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On Inferno, beginners get more value from clear callouts, coordinated utility and a simple plan than from memorizing a long list of grenade lineups. Learn the Banana route and one basic B-site utility action first, then practice an A approach through Mid and Apartments and the CT rotations between the sites.
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Why Inferno rewards a simple plan
Inferno is a compact map with two bombsites and narrow routes that funnel players into predictable spaces. Banana is the defining route to B; the other main approach runs through Mid and Apartments toward A. Those tight approaches make information and utility especially important: a grenade can delay a push, block a sightline or help a teammate cross, while an unclear call can leave the team reacting to the wrong threat.
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Valve described the goals of Inferno’s rework as improving visibility, making it easier to move around in groups and fine-tuning gameplay based on community feedback. The rework also addressed A-site equipment use, Mid and Underpass, and an additional exit from T spawn. For a beginner, the practical lesson is to move with teammates and learn the routes as connected spaces rather than treating every corner as an isolated duel.
Start by learning three journeys: T spawn to Banana and B; T spawn through Mid and Apartments toward A; and the CT routes that let defenders rotate between sites. You do not need to know every angle before playing. You do need to know where your route leads, what your next callout will be and whether your teammates are close enough to help.
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Learn the callouts that make rounds clearer
Use short, familiar names and stick to them. The following locations are a useful beginner set; callout conventions can vary, so use the same names as your teammates and the map guide you are practicing with.
B route and site
- Banana: The main route toward B and a frequent point of contact between attackers and defenders.
- Car and Logs: Commonly used location names along the Banana route. Say the location and what you saw, rather than calling only “there.”
- CT: The defender-side approach to the site. A call that an opponent is at CT gives teammates a more useful picture than “back site.”
- Coffins and Dark: B-site location names that help distinguish where a defender or grenade is positioned.
- B site: Use this when the information is about the site itself or when a push has reached it.
A route and site
- Apartments and Balcony: Names for the apartment route and its exposed exit toward A.
- Boiler: A useful location name on the A approach.
- Short and Long: Distinguish the approaches to A rather than describing both as “A side.”
- Pit: A location on the A-site fight that can be important to report when an opponent is there.
- Library and Arch: Names for locations on the route between Mid and A. They help teammates understand where a rotation or contact is happening.
- A site: Use this for a site hit, a defender’s position at the site or a bomb situation there.
Good calls contain actionable information: a location, what happened and whether it is still relevant. “Two Banana, moving up” is more useful than “they’re there.” If you only saw one opponent, do not imply that the whole team is present. If you lose sight of a player, say so instead of presenting an old position as current. Standard names matter because invented or outdated callouts can mislead teammates, particularly newer players.
How to approach Banana
Banana is the key early decision on many Inferno rounds. Attackers can use it to pressure B, gather information or draw defensive utility before changing direction. Defenders can spend utility to slow the route and then fall back with information. The important beginner habit is to coordinate: a single player charging into a contested choke is easier to isolate than a group moving together.
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As a T: take space together
Before the round, decide whether Banana pressure is the real plan or a feint intended to pull attention away from an A route. For a B attempt, use utility in a deliberate sequence: an incendiary or molotov to affect a close area, HE damage and a flash to help teammates take space. These are roles, not a mandatory fixed lineup. The exact throw and timing depend on the situation, so practice the action rather than assuming a grenade will always land the same way.
After the utility, communicate whether the route is clear, contested or still uncertain. If you have taken space, do not stop communicating as the team approaches the site: teammates need to know whether they are entering together and what remains unconfirmed. Preserve enough utility for the actual entry instead of spending every grenade merely to reach Banana. A smoke that blocks CT or Coffins is a useful first B-site smoke to learn; pair it with a flash that helps a teammate cross or swing. One dependable smoke and one coordinated flash are a better starting point than attempting a full execute without knowing the route.
As a CT: slow the push, then reassess
Assign at least one player to gather early Banana information and use utility to slow an advance. An incendiary or HE can help delay attackers, but the goal is not to keep taking isolated fights after the route becomes dangerous. If Banana is lost, call it and let the team decide whether to rotate or hold. Repeatedly sending players into the same choke one at a time gives the attackers chances to deal with each defender separately.
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Defenders should make their information useful to the whole team. Report whether opponents are present, whether they have advanced and whether the route has actually been lost. Then hold a site crossfire or rotate deliberately, using the minimap to see where teammates are and avoid leaving the other site uncovered without a plan.
How to approach A through Mid and Apartments
The A route is not just a separate destination; it is also the alternative when Banana pressure is drawing defenders or when the team has chosen an A plan from the start. Attackers can approach through Apartments, Short or Long. A smoke can cut a defender’s sightline, while a flash can help an entry move through one of these routes. Valve’s description of the reworked A site specifically highlights attackers using smokes and flashbangs before entering.
For a beginner, choose one entry route with teammates rather than scattering among Apartments, Short and Long without communicating. Call which route you are taking, wait for the utility intended to help that entry and move when teammates can follow. A flash used to help an entry is less useful if the team is not ready to move when it goes off. A smoke used without a clear purpose may obscure your own team’s view as well as the defender’s. Know which sightline or crossing you intend to affect before throwing.
