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Why you should bind every grenade to its own key (and the exact binds)

By default you press 4 and scroll through your grenades until the right one appears. In a timed execute - smoke lands, flash follows in the next half-second - that cycle is where rounds die. One key per grenade removes the cycle: press, throw, done. It is the single cheapest mechanical upgrade in the game.

GRENADECONSOLE COMMANDNOTE
Flashbangbind z "use weapon_flashbang"The one you need mid-peek with zero delay.
Smokebind x "use weapon_smokegrenade"The most-thrown utility in the game - earns the comfiest key.
HE grenadebind c "use weapon_hegrenade"
Molotov / Incendiarybind v "use weapon_molotov; use weapon_incgrenade"One key covers both - the T molly and CT incendiary share it.
Decoybind b "use weapon_decoy"Yes, even the decoy. Fumbling past it is how it flashes you instead.
MAKE IT STICK
Paste the binds into the console for the session, or drop them into your autoexec.cfg so they survive restarts. Keys are personal - the pattern is what matters. Sourced examples: NiKo runs X = smoke and C = molotov ("the two most important grenades... sometimes need to be accessed instantly"); m0NESY runs C = molotov, X = flash, Z = smoke, F = HE. Mouse side buttons are the popular alternative.
OBLIGATORY PLUG
Speaking of mouse side buttons: our draws include peripherals, not just skins. Win a mouse with enough buttons to bind the entire grenade shop and blame your aim on something else. Browse the draws ->

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