Thera Grenade Callouts in CS2

5 min readWinio Team
Thera Grenade Callouts in CS2

Thera is a compact CS2 map built around fast rotations, vertical positions and several narrow entrances.

Raw aim can win individual duels, but coordinated utility makes both bombsites significantly easier to attack. A single Window smoke can unlock Mid, while correctly placed smokes on A or B can isolate defenders and prevent quick rotations.

This guide covers the most useful Thera grenade lineups, including Mid control, A and B executes, defensive utility and retake grenades.

What Is Thera in CS2?

Thera is a community-created bomb-defusal map developed by FMPONE and MF_Kitten. Its visual design is inspired by the Greek island of Santorini.

The map is closely connected to Santorini, which appeared in CS:GO during Operation Wildfire. Thera reimagined the Mediterranean setting with updated geometry, new routes and visuals designed for Counter-Strike 2.

Valve added Thera to Competitive, Casual and Deathmatch modes on June 25, 2024. The map was removed from official matchmaking on November 13, 2024.

Thera is not currently available in the official Competitive or Premier map pools, but players can still download and practice it through the Steam Workshop.

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Why Utility Is Important on Thera

Thera contains several narrow passages and elevated defensive positions. Players entering without utility can be exposed to multiple angles at the same time.

Grenades help teams:

  • Block long defensive sightlines
  • Isolate bombsite anchors
  • Force players out of protected positions
  • Cross dangerous open areas
  • Delay early aggression
  • Create safer bomb plants
  • Control rotations through Mid and Connectors

Utility is especially important around Mid. Controlling this area gives the attacking team access to both bombsites and forces the CT side to defend several possible routes.

Essential Thera Callouts

Before learning lineups, players should understand the main areas of the map.

Mid Callouts

The central part of Thera includes:

  • Mid
  • Top Mid
  • Window
  • Deep Window
  • Truck
  • Long
  • Double Doors
  • A Connector
  • B Connector
  • Z
  • Upper
  • Arch
  • Trash
  • Wall

Window is one of the strongest defensive positions because it provides vision over Mid. A Connector and B Connector allow defenders to rotate quickly between the center of the map and the bombsites.

A Site Callouts

The main A areas include:

  • A Site
  • A Main
  • Short
  • Ramp
  • Platform
  • Piano
  • Bar
  • Catwalk
  • Under
  • Basement
  • CT
  • Default
  • Back Site

Piano is sometimes called Bar. Under may also be called Basement, depending on the region or team.

B Site Callouts

The main B areas include:

  • B Site
  • B Main
  • Secret
  • Tunnel
  • Stairs
  • Donut
  • B Connector
  • Ramp
  • Balcony
  • Heaven
  • Tower
  • Cliff
  • Default
  • Back Site

Secret and Tunnel may refer to the same general route. Teams should agree on their preferred terminology before the match begins.

How to Practice Thera Grenade Lineups

Load Thera from the Steam Workshop and start a private practice server.

Useful console commands include:

  • 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

Use sv_rethrow_last_grenade to check where a grenade lands without repeating the entire lineup.

When practicing, remember to verify:

  • Your exact standing position
  • The aiming reference
  • Whether the grenade requires a jump throw
  • Where the smoke blooms
  • Which gaps remain visible
  • How long the lineup takes to execute

Small movement differences can change the result, especially when the grenade travels over rooftops or narrow walls.

Essential Mid Smokes on Thera

Mid control influences almost every structured round on Thera. The attacking team can use it to split either bombsite, catch rotations or create pressure before changing direction.

Window Smoke

Window is one of the first defensive positions that Terrorists should remove.

A CT player in Window can watch the main Mid approach and support both Connectors. Leaving this angle open forces the attackers to clear it before progressing deeper.

A good Window smoke should:

  • Cover the entire opening
  • Prevent one-way gaps
  • Block vision toward Top Mid
  • Allow the Terrorists to approach the Connectors safely

Throw the smoke before teammates commit to the open section of Mid. The supporting players can then flash above the area and clear close corners.

Deep Window Smoke

The Deep Window smoke lands farther inside the defensive position.

This version can make it harder for a CT player to stand at the edge of the smoke and look toward Mid. It may also delay a defender attempting to regain vision after the initial smoke blooms.

Deep Window is particularly useful when the Terrorists intend to hold Mid for an extended period rather than immediately attack a Connector.

B Connector Smoke

The B Connector smoke blocks defenders rotating between Mid and the B side of the map.

It is valuable during:

  • Mid splits toward A
  • Late-round Mid control
  • A executes with pressure from Connector
  • Fakes designed to keep the B defense isolated
  • Post-plant situations near Mid

Once B Connector is smoked, the attacking team can focus on Window, A Connector and the remaining close angles.

