Overpass Lineups

Lineup freshness. These Overpass lineups were last reviewed on 4 July 2026. 2 tracked CS2 updates have shipped since (most recently 4 August 2026) — including a content update, so it is worth re-checking anything that lands near changed geometry. We track Valve’s game files daily; map geometry itself is not yet in that extraction, so this is a staleness signal rather than a per-lineup verification.

Master 14 smokes, flashes, molotovs and HE grenades — start with the 6 marked Essential, and filter to the 5 that work in solo queue

Find lineups for every map on the CS2 lineups hub, read the grenade guide, set up a server with the practice config generator, or study the map callouts.

14
Total Lineups
Grenade Types
SmokeFlashMolotovHE
Side Distribution
T: 9
CT: 5
Difficulty
Easy
4
Medium
7
Hard
3

Learning Progress

0/14 lineups learned

Trajectory Map

Hover over cards to highlight their trajectory. Click to pin a trajectory.

From PositionSmokeFlashMolotovHE Grenade

Overpass Utility Sequences

The lineups below combined into standard set-pieces — the throw order, who they suit, and what each grenade buys. These are common versions, not the only ones.

B Execute (Monster)

T Side3-stack

The standard Overpass B hit, all throwable from water and monster. Re-smoke Heaven for the post-plant — retakes come from there or short.

Utility, in order: Heaven SmokePillar SmokeMonster FlashPillar Molotov

  1. Heaven smoke is non-negotiable — it blinds the platform that sees everything.
  2. Pillar smoke splits the site; flash out of monster.
  3. Molotov pillar close, enter monster together, plant for the pit side.

A Take

T Side5-stack

A on Overpass rewards the split: with connector smoked the site defenders fight two doors with no help coming.

Utility, in order: Bank SmokeConnector SmokeLong A FlashShort Flash

  1. Bank smoke cuts the deep rotation angle; connector smoke isolates the site from B.
  2. Double flash: long then short, enter from both lanes at once.
  3. Plant default; post-plant holds play from bathrooms and long.

B Retake

CT Side3-stack

Overpass B retakes come from height: heaven and short re-enter with the two nades landing first, and the monster molotov keeps it a fair fight.

Utility, in order: Monster MolotovWater HELong HE

  1. Molotov monster to cut the reinforcement lane.
  2. HE the pillar/water post-plant spots, re-enter from heaven and short together.

Heaven Smoke

EssentialSolo-friendlyT Sidemedium
Smoke
From:Monster
To:Heaven

Stand at monster entrance. Aim above the heaven ledge and throw a smoke that blocks heaven view over B site.

Use Case: Block CT vision from heaven during B executes

Pillar Smoke

EssentialT Sideeasy
Smoke
From:Water
To:Pillar

From the water canal area, throw a smoke onto the pillar position on B site. Blocks CT holding pillar.

Use Case: Deny pillar position during B site takes

Bank Smoke

EssentialT Sidemedium
Smoke
From:Long A
To:Bank

Position on long A. Aim at the bank building edge and throw a smoke that covers bank completely.

Use Case: Block bank angles during A executes

Connector Smoke

EssentialSolo-friendlyT Sidehard
Smoke
From:Playground
To:Connector

From playground, throw a smoke toward the connector entrance. Cuts off CT rotations.

Use Case: Prevent CT rotations through connector

Monster Flash

EssentialT Sidemedium
Flash
From:Monster
To:B Site

Inside monster, throw a flash that pops out onto B site. Blinds CTs holding site angles.

Use Case: Flash B site defenders for fast entry

Pillar Molotov

EssentialT Sidemedium
Molotov
From:Water
To:Pillar

From the water area, throw a molotov onto pillar. Forces CTs off this strong position.

Use Case: Clear pillar during B executes

Truck Smoke

Solo-friendlyCT Sidemedium
Smoke
From:A Site
To:Long

From A site near truck, throw a smoke toward long. Blocks T vision from long approach.

Use Case: Delay T long pushes

Long A Flash

T Sideeasy
Flash
From:Long
To:A Site

From long A approach, throw a flash over the wall onto A site. Blinds CT defenders.

Use Case: Support A site entry from long

Short Flash

T Sidehard
Flash
From:Short A
To:A Site

From toilets/short A, throw a flash that bounces into A site. Blinds defenders from short approach.

Use Case: Flash A site for short push

Heaven Molotov

Solo-friendlyT Sidehard
Molotov
From:Canal
To:Heaven

Throw a molotov from canal that lands on heaven platform. Forces the CT off this powerful position.

Use Case: Deny heaven during B takes

Monster Molotov

Solo-friendlyCT Sideeasy
Molotov
From:B Site
To:Monster

From B site, throw a molotov into monster entrance. Denies T access through monster.

Use Case: Delay T monster pushes

Playground HE

CT Sidemedium
HE Grenade
From:Connector
To:Playground

From connector, throw an HE toward playground. Damages T players staging there.

Use Case: Punish T playground presence

Long HE

CT Sideeasy
HE Grenade
From:A Site
To:Long

From A site, throw an HE down long. Damages advancing T players.

Use Case: Trade damage against long pushes

Water HE

CT Sidemedium
HE Grenade
From:Heaven
To:Water

From heaven, throw an HE into the water canal. Damages T players using canal approach.

Use Case: Punish canal pushes

Frequently Asked Questions

What are the best smokes for Overpass?

The best smokes on Overpass are those that cut off CT rotations and block key angles. Check the "Smokes" filter to see all smoke lineups. Prioritize easy and medium difficulty ones first.

How do I practice these lineups?

Jump into a private match or deathmatch server, and practice each lineup multiple times until you can execute it consistently. Start with easy difficulty lineups before advancing to harder ones.

What side should I use these lineups from?

Each lineup is labeled with "T" or "CT" side. T side lineups are for attacking executes, while CT side lineups are for retakes and defense. Use the side filter to find what you need.

How do I use the difficulty rating?

Easy lineups can be learned in minutes and are very forgiving. Medium requires more practice. Hard lineups need precise positioning and timing. Start with easy lineups in competitive.

Which Overpass lineups actually work in solo queue?

5 of the 14 Overpass lineups are marked Solo-friendly. Those are the ones one player can throw and benefit from immediately — taking map control, cutting a rotation or a sniper angle, or denying a position you are about to hold. Utility thrown into a bombsite to open it up for an entry is not on that list: without teammates moving behind it, it buys nothing. Use the Solo Queue filter to see only those.

Why are some lineups on Overpass different from other pro lineups?

Lineups can be executed from multiple positions with slight variations. These are commonly-used versions. Once you master these, you can experiment with alternative approaches.