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A Ramp HE Grenade from CT A

CS2 Vertigo A Ramp HE from CT A. Punishes Ts pushing up A Ramp by dealing damage before they reach the site level.

easy CT-Side standing left click a-siterampdamagedefensive

Steps

  1. From CT A, stand behind the concrete barrier that gives you cover from A Ramp. Position yourself on the left side of the barrier, pressing your left shoulder against its edge.
  2. Look toward the top of A Ramp. Find the ramp edge where the incline meets the flat site-level floor.
  3. Place your crosshair on the ramp edge - right at the transition line, centered between the two walls of the ramp corridor.
  4. Perform a standing left-click throw - no jump or movement needed. Simply aim at the ramp edge and release.
  5. The HE grenade travels to the top of A Ramp and detonates right where Ts are most likely to be grouped before pushing onto the site. The narrow ramp ensures the blast hits anyone in the corridor, dealing up to 60-80 HP per player.

Tips

  • This HE is most effective during the first 15 seconds of the round when Ts are pushing up A Ramp in a group. The narrow corridor concentrates the blast, often hitting 2-3 players at once.
  • After throwing the HE, reposition immediately. The Ts now know your approximate location and will pre-fire your position as they push over the ramp edge.
  • If the grenade detonates too far down the ramp (below where the Ts are grouped), lower your crosshair to increase the throw distance down the slope.
  • If it detonates on the flat site floor (too close to you), raise your crosshair to shorten the throw and land the grenade on the ramp edge itself.
  • Practice this lineup offline with sv_cheats 1; sv_infinite_ammo 1; sv_grenade_trajectory 1; sv_grenade_trajectory_time 10; mp_roundtime_defuse 60 to confirm the detonation point.
  • Combine this with the A Ramp smoke for a devastating sequence. Smoke the ramp, then HE into the smoke to damage Ts waiting to push through.

When to Use

This HE grenade is a core defensive tool for A site on Vertigo. Use it for:

  • Anti-rush defense when you hear multiple Ts running up A Ramp and want to punish the grouped push with splash damage
  • Utility stacking where you throw an HE into your A Ramp smoke to damage Ts hiding behind the smoke wall
  • Eco round defense where every point of damage matters and the HE can make the difference between losing and winning a round
  • Information gathering where hit markers confirm T presence on A Ramp, letting your team know to expect an A execute
  • Delaying tactics where the HE forces Ts to pause their push momentarily, giving your teammates a few extra seconds to set up defensive positions

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