A Connector and Z Smoke

A Connector, sometimes associated with the Z callout, is another important rotation route.

Smoking this area allows the Terrorists to take more space in Mid without exposing themselves to a defender arriving from A.

The smoke is especially effective when combined with a Window smoke. Together, the grenades remove two major defensive sightlines and force CT players to either wait or push through utility.

Deep A Connector Smoke

A deeper smoke can force the defender farther away from the Connector entrance.

This creates more space for the attacking team and reduces the risk of a CT player using the smoke as cover for an aggressive close-range peek.

Use the deeper version when preparing a committed Mid split. For simple map control, the standard Connector smoke is usually faster and easier to coordinate.

Flashes for Mid Control

Smokes remove sightlines, but they do not automatically clear close positions.

A complete Mid take should include flashes for:

  • Window
  • Top Mid
  • Connector entrances
  • Close corners near Truck
  • Aggressive CT players pushing through the smoke

The entry player should communicate before peeking. A flash thrown too early gives the defenders time to recover, while a late flash can blind the teammate taking the duel.

HE Grenades for Common Mid Positions

HE grenades are useful when defenders repeatedly play the same opening angles.

Common targets include:

  • The edge of Window
  • Close Connector positions
  • Corners near Truck
  • Aggressive positions around Top Mid

An HE grenade may not secure a kill, but the damage can make the following rifle duel much easier.

Thera B Site Grenade Lineups

B contains several elevated positions and protected defensive angles. A coordinated execute should block rotations, remove vertical threats and allow the entry players to clear the site in stages.

B Ramp Smoke

The Ramp smoke removes one of the most important defensive sightlines near B.

It can prevent a defender from watching the main approach and make it harder for the CT side to support the bombsite from a distance.

The smoke should land deep enough to block vision without creating a gap that defenders can use from the side.

After it blooms, the entry players should clear:

  • Close B Main
  • Stairs
  • Default
  • Back Site
  • Balcony
  • Heaven

Stairs Smoke From B Main

Stairs is a dangerous position because defenders can hold the entrance while remaining partially protected.

A smoke thrown from B Main allows the attackers to remove this angle before entering. It is one of the most practical lineups for a direct B execute.

Combine it with flashes above the site so defenders cannot simply push through the smoke while the Terrorists are entering.

Stairs Smoke From Bottom Mid

The Bottom Mid version supports a B split.

A player can smoke Stairs while teammates approach through Mid, Connector or Secret. This allows utility to arrive before the entry group reaches the bombsite.

Using lineups from different parts of the map also makes the execute harder to read. The CT side may see the smoke but remain unsure which entrance the attackers will use.

B Connector Smoke

Smoking B Connector isolates the bombsite from Mid rotations.

This grenade is particularly effective during a fast B execute because it can prevent an additional defender from supporting the anchor.

The smoke also creates useful post-plant pressure. CT players retaking through Connector must wait, use additional utility or push through with limited information.

Balcony Molotov

Balcony provides an elevated angle over the B site.

A defender in this position can stop players entering through the lower routes, especially if the attackers are focused on Default and Stairs.

A Molotov forces the defender to:

  • Drop into the site
  • Move toward another angle
  • Expose themselves to the entry players
  • Wait until the fire expires

Throw the Molotov immediately before the execute. If it lands too early, the defender may return before the attackers reach the site.

Heaven Molotov

Heaven is another powerful elevated position.

A correctly placed Molotov prevents the Heaven player from holding the site during the first stage of the execute. The attackers can then concentrate on the defenders at ground level.

If the Molotov does not cover the entire position, use a supporting flash to prevent the CT player from peeking around the edge.

B Site Flashes

Good B flashes should detonate above the site or behind the entry players.

They can blind defenders at:

  • Stairs
  • Balcony
  • Heaven
  • Default
  • Back Site
  • Ramp

Avoid throwing low flashes directly through the entrance. These are easier to see and can also blind teammates preparing to enter.

HE Grenade for Default

Default is a common defensive and post-plant position.

An HE grenade can punish a player hiding near the plant area or weaken a defender before the entry duel. It is particularly effective when combined with a Molotov that limits the opponent’s escape route.

Standard B Execute

A basic B execute can use:

  • Ramp smoke
  • Stairs smoke
  • B Connector smoke
  • Balcony Molotov
  • Heaven Molotov
  • Two flashes above the site

The grenades should arrive close together. Throwing them one at a time allows the CT side to reposition and creates gaps in the execute.

The first entry should clear the closest ground-level positions. The second player should trade and watch elevated angles. The bomb carrier should enter only after the immediate site area is under control.

