CS2 Inferno Guide: Callouts, Banana Control, Key Utility, and Real Match Data
Learn Inferno in CS2: official callouts, how to fight for Banana, CT and T fundamentals, the official smoke lineups, common A and B executes, and side win rates from MetaBot-recorded Premier and Competitive matches.
Inferno is the utility map of Counter-Strike 2. Its tight Italian streets and narrow chokepoints, above all Banana on the way to B, mean that molotovs, HE grenades and smokes decide more rounds here than raw aim. FACEIT players deal more utility damage on Inferno than on any other Active Duty map. This guide covers the callouts, the Banana fight, how to play each side, the official smokes, and what our own match data says.
Inferno layout and key callouts
T spawn is in the south-west and CT spawn sits between the two sites. B is at the top of the map, reached through Banana. A is on the east side, reached through Apartments (onto Balcony) or through mid (Second Mid and Top of Mid toward Arch and the site). Rotations between sites are long for the Ts, which is why fakes and Banana pressure work so well. Every official callout is plotted on the interactive Inferno map.
| Area | Official callouts | Community names you will hear |
|---|---|---|
| B approach | Banana | Top Banana, Car, Sandbags, Logs, Half-wall |
| B site | Bombsite B, Ruins | Coffins, CT, New Box, Dark, Fountain, Construction |
| Mid | Middle, Top of Mid, Second Mid, Lower Mid, Underpass | Mid, Short |
| A approach (T side) | Apartments, Balcony, Back Alley | Apps, Boiler |
| A site | Bombsite A, Pit, Quad, Library, Arch | Truck, Moto, Graveyard, Site |
| T side | T Spawn, T Ramp, Kitchen, Upstairs, Deck, Bridge | Spawn, Ramp |
The Banana fight
Banana is a long, narrow corridor from T Ramp up to B site. Whoever controls it decides how the B site plays: if the CTs hold top Banana, the Ts have to execute through a single choke under fire; if the Ts take it, B can be hit from close range in seconds. That is why the first 20 seconds of almost every Inferno round are a utility exchange on Banana.
- 0–15 sOpening utility
CTs throw an incendiary and an HE down Banana to punish an early rush and chip the Ts. Ts answer with their own molotov and HE onto the top of Banana and the corners CTs like to hold.
- 15–40 sTake or hold
Ts flash and push up to take Car and Sandbags. CTs use a smoke or a second molotov to reset the push, then fall back to B site if they are low on utility.
- 40 s+Use the control
With Banana taken, Ts can hit B, hold Banana with one player and go A, or wait for a CT to rotate. If CTs still hold Banana, Ts usually turn to A through Apartments and mid.
CT side fundamentals
- 1Two on B, one of them on Banana
One player contests Banana with utility while the anchor holds the site from Coffins, CT or Dark. Never let the Banana player die without utility spent: their incendiary and HE are the delay the rest of the team needs.
- 2Crossfires on A
Spread across Pit, Library, Arch and the Apartments side so a push through Balcony or mid runs into two angles at once. A molotov at the bottom of Apartments stalls a rush.
- 3Respect the long rotation
B is far from A. The mid player at Arch is the hinge who can help either site. Do not over-rotate off the first noise from Banana; it is the most common fake on the map.
- 4Save a smoke for the retake
Post-plant molotovs are common on Inferno because the sites are tight. Keep a smoke to put out the fire on the bomb when you retake.
T side fundamentals
- Smoke CT and Coffins to isolate the site
- Molotov the close corners such as New Box and Dark
- Flash over the site as the entry pushes from Banana
- Plant and hold the Banana and CT crossfires
- Smoke Moto and Top of Mid to cut the CT angles
- Push Balcony from Apartments with flashes
- Mid players swing Short at the same time
- Molotov Pit or the deep corners to clear them
VerdictMost rounds start on Banana. B is the natural hit once you own it; A is the punish when the CTs commit utility and players to Banana.
