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SmokePractice

Practice CS2 smokes without opening the game.

Every lineup on nine real CS2 maps, thrown on the game's own physics and scored where it lands — in the browser you are reading this in.

Inside the trainer on Mirage, looking up from T spawn: the crosshair sits in an orange aim ring at the left edge of the balcony window, a smoke grenade in hand.

Aim crosshair in the ring, left edge of the window

Throw W, crouch and jumpthrow, full strength

MirageWindow from T spawn Try this lineup

When it misses, it tells you why.

A throw is scored where the grenade comes to rest, against where the real lineup comes to rest. A miss names the rule it broke, so the next throw changes something instead of just trying again.

  1. Mastered, three in a rowyouWindow
  2. Thrown from the wrong angle · 4.8 m outStairsyou
  3. PassyouFirebox
  4. Thrown from too closeTetrisyou
  5. Pass, on try 2youShort
  6. PassyouJungle

Nine maps, and every lineup on them.

Pick one and you are standing in it. Mirage and Dust2 have been checked throw by throw against pro demos; the others are fully playable and next in line.

Five lineups a day.

The same five for everyone, new every day. Each one plays for you first, as often as you want; then you get the grenade and three tries, with no aim dot.

Daily
not played yet today

Questions

Do I need CS2 installed?

No. Pick a map and practice in this tab. You can start without an account; sign in with Steam when you want to sync your progress.

Does it work on my phone?

Yes. Browse on your phone, then rotate to landscape when you enter a map. Touch controls handle movement, aiming and throws.

How close is it to the game?

The trainer uses CS2 map geometry and grenade physics calibrated against real demos. It is close, not identical. Mirage and Dust 2 are the most thoroughly checked.

Pick a map.
Throw.

Tap a map to draw it out, tap it again to play it.

Everything it does

How it works is one lineup, start to finish. This is the rest of the trainer: the maps, the practice that takes the help away, the daily, your progress and the timings.

Nine maps, every lineup

Mirage, Dust 2, Inferno, Nuke, Ancient, Anubis, Overpass, Vertigo and Cache — real geometry out of the game, not drawings of it. Over a thousand lineups across them, smokes, flashes and molotovs.

Nothing to install and no account to open. It runs in the tab you are reading this in, on a phone too.

The nine maps, each with its number of lineups: Mirage 176, Dust2 174, Ancient 147, Inferno 133, Anubis 132, Nuke 111, Vertigo 64, Overpass 59, Cache 54.

Practice that takes the help away

Start with everything on screen — the spot under your feet, the dot to aim at, the recipe. Land it and one of them goes. Land it again and another. The last stage is the target and nothing else, which is the state you are in when you load into a real match.

Miss twice in a row and it gives one back, on its own. Going backwards is part of learning, not a punishment.

The same Dust2 lineup, Xbox from T spawn, at the four practice stages: watch it, then the spot and the aim, then the spot only, then from memory with nothing on screen.

A daily challenge

Five lineups a day, the same five for everyone, three tries each and scored on where the grenade actually lands. No aim dot: each one plays for you first, then it is yours to land.

Come back the next day and the streak counts it.

Today's daily on Mirage: 2 smokes, 2 flashes and a molotov, the same five for everyone.

Progress you can see

Every throw counts, in training as much as in a run. Your level counts the lineups you can land reliably — three passes in a row on the same one, because one hit in five is luck.

The profile says which map is your strongest, where the next easy win is, and deals you a drill of the lineups you keep missing. Nothing is farmable: every lineup is paid for once, and nothing ever goes down.

An example profile: level 7, 556 throws, 51% landed, 107 lineups landed and 34 mastered, the lineups to learn next and a drill for the weakest map.

Timings, measured

Every lineup says the earliest it can be up: the run from your spawn plus the grenade's own time in the air, which is simulated rather than guessed. It is a floor — a straight line is shorter than any real route — and a floor is the useful half of the answer.

The recipe for Xbox from T spawn on Dust2: a static jumpthrow, up 5.6 s into the round — 0.4 s walk from the nearest T spawn and 5.2 s in the air.

How SMOKEPRACTICE works · Mirage smoke lineups

W
A
S
D
CROUCH
WALK
THROW
MED
LOB
JUMP
JT
MODE
MAP
SMOKE
SAVE
NOCLIP
SPAWN
RETRY
RING
AGAIN
SKIP
HINTS
RETHROW
CLEAR
📱
ROTATE YOUR PHONE
SMOKEPRACTICE is played in landscape