Thera A Site Grenade Lineups

A offers several defensive sightlines from Piano, Platform, Connector and CT. A successful execute should divide these positions so the attackers do not face every defender simultaneously.

A Site Smoke Wall

A smoke wall can block several parts of the bombsite and create a protected route for the attacking team.

The objective is not to cover the entire site. The smokes should divide it into smaller sections that can be cleared separately.

A well-timed wall can:

  • Block CT vision
  • Isolate Platform
  • Reduce pressure from Connector
  • Create space for the bomb plant
  • Make defensive trades more difficult

The team must decide which side of the smoke wall to clear first. Entering on both sides without coordination can divide the attackers instead of the defense.

Piano Smoke

Piano, also called Bar, is a common defensive position near A.

The smoke prevents a player in this area from watching the main entrance and supporting the site. It also allows the attackers to focus on Platform and close angles.

Make sure the smoke lands deep enough. A shallow smoke can give the defender room to stand behind it and peek from either side.

CT Smoke

The CT smoke blocks the main rotation route into A.

It is one of the most important grenades in a full A execute because it delays defenders arriving from other areas of the map.

After the bomb is planted, attackers should continue watching the smoke. A CT player may attempt to push through before it expires, especially if the retake is running out of time.

Connector Smoke

Connector provides another defensive route into A.

Smoking it limits support from Mid and prevents the site defenders from receiving an immediate trade.

The Connector smoke becomes even more effective when the attacking team has already established Mid pressure. The defense must then decide whether the smoke represents a real execute or a possible fake.

Deep CT Smoke

A deeper CT smoke pushes the retaking players farther away from the bombsite.

This version can provide more space for the plant and reduce the effectiveness of pop flashes thrown through the smoke.

The lineup may take longer to prepare, so it is best used during structured executes rather than emergency late-round attacks.

Easy Z Smoke

The Z smoke blocks another important connection between Mid and the A side.

It is a practical lineup for teams that want to take Mid before finishing on A. Removing Z makes it harder for the defense to contest the split from multiple directions.

An easier lineup is often more valuable than a complicated pixel-perfect throw. Consistency matters more than visual complexity.

Platform Molotov

Platform is a strong elevated position that can overlook the site entrance.

A Molotov forces the defender away and prevents them from holding a protected head-level angle during the execute.

The attackers should be prepared for the player to move toward Back Site, CT or another nearby position.

Piano Molotov

A Molotov can be used instead of a Piano smoke when the team wants to clear the position permanently rather than temporarily block it.

The advantage is that the defender must leave. The disadvantage is that the position becomes visible again as soon as the fire expires.

Use the Molotov when the entry timing is fast and the team can reach the site before the flames disappear.

A Site Flashes

A flashes should support the entry from A Main, Ramp or Short.

Useful flashes can blind:

  • Platform
  • Piano
  • Default
  • Back Site
  • CT
  • Connector

The best flashes detonate above or behind the defenders while remaining outside the entry players’ direct view.

Standard A Execute

A structured A execute can include:

  • Piano smoke
  • CT smoke
  • Connector or Z smoke
  • Platform Molotov
  • A site flashes

The team should enter immediately after the utility lands.

One player clears close positions, another watches Platform and Piano, and a third prepares to trade. The bomb carrier should choose the plant based on which areas remain under Terrorist control.

CT-Side Utility on Thera

Defensive grenades should delay attacks and collect information. Using every smoke and incendiary during the opening seconds leaves the CT side vulnerable to late executes.

Early Mid Incendiary

An early incendiary can stop a fast Mid take and force the Terrorists to wait or spend a smoke.

It can also reveal the attackers’ intentions. If the fire is immediately extinguished, the CT side knows that the opponents may be preparing to contest Mid.

The defender should not stare at the smoke after the Molotov is extinguished. Terrorists often use a flash before pushing through.

Top Mid Smoke

A Top Mid smoke limits early Terrorist vision and makes aggressive movement more difficult.

The smoke can help the defense:

  • Take a close position
  • Rotate an additional player
  • Delay a Mid split
  • Force the attackers to spend utility
  • Hide an aggressive setup

Change the timing occasionally. Throwing the same smoke every round allows the Terrorists to prepare a counter.

Secret Molotov

Secret is an important route toward B.

A Molotov can delay the attack, force a player into the open or prevent a fast split. It is especially useful when the B defenders need time for support to arrive.

The grenade should be combined with communication. If the fire is extinguished, the B players must prepare for immediate pressure.

Defensive Stairs Smoke

A defensive Stairs smoke can disrupt a B execute and separate the attackers.

