useful for removing this position.
Mid Boost
Mid Boost is an elevated position that can create an unexpected angle.
Players using the boost may gain an opening kill, but the position becomes vulnerable once the Terrorists begin checking it with utility and prefires.
Water
Water is the lower section near Mid.
Movement through this area creates distinctive audio cues. Opponents can often identify the route before seeing the player, so the next angle should be cleared before moving deeper.
Bridge
Bridge connects Mid with the approach toward the bombsite.
A player on Bridge can support the entry, watch rotations and create pressure from another elevation.
Apollo Cafe
Apollo Cafe is one of the recognizable areas near the primary route.
It provides a supporting angle toward the site and nearby approaches. The area received a visibility update after Poseidon entered the official Wingman pool.
Window
Window overlooks part of Mid and the approach toward the site.
A Window smoke is particularly valuable during slower rounds because it allows the Terrorists to take central control without challenging a protected long-range position.
Poseidon A Site Callouts
The main bombsite positions include:
- A Site
- Default
- Back Site
- Site Pillar
- Headshot
- Temple
- Close
- Platform
A Site
Poseidon contains only one bombsite.
Because the site is compact, one smoke can block a large percentage of the defensive vision. Molotovs are equally powerful because many protected positions have limited escape routes.
Default
Default is the most common planting position.
It should not be used automatically. The best plant depends on which part of the map the Terrorists control and where they plan to play the post-plant.
Back Site
Back Site is a deep defensive position behind the primary cover.
A CT can survive the first wave of utility here and attack when the Terrorists begin planting. Clear it with a Molotov or coordinated double peek.
Site Pillar
The pillar on the bombsite protects a defender from several directions.
The CT player can repeatedly switch sides, forcing the attackers to guess where the next peek will come from.
Headshot
Headshot is a protected angle where only a small part of the player model may be visible.
Taking a direct duel against this position is difficult. Use a Molotov or HE grenade before entering.
Temple
Temple is an enclosed or partially protected position near the site.
A defender can use it to hold the initial execute or remain useful during a retake.
Counter-Terrorist Callouts
The main CT-side positions include:
- CT Spawn
- CT Stairs
- Connector
- Heaven
- Hell
- Window
- Back CT
CT Spawn
CT Spawn is the starting area for the defenders.
It connects quickly with the bombsite and allows the CT duo to establish positions at different elevations.
CT Stairs
CT Stairs provide access to the site and its surrounding levels.
They can be used for the initial defense, a position change or a retake.
Heaven
Heaven is one of the strongest elevated defensive positions.
A player in Heaven can watch the site and several approaches. If the Terrorists do not block this sightline, the CT player may stop the plant or control the post-plant from a safe distance.
Hell
Hell is the lower area beneath Heaven.
Attackers often focus completely on the elevated position, allowing a player in Hell to remain hidden and peek during the plant.
Window
Window provides vision over Mid and part of the site approach.
Blocking it with smoke allows the Terrorists to take central space without committing to a long-range duel.
Connector
Connector links the defensive side of the map with Mid and the bombsite.
A Connector smoke can temporarily separate the two defenders and create a two-versus-one fight on the site.
Why Utility Is So Important on Poseidon
A Wingman duo cannot compensate for poor utility with additional players.
If the first Terrorist dies during the entry, the remaining player must:
- Clear every remaining angle
- Plant the bomb
- Watch the rotation
- Prepare for a one-versus-two situation
Effective utility reduces the number of threats that must be handled simultaneously.
A smoke removes a long sightline. A Molotov forces a defender away from cover. A flash gives the entry player an advantage in the first duel, while a saved HE grenade can decide the post-plant.
How to Practice Poseidon Lineups
Load Poseidon through the Steam Workshop and open the developer console.
Use the following practice commands:
- 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
You can bind the last-grenade replay command to a convenient key:
bind "KEY" "sv_rethrow_last_grenade"
Replace KEY with your preferred button.
Check the following details while practicing:
- Does the smoke fully cover the intended angle?
- Is there a gap near the wall?
- Can a defender see above the smoke?
- How long does the lineup take to prepare?
- Are you exposed while throwing the grenade?
- Can your teammate enter as the flash detonates?
- Does the lineup still work on the latest version of the map?
Poseidon has received updates since its original release, so older reference points may no longer be completely reliable.
Essential T-Side Smokes
Heaven Smoke
Heaven is one of the highest-priority targets during an A execute.
The smoke removes the elevated defender and allows the Terrorists to focus on the site, Hell and close positions.
Throw it immediately before the execute. If the smoke lands too early, the Heaven player can move into Hell, change angles or prepare to push through with a flash.
Window Smoke
The Window smoke helps the Terrorists take Mid safely.
It is especially useful during slower rounds when the attacking team wants to collect information and force the CT side to use defensive grenades before committing.
