In CS:GO, not everything always goes according to plan. Your crossfire may be broken up by a well-placed one-tap, you might get locked out of the bombsite for longer than expected, or you may just need to find an opening right now. These kinds of situations happen and you should be prepared. I made this article so you can, from a variety of positions, flash yourself out from a spot and take a new approach to keep the round going in your favour or to win clutches. Just be sure to properly look at the videos in order to be able to fully practice the line-ups.

We will go through every competitive map and cover roughly around two self-popflashes per map in order to get you properly started on every map instead of giving you fifteen popflashes per map where you will forget half of them anyway. So without further ado, let's start with Mirage, one of the most popular maps in the pool!

Mirage

Window



Stand in the corner of the table legs and the protruding wall in the Window/Jungle area and aim at the dark spot in the texture of the roof above you to have the flash bounce off the roof, the floor, and finally the window frame.

Although this flash isn't perfect and barely touches people at the very top of Mid, it does help you repeek Mid, especially if you have the suspicion that the enemies are creeping up Short, for which this flash will be rather effective. I'd only choose this one if your teammates cannot flash you out in a timely manner from A or Short.

Mirage

B-Apps



Stand atop the small wooden pedestal on the balcony of B-Apps and aim above you, on the edge of the protruding roof where the wooden support bar meets the roof, and right click your flashbang.

This one has been pretty common as long as Mirage has been in the CS:GO map pool and is quite effective against a disorganized, rushing T-side. By giving them the choice between waiting for the flash to pop to spray you or turning around and giving you the advantage in the fight, you will gain an advantage against the opponents who are trying to explode onto B - and that is only if they notice the flash.

Mirage

B-Apps 2





Stand at the corner below the balcony and aim at the right end of the right door handle on the van before using mouse1 to let the flash bounce off of the window of the van and have it land right in front of the doorway of B-Apps.

As you can see in the video, the original idea of this flashbang is to blind an AWPer or a zealous rifler waiting for you to jumpspot or jump up on the barrel at Van, as it will be out of his sight right up until it explodes, flashing the unsuspecting enemy right as you jump onto the barrel. That being said, this one is also quite effective at slowing down enemy pushes, should you find yourself with a bunch of angry Ts waiting just outside of B.

Dust 2

Cross



For this simple and fast line-up, stand at the left edge of the blue sign in the wall at Cross, aim at the bricks in the wall texture of the small protruding bit to your right, and runthrow.

This line-up is especially powerful if the enemies are using Cross smokes to get from Long to A, since they will focus on Car and A itself instead of CT, feeling safe behind their smokes. Well, with this line-up, you can give them a rude awakening as you take them by surprise. Keep in mind that, in organised teams, people turn around during Long takes and wait for the pop sound of a Flash. If you encounter such enemies, try throwing two flashes in quick succession.

Dust 2

Goose





Stand right at the feet of the goose mural in Goose and aim at the vertical part of the wall in front of you, above the other wall of Goose. Then simply throw your flashbang with the left mouse button.

Making the flash bounce like in the video will mostly cover the airtime of the flash before it pops behind and in front of the dark palm tree leaves, making it harder to spot the enemies. If you correctly use this flash, you will most likely blind the Ts coming in from Short, securing you at least one, but most likely more, kill(s).

Dust 2

Mid



Stand on top of the steps from Lower to Mid/X-Box and place your crosshair on the second darker dot in the texture of the metal part of the door before you jumpthrow after holding your right mouse button down.

The trajectory will mostly be covered by the door itself and this will increase the likeliness of the AWPer getting blinded by your flash. Practice this a few times, since the normal jumpthrow binds (both, one and two buttons) do not release right-clicks, however, this line-up doesn't need to be very accurate, so you can just let go of the right mouse button while pressing jump. If you want to add a right mouse button release bind to your jumpbind/alias, simply add "-attack2".

Cache

B-Main



Stand at the metal door frame in Checkers and fixate your crosshair below the third lighter bar in the texture of the wall in Checkers, counting from the left. This will make the Flash bounce off the wall and explode right behind the other door frame of Checkers.

If you want to get aggressive on B but you are playing Matchmaking and can't rely on your teammates to throw a good flashbang for you or you have a bait set-up in mind, you can just use this line-up to get a few shots in and probably kill a blinded T for the investment of $200, given that they are gathering in front of B right then.

