CS2 Utility: Smokes, Flashes, Molotovs
What to throw first, what to save, and why a door smoke beats a lineup you cannot hit in a real round.
Buy utility on purpose
A rifle with no nades is a deathmatch gun. On a full buy, at least one smoke and one flash should exist on the team for the site you will actually hit. If five people buy only rifles, you will walk into an AWP.
Smokes
Cover a door, a CT spawn peek, or a rotate. Volume and duration in CS2 still punish late walks. A smoke that lands is better than a pixel-perfect smoke you fumble. Practice two smokes per map you play in Premier.
Flashes
Flash for the entry, not for yourself if you are the support. Pop flashes around a corner beat long-range throws that your teammate never peeks with. If you flash your own entry, you are the problem.
Molotovs and HE
Molotovs deny a hold (banana, tunnels, a plant). HE is for clustered eco players and for finishing. Do not molotov a site you are about to walk through.
Save one nade
The execute at 0:40 needs utility. If everything went out at 1:50, you are taking a site with guns only. Keep a flash or smoke for the plant or the retake.