Lineups.gg logo lineups.gg

A Ramp Molotov from CT Spawn

CT-side Mirage A ramp molotov from CT Spawn. Denies T pushes from ramp and punishes aggressive A ramp plays during defensive holds.

medium CT-Side jump-throw left click a-siterampdefensive

Steps

  1. From CT Spawn, move toward the A site direction and stop near the base of the CT stairs that lead up to A site. Stand on the left side against the wall, with your left shoulder touching the wall surface.
  2. Face toward A ramp. You can see the ramp corridor entrance from this position, with the building facades and rooftops above.
  3. Look up and find the roof edge of the building directly ahead. There is a horizontal gutter line running along the rooftop. Place your crosshair on the left end of the gutter line, where it meets the vertical building edge. Your crosshair should sit right at that intersection.
  4. Use your jump throw bind (hold left click, then press your jump throw key). The jump throw provides the distance needed to arc the incendiary over the buildings and into the ramp area.
  5. The incendiary arcs high over the A site buildings and lands in the A ramp corridor, spreading fire across the passage where Ts push from T ramp onto the A bombsite. Any T in the ramp takes heavy damage or is forced to retreat.

Tips

  • This molotov is thrown from the safety of CT spawn, meaning you do not need to be on the A site to deny the ramp push. This is ideal for early-round setups where you want to deny ramp control while still being able to rotate to B if needed.
  • The fire covers the narrow ramp passage for roughly 7 seconds. Combined with a follow-up ramp smoke, you can deny T-side ramp access for nearly 25 seconds total.
  • If the fire lands on the A site side of the ramp (too close to the site), your crosshair was too low. Raise it higher on the gutter line. If it overshoots and lands in the T-side ramp area, you were aiming too high.
  • This molotov is especially effective in the opening seconds of the round. Ts who rush A ramp early will run directly into the fire and either take heavy damage or be forced to back off, completely disrupting their early aggression.
  • Practice offline with these commands: sv_cheats 1; sv_infinite_ammo 1; sv_grenade_trajectory 1; sv_grenade_trajectory_time 10; mp_roundtime_defuse 60
  • Communicate with your team when throwing this molotov. Let them know ramp is covered so they can adjust their positions accordingly - for example, your A site player can focus on watching palace instead.

When to Use

This molotov is a strong defensive opener for CT-side A holds on Mirage. Use it for:

  • Denying early ramp control at the start of the round - throw the molotov immediately to prevent aggressive T-side ramp pushes and force them to wait or reposition
  • Supporting your A anchor from a distance - you throw from CT spawn while your A player holds the site, meaning you can still rotate to B if the Ts go there instead
  • Breaking execute timing when you hear a coordinated A take starting - the molotov forces a 7-second delay on the ramp side, potentially desynchronizing the T execute
  • Combo with ramp smoke for extended denial - molotov first, then smoke the ramp as the fire fades for roughly 25 seconds of total ramp lockdown
  • Anti-rush rounds where Ts are likely to blitz A ramp with force-buy weapons - the fire punishes aggressive pushes and gives your team an HP advantage going into the gunfight

Master this lineup and more

Join our community for exclusive advanced strategies, pro-level executes, and practice sessions.

Join Community