Watch both edges of the smoke. A defender may play close and attempt an aggressive push.
Connector Smoke
A Connector smoke separates the CT players.
The site defender temporarily loses support, while the second CT must wait, push through the smoke or take a longer route.
The Terrorists should attack the isolated player as soon as the smoke lands.
Back Site Smoke
A Back Site smoke temporarily removes the deepest defensive angle.
It can help during a fast execute, but one Terrorist must watch for a push through the smoke after the bomb has been planted.
Apollo Cafe Smoke
The Apollo Cafe smoke blocks a supporting sightline and hides part of the attackers’ movement.
It can begin a real execute or create a convincing fake before the Terrorists change direction.
Plant Smoke
If the Terrorists control part of the site but remain exposed to a distant CT position, a smoke can be placed around the planting area.
This is particularly useful in a one-versus-one situation. However, the planter must remain aware that the defender may enter the smoke and challenge at close range.
Essential T-Side Molotovs
Back Site Molotov
Back Site provides safe cover for a defender waiting for the execute.
A Molotov forces the CT into the open or makes them use a smoke. If the fire is extinguished, the new smoke reveals the defender’s likely position.
Temple Molotov
The Temple Molotov removes another protected site angle.
Combine it with a Heaven or Connector smoke so the defender cannot simply move into a nearby safe position.
Headshot Molotov
A player holding Headshot exposes very little of their model.
The Molotov forces them to move away from the cover. The entry player should already be watching the most likely escape route.
Hell Molotov
Hell can be overlooked when the attackers focus on Heaven.
Using a Molotov prevents the defender from hiding beneath the smoke and peeking during the plant.
Site Pillar Molotov
A defender behind Site Pillar can repeatedly switch sides and delay the clearance.
A well-placed Molotov limits this movement and creates a more predictable duel.
Useful T-Side HE Grenades
Mid Pillar HE
An HE grenade behind Mid Pillar punishes a defender using the central cover at the start of the round.
It becomes especially effective after the CT side repeats the same timing in several rounds.
Headshot HE
The grenade damages a player behind the low Headshot cover and makes the following entry easier.
The Terrorists should attack immediately after the explosion. Waiting gives the defender enough time to reposition.
Water HE
If sound confirms a player in Water, an HE grenade can deal significant damage or force them into an open angle.
Do not throw it without information every round. Predictable utility allows the CT side to take a different position for free.
Default HE
The Default position can be targeted with an HE during site fights and post-plant situations.
Damage from the grenade may prevent a defender from holding the bomb at close range.
Essential T-Side Flashes
Mid Control Flash
The Mid flash should detonate before the first Terrorist moves past Arch or T Stairs.
The entry player peeks with the explosion and checks Pillar, Mid Boost and the edges of the Window smoke.
A Site Pop-Flash
A site pop-flash should explode outside the attackers’ direct field of vision.
The first Terrorist enters, while the second remains far enough behind to secure the trade. Both players running through the same narrow route can be eliminated by one spray.
Bridge Flash
A flash above Bridge blinds defenders watching the transition between Mid and the bombsite.
It can support a real execute or create pressure before the second player attacks through Lower Path.
Heaven Flash
A defender may play around the edge of the Heaven smoke.
An additional flash reduces the risk of a push through the smoke and helps the Terrorists cross the exposed part of the site.
Post-Plant Support Flash
After planting, one Terrorist can throw a flash behind the teammate holding the retake.
The grenade should blind the CT players without affecting the player taking the first duel.
Complete T-Side Executes
Fast A Execute
A simple fast execute can use the following order:
- Smoke Heaven.
- Molotov Back Site or Temple.
- Throw a pop-flash over the entrance.
- The first player clears close positions.
- The second player watches Connector and prepares the trade.
- Plant the bomb for the area the team controls.
The most common mistake is waiting after the utility lands. Every second reduces the remaining duration of the smokes and gives the defense time to change positions.
Mid and Lower Path Split
The Terrorists divide between two routes.
The first player takes Mid behind a Window smoke and flash. The second moves through Lower Path and waits for the agreed timing.
Both players attack together. The Mid player distracts Heaven and the site defender while the second Terrorist creates pressure from another elevation.
If either player begins the fight too early, the CT duo can eliminate them separately.
Slow Mid Control
The Terrorists do not need to execute immediately after throwing the first smoke.
A structured round may follow this sequence:
- Smoke Window.
- Check for aggression around Pillar and Water.
- Force the defenders to use an incendiary or flash.
- Preserve a Molotov for the site.
- Execute during the later part of the round.
This approach is effective against CT duos that fight for Mid at the beginning of every round.
Apollo Cafe Fake
One Terrorist creates sound and uses utility near Apollo Cafe.
The teammate remains near the alternative route. If the CT players reveal their positions or rotate toward Cafe, the Terrorists can change direction and attack the newly weakened area.