The CT side may use it to protect a retreat, block the bomb carrier or create a temporary one-way angle. However, standing too close to the smoke can be dangerous if the Terrorists use flashes and push together.

A Ramp Molotov

A Ramp Molotov prevents an immediate rush and gives the A defenders time to prepare.

It can also punish teams that repeatedly group near the entrance. HE grenades thrown after the Molotov may deal significant damage to players waiting behind the flames.

Defensive Pop Flashes

CT flashes are most effective when one defender throws them for a teammate.

Useful defensive flash targets include:

  • Mid entrance
  • A Main
  • A Ramp
  • B Main
  • Secret
  • Connector exits

The player peeking should call the timing. Random flashes often blind teammates without creating a useful duel.

Smoke for the Planted Bomb

During a retake, a smoke placed directly on the bomb can create space for a defuse.

This works best when:

  • The attackers are holding from long range
  • The bomb is planted in an open position
  • The CT side has a defuse kit
  • A teammate can protect the player inside the smoke
  • The attackers have limited HE or Molotov utility

A bomb smoke is not automatically safe. Attackers can spray through it, throw grenades or push close.

Effective T-Side Strategies on Thera

Mid Control Into A Split

The team smokes Window and B Connector before taking Mid.

Part of the team attacks A through Connector or Z while the rest applies pressure through A Main or Ramp.

The split forces the defenders to watch two directions. Timing is critical because one group entering too early allows the CT side to isolate the fights.

Mid Control Into B Split

The attackers remove Window and A Connector before moving toward B Connector.

Another group pressures B Main or Secret. Stairs and Balcony utility should land as both groups begin the attack.

The defense must then watch B Main, Connector and possible vertical positions at the same time.

Full A Execute

The team groups near A and uses smokes for Piano, CT and Connector.

A Molotov clears Platform while flashes support the entry. The attackers should plant only after checking close corners and Back Site.

This strategy becomes stronger after the team has previously shown Mid pressure, as the CT side may hesitate before committing additional defenders to A.

Fast B Execute

The attackers use early smokes for Ramp and Stairs, followed by Balcony and Heaven Molotovs.

The execute should begin before the defense can establish a full utility setup. A fast B attack is most effective as a surprise and should not be repeated every round.

Fake A Into B

The team throws several A grenades while the bomb remains closer to Mid or B.

After the CT side begins rotating, the attacking group moves through B Main, Secret or Connector.

The fake needs enough utility and sound to create a reaction. One isolated smoke is unlikely to convince experienced defenders.

Fake B Into Mid and A

The attackers show B pressure with a Ramp smoke, Stairs smoke and flashes.

Instead of entering, they return toward Mid and finish on A. A late Window or Connector smoke can make the rotation safer.

This strategy works best when the B utility has previously been followed by committed executes.

How to Learn Thera Lineups Faster

Start With Five Essential Grenades

You do not need to memorize every lineup immediately.

Begin with:

  • Window smoke
  • A Connector smoke
  • B Stairs smoke
  • A CT smoke
  • Balcony Molotov

These grenades cover the most important Mid and bombsite positions.

Practice From Both Sides

Do not only watch where the grenade lands.

Move to the defender’s position and check:

  • Whether the smoke has a gap
  • Which angles remain visible
  • Whether the Molotov covers the entire corner
  • How easily the flash can be avoided
  • Whether a defender can push through safely

Understanding the defensive perspective makes each lineup easier to use in a real match.

Learn Grenades as Complete Sets

Individual lineups are useful, but coordinated sets are more powerful.

Practice complete combinations such as:

  • Window plus both Connector smokes
  • B Ramp plus Stairs and Balcony utility
  • A CT plus Piano and Platform utility

This helps the team understand the correct order and timing.

Assign Utility Roles

Before the round begins, decide who throws each grenade.

The entry player should not be responsible for every smoke. Assign separate roles for the initial smokes, Molotovs, flashes and late post-plant utility.

Recheck Lineups After Updates

Map geometry and grenade behavior can change after CS2 updates.

Test important lineups periodically, especially if the map receives a Workshop update or returns to an official Valve playlist.

Master the Utility, Then Read the Match

Learning Thera lineups gives your team safer routes into Mid and both bombsites. The greater advantage comes from understanding when to use them.

A Window smoke may indicate real Mid control or hide a rotation. A full B utility set can begin an execute or pull defenders away from A. The meaning of each grenade depends on the score, economy, previous rounds and the opponent’s defensive habits.

The same principles influence professional Counter-Strike. Team form, map pools, side-specific performance, player roles and utility efficiency all affect how a match may develop.

Winio analyzes these variables 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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