CS2 Flashbang Guide
Flashbang Basics
Flashbangs cost $200 — the cheapest grenade in CS2. Each player can carry two flashbangs. A well-thrown flash can completely blind enemies for up to 3 seconds, making it the most impactful utility per dollar spent.
Flash Mechanics
How Blinding Works
- Full flash — player is looking directly at the flash when it detonates. White screen for approximately 2-3 seconds
- Half flash — flash detonates in peripheral vision. Partial blindness for 1-1.5 seconds
- No flash — player turns away completely before detonation. No effect
- Distance matters — farther from the flash = shorter blind duration
Key Numbers
| Parameter | Value |
|---|---|
| Cost | $200 |
| Max carry | 2 |
| Detonation time | 1.5 seconds after throw |
| Max blind duration | ~3 seconds (full flash) |
| Blind through smoke | Yes (reduced effect) |
| Self-flash possible | Yes |
Types of Flash Throws
Pop Flash
The most effective flash technique. A pop flash detonates the instant it becomes visible to the enemy, giving them zero time to turn away. To throw a pop flash:
- Bounce the flash off a wall or ceiling so it pops around a corner
- Time it so the flash detonates immediately after clearing the wall
- Right-click throw (underhand) has a shorter fuse for closer pops
Throw Types
- Left-click (overhand) — full distance throw, 1.5 second fuse
- Right-click (underhand) — short lob, 1.5 second fuse but shorter travel
- Left+Right click (medium) — medium distance throw
Team Flash for Entry
Flash for your entry fragger before they peek. The flash should pop just as they swing the angle. Communication and timing are critical — a bad team flash blinds your own teammate and gets them killed.
Retake Flash
CTs use flashbangs to clear angles during retakes. Throw two flashes in quick succession — the first forces enemies to turn away, the second catches them turning back.
Common Mistakes
- Flashing your teammates — the #1 mistake. Always communicate before throwing flashes
- Throwing obvious flashes — if enemies can see the flash for more than 0.5 seconds, they'll simply look away
- Not following your flash — the flash is wasted if nobody peeks while the enemy is blind
- Using both flashes early — save at least one for mid-round adjustments
- Forgetting about anti-flash — if you hear a flash bounce, immediately turn 180° to avoid being blinded
Anti-Flash Techniques
- Sound cue — flashbangs make a distinct bouncing sound. When you hear it, look away
- Positioning — play behind cover that blocks the flash trajectory
- 180° turn — quickly spin away from the flash, then spin back to hold your angle