A fake should not consume every grenade. The duo still needs a smoke, flash or Molotov for the real execute.
How to Play the Post-Plant
The Terrorists should avoid standing next to each other after planting.
A stronger setup uses separate angles or elevations:
- One player controls the defuse from Mid or Bridge.
- The second holds a closer route from Site, Lower Path or Apollo Cafe.
- Both positions allow an immediate trade.
- One HE grenade or flash cannot isolate both attackers.
The plant position must match the controlled territory.
If the Terrorists control Mid, the bomb should be visible from Mid. If they control Lower Path, they should choose a plant that can be defended from that route.
Essential CT-Side Utility
Early Mid Incendiary
An early incendiary delays the fast Mid attack and forces the Terrorists to wait or use a smoke.
The CT side also gains information from the response. Extinguishing the fire often indicates that the attackers intend to continue through the area.
Lower Path Incendiary
This grenade temporarily removes the lower route from the attack.
It allows the second CT player to focus on Mid without watching two elevation levels at the same time.
Arch Smoke
An Arch smoke blocks the main Terrorist route and removes valuable time from the round.
The defenders can use this delay to change positions, prepare a flash or establish a stronger site setup.
HE After the Extinguish
Terrorists often extinguish an incendiary and immediately move through the smoke.
A timed HE grenade can damage both attackers or delay the push long enough for the second defender to rotate.
Mid Counter-Flash
One CT throws a flash after hearing the Terrorists approaching Mid.
The teammate peeks from Pillar, Window or another protected position as the grenade detonates. Without a coordinated peek, the flash only reveals the defensive plan.
Heaven Retake Flash
A player in Heaven can throw a flash over the site and follow it into the retake.
The teammate attacks simultaneously through Hell or Connector, forcing the Terrorists to fight opponents on different levels.
Retake Utility
Bomb Smoke
A smoke on the planted bomb can create an opportunity for a hidden defuse.
A defuse kit is required for the safer five-second attempt. The second CT should cover possible pushes into the smoke.
Smoke for the T-Side Post-Plant Position
If the bomb is exposed to Mid or Bridge, the CT side can smoke the long-range Terrorist position.
This forces the attacker to move closer and turns a favorable distant angle into a more predictable short-range fight.
Post-Plant Molotov
If the position of one Terrorist is known, a Molotov can force them away from cover.
The second CT must watch the escape route. Throwing the fire without preparing for the movement only allows the attacker to find another safe angle.
Default HE
An HE grenade can damage a Terrorist playing close to the bomb or attempting to stop the defuse from Default.
The CT side must still manage the remaining time. In some situations, an immediate duel is more valuable than additional grenade damage.
Site Retake Flash
A flash above the site allows both CT players to enter from separate elevations.
One defender pressures from Heaven or Connector while the teammate moves through Hell or another close route.
How to Play Poseidon on the T Side
Protect the Opening Duel
Losing the first player is extremely costly in Wingman.
Use a flash or HE before contact and remain close enough to trade without following the same exact path.
Isolate One Defender
Do not challenge Heaven, Back Site, Connector and a close angle at the same time.
Smoke one sightline, clear another position with a Molotov and attack the remaining defender together.
Plant for Your Position
Default is not automatically the correct plant.
If the team controls Mid, the bomb should be visible from Mid. If the main post-plant position is on Lower Path, choose a plant that remains open to that angle.
Save Utility for the Post-Plant
One HE grenade, flash or Molotov after the plant may be more valuable than an additional smoke during the execute.
Decide which grenade will be saved before the round begins.
How to Play Poseidon on the CT Side
Use Different Elevations
One CT can hold an elevated position while the teammate watches the lower route.
This forces the Terrorists to check vertical angles and divide their attention.
Change Positions Regularly
Holding Heaven or Mid Pillar every round becomes predictable.
Change positions, timings and utility patterns to prevent the attackers from preparing an easy counter.
Play for Trades
The first defender does not always need to search for an opening kill.
Delaying the execute and remaining tradeable may be more valuable than taking an isolated duel.
Preserve Retake Utility
A saved smoke and defuse kit can win the round after the Terrorists take the site.
Avoid spending every grenade during the opening seconds without confirmed contact.
Learn the Utility, Then Read the Round
Poseidon rewards players who understand why each grenade is being used.
A smoke should separate the defenders. A Molotov should remove a specific protected angle. A flash should create an immediate entry opportunity, while a saved HE grenade can decide the post-plant.
Every resource matters in Wingman. One wasted grenade can leave the duo without a second plan, while one accurate lineup can completely change the structure of the round.
The same principles influence professional Counter-Strike. Player form, map pools, side-specific performance, utility efficiency and team coordination all affect the probability of winning a match.
Winio analyzes these variables across thousands of matches to show what the data says before the server decides the result.
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