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.
| GRENADE | CONSOLE COMMAND | NOTE |
|---|---|---|
| Flashbang | bind z "use weapon_flashbang" | The one you need mid-peek with zero delay. |
| Smoke | bind x "use weapon_smokegrenade" | The most-thrown utility in the game - earns the comfiest key. |
| HE grenade | bind c "use weapon_hegrenade" | |
| Molotov / Incendiary | bind v "use weapon_molotov; use weapon_incgrenade" | One key covers both - the T molly and CT incendiary share it. |
| Decoy | bind 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 ->
Knowledge base: tradeit.gg: CS2 grenade binds · csmarket: pro player settings