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If Banana is a feint, make the switch explicit. Teammates should know that they are leaving the B pressure and rotating toward Mid and Apartments, and someone should preserve utility for the A entry. Without that call, some players may keep waiting at Banana while others commit elsewhere, reducing the information and support the plan was meant to create.
Choose utility by purpose, route and timing
It is easier to learn grenades when each one has a job. Think about the route, what the utility should do, when it is needed and what the team will learn before committing. The table below is a decision aid, not a set of guaranteed lineups.
| Situation | Utility purpose | Timing | Information to call |
|---|---|---|---|
| T-side Banana pressure toward B | Use an incendiary or molotov to affect a close area, HE for damage and a flash to help the group take space. | Early map control, before deciding whether to continue toward B. | Whether Banana is contested, clear or still uncertain. |
| T-side B entry | Smoke CT or Coffins to block a sightline; add a flash to help a teammate cross or swing. | Site execute, when the group is ready to enter. | Whether teammates are together and what remains unconfirmed. |
| T-side A entry | Smoke a defender’s sightline and flash an entry through the chosen approach. | As the team commits through Apartments, Short or Long. | Which route the team is taking and whether it is committing. |
| CT-side Banana defense | Use early incendiary or HE utility to slow the route and gather information. | Early round, before deciding whether to hold or fall back. | Whether attackers are present, advancing or have taken the route. |
Keep communication part of the utility plan. Before spending a grenade, know whether it is for early control or the later site entry. A team that uses all its utility on the first contact may reach the site without the smoke or flash it meant to use there. A team that never says what a grenade is meant to enable can leave teammates waiting or moving at the wrong time.
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Use a beginner-friendly plan on each side
T side: choose pressure or a route change
- Before the round begins, name the intended route: Banana toward B, or a route through Mid and Apartments toward A.
- If applying Banana pressure, coordinate the early utility and move together. Do not treat a single grenade or one player’s contact as proof the route is safe.
- Decide whether the pressure will become a B hit or a feint. If changing to A, call the switch clearly and move as a group.
- Keep utility for the actual entry and say when the team is ready to commit.
This plan is intentionally small: it gives teammates a shared expectation without requiring a large playbook. A plan can change when you receive new information, but the change only helps if the team hears it.
CT side: gather information without feeding attackers
- Assign at least one player to early Banana information and utility.
- Call contact and whether attackers have advanced; do not label the route lost unless that is what happened.
- If Banana is lost, communicate it and choose a deliberate response instead of sending players one by one into the choke.
- Use site crossfires and the minimap to coordinate holds and rotations between A and B.
The aim is to give the team time to respond while limiting unnecessary isolated fights. A defender’s call is most useful when it helps teammates decide whether to stay, rotate or protect the other site.
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Inferno’s Steam Workshop map guide can be opened from Practice mode by selecting Inferno and enabling “Use map guide.” The guide organizes reference points by utility type, including smokes, flashes, molotovs or incendiaries, HE grenades, boosts and spawn points. Its author listed 45 smoke points, 17 flash points, 18 molotov points, 7 incendiary points, 6 HE points and 6 boost points in 2025. Those figures describe the guide’s contents, not match results or a recommendation to learn every point.
First practice session
- In Practice mode, select Inferno, enable “Use map guide” and open the Workshop resource.
- Walk from spawn to one site without throwing grenades. Learn the route and identify the callouts you will use along it.
- Choose one Banana denial or entry smoke and rehearse that action. Focus on reproducing the route and result shown by the guide.
- Add one flash for the same route. Practice it as a team action: the purpose is to help a teammate cross or swing, not simply to throw another grenade.
- Add one incendiary for a common close position. Notice which space it is intended to affect, rather than treating the grenade as a generic throw.
- Play a few rounds using only these actions and call the standard locations aloud. Expand your set only when you can use the first actions reliably.
Keep the first session focused on repeatability. If a lineup fails, check that you are using the guide’s indicated position and direction, then rehearse again before adding more throws. A memorized position is useful only when you can also say what the grenade is meant to accomplish and when the team should move. The practice guide’s categories let you add one purpose at a time rather than trying to absorb every point at once.
Common beginner mistakes to avoid
- Using inconsistent names: Choose standard callouts and match your team’s vocabulary. Avoid inventing names that others may not recognize.
- Entering a choke alone: Coordinate with teammates so utility, movement and information support one another.
- Throwing utility without a job: Decide whether the grenade is meant to deny space, block vision, help an entry or clear a position.
- Spending every grenade early: Keep utility available for the site entry if the plan requires it.
- Rotating on an assumption: Distinguish confirmed contact from an uncertain read, and tell teammates when information is no longer current.
- Learning too many lineups at once: Begin with a small set that you can repeat and communicate clearly.
Map geometry, callout conventions, grenade behavior and competitive priorities may change with Counter-Strike 2 updates. The CS2.eu Inferno page is marked archived, the Workshop guide is community-maintained and MetaBot’s tactical guide is current to October 8, 2026. Check the current map guide after major patches, especially if a lineup or route no longer behaves as expected.
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