Key utility: the seven official lineups
Inferno ships with seven official smoke lineups in the map files, plotted with throw spot, aim point and landing on the Inferno lineups page. Four are T-side smokes for the B and A executes, and three are CT-side smokes for Banana and mid. For the throwing technique, see our smokes and utility fundamentals guide.
| Smoke | Side | Throw | What it does |
|---|---|---|---|
| CT Boost | T | Standing throw from Banana, against the wall at the centre of the gas panel | Smokes the CT position on B |
| Coffins | T | Jump throw from Banana, standing in the corner | Blocks Coffins for a B execute |
| Left Top Mid | T | Standing throw from mid, against the wall at the centre of the window | Smokes Top of Mid toward Arch for an A hit |
| A Site Moto | T | Jump throw from mid, against the wall at the pole | Smokes Moto on A |
| Banana | CT | Jump throw from the CT side, in the corner in front of the chair | Blocks Banana to stall a B push |
| Banana Half-Wall | CT | Jump throw from the CT side, standing in the corner | Smokes the half-wall on Banana |
| Mid | CT | Jump throw from the CT side, in the corner behind the chair | Blocks mid to slow a push toward A |
What our match data says about Inferno
These numbers come from 31 Premier and Competitive matches (600 regulation rounds) recorded by the MetaBot desktop app, plus FACEIT map aggregates. Overtime is excluded from the side stats. Inferno is picked less often than Mirage or Dust II, so this is our smallest sample of the three; treat it as a direction, not a verdict. The live version is on the Inferno overview page.
| Metric | Value | Sample |
|---|---|---|
| CT round win rate | 46.5% (95% CI 42.5%–50.5%) | 600 regulation rounds |
| T round win rate | 53.5% | 600 regulation rounds |
| Pistol rounds won by CT | 43.5% | 62 pistol rounds |
| Pistol conversion (pistol winner also wins the next two rounds) | 41.4% | 58 pistol rounds |
| Team leading at halftime wins the match | 91.3% | 23 matches |
| Matches that went to overtime | 3.2% | 1 of 31 matches |
| Average rounds per match | 19.6 | 31 matches |
| FACEIT pick rate | 9.2% | 29,207 FACEIT matches |
| FACEIT average ADR | 78.4 | 29,207 FACEIT matches |
| FACEIT average utility damage per player | 149 | 29,207 FACEIT matches |
In our matches Inferno leaned toward the Terrorists: CT won 46.5% of regulation rounds and only 43.5% of pistol rounds. The 95% confidence interval (42.5% to 50.5%) only just reaches 50%, so with 600 rounds we cannot rule out a balanced map, and Inferno has a reputation for being CT-sided at higher levels where CT utility is more coordinated. What is clear is the utility story: FACEIT players average 149 utility damage per player per match on Inferno, roughly double Mirage (75) or Dust II (80). If you play Inferno, learn the grenades.
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Guide FAQ
Is Inferno CT-sided in CS2?
Not in our data so far. In 600 regulation rounds recorded by MetaBot, CT won 46.5% (95% confidence interval 42.5% to 50.5%). The sample is small and the range still touches 50%, so treat it as a slight T lean rather than a settled answer.
What is Banana on Inferno?
Banana is the long, narrow corridor that runs from the T side up to B site. Controlling it is the main early-round fight on the map.
What smokes do you need for a B execute on Inferno?
Smoke CT and Coffins to isolate the site, then molotov the close corners such as New Box and Dark. Both the CT Boost and Coffins smokes are official lineups on our Inferno lineups page.
Why is utility so important on Inferno?
Narrow chokepoints such as Banana and Apartments make molotovs and HE grenades extremely effective. FACEIT players deal around 149 utility damage per player per match on Inferno, about double Mirage or Dust II.
How should CTs set up on Inferno?
Two players on B with one contesting Banana, and the rest spread across A and mid (Pit, Library, Arch and the Apartments side). The Arch player is the hinge who can help either site.