Cache

Squeaky



For this rather unusual line-up, crouch right in front of the pipe right next to the door in Squeaky, turn around and aim at the white smear in the wall texture before throwing your flash and opening the door with your "use"-key. This one will surely catch people off-guard!

Playing Squeaky is a rather popular way of being independently important in Matchmaking and full teams as a lurker, since you can always just open the door on sound-cues and get a kill or two to either open up the round or seal the deal. However, sometimes you can't wait for that possibility. In order to still be useful, you can try to pry open the window of opportunity yourself, and part of this is making your entry towards A a bit more secure with this line-up, blinding people on Fork, Highway, and Heaven, given that they are watching Squeaky.

Nuke

Heaven



Getting a peek in from Heaven in any given situation can be quite tricky, which is why I included this rather flexible line-up. Go up the ladder and, as you go up, you need to aim at the "X" that is slightly visible in the vent above you and throw your flash while you keep going up the ladder.

By bouncing the flash on the vent above you, you let it bounce on the floor of Heaven, too, before it will blind anyone still looking towards Heaven, giving you the possibility to peek or to take the attention away from Main/Hut and up to Heaven, giving you or your teammates the chance to keep closing the distance and get the retake going.

Inferno

B (T-side)



Since you don't need to be too accurate, you can simply stand in the corner of the barrels at Car, jump up on them and aim at the left end of the smoke of the chimney in front of you, using both mouse buttons and letting go of the right one first. You should test this one out offline a few times, though!

You can't always rely on your teammates having the ability to properly flash the AWP off their position. Sometimes you need to do the dirty work for your entries, too. By using this line-up, you will blind anyone standing in CT, making them give away a bit of room for your team to work with, in case you no longer have a smoke for CT.

Inferno

B (CT-side)



Stand in the corner of Firstbox and aim where the metal bar behind the missile silos meets the middle missile silo and simply throw your smoke with mouse1 to have it bounce off of the silo and pop in front of B. Feel free to look at the video to actually understand what I mean.

Since the trajectory of the flash is mostly hidden behind the wall to your left (when throwing the flash), your enemies will have to rely on their hearing to turn around for this flash, which can, depending on the team-comms and the other utility that is popping, exploding and setting things on fire around them quite difficult, giving you a good chance that you will stand in front of a full team of blind Ts.

Inferno

Apps Exit



Stand in the middle of the segmented wall in Apps and aim at the left corner of the top end of the chimney outside of Apps. Make sure that your flashbang won't hit the wall to your left or right next to you when you throw it, so you should jump into an offline map to test this one out.

On top of trying this out to see where exactly you hit the walls around you, you should also practice your timing when using this line-up, since you will need to be quick. Throw the flash, get up, and run out, since otherwise your enemies will be behind cover or will have already recovered from the flash when you exit Apps.

Overpass

Garbage Exit



Stand in the slight gap between the two garbage cans in CT before aiming the left edge of the slim segment in the wall texture in the big building behind you before you jumpthrow.

Exiting Garbage in Overpass to retake A or even during the execute of the enemies can be quite difficult, which is why I looked for a quick and reliable line-up that will assist you whenever you play Overpass now. Since this flash will pop behind you when you peek, you give the enemies the choice of either getting blinded while initiating the fight or to look away/hide behind cover, giving you valuable microseconds to assess the situation and to get out from Garbage, preferably with all your teammates at once from all of their positions, to properly retake A.

Overpass

B-Short



For this line-up, you will need to stand in the corner of the bottom of the stairwell and crouch before throwing your flashbang at the dot at the top of the side panel of the stairs.

Getting out of Connector to peek Short - on either side - can be difficult, especially since Ts AND CTs like to hide in the very right corner of Short, which is a position that gets severely compromised with this flash. This will most likely catch the opponent off-guard the first time you use it, so use it wisely!

Train

Popdog



Stand at the corner next to the ladder of Popdog and aim at the middle of the vent segment as shown in the video, where you can see a slight "X" in the lower plate of the vent. Now simply throw your flash with mouse1 to have it bounce perfectly into Popdog.

Popdog is a finicky position - people are used to listening for right-click pulls of the pin of a flashbang and will quickly turn around. However, this can be abused: Normally, if a flash bounces, the Popdog player is conditioned to not to look away, as that might as well be a flash through the windows above Popdog or towards B and he is used to the right-click flash, which is where this flashbang, originally found by RandomRambo, comes into place.

Train

Connector exit



Stand right at the lighter line separating the fence and the wall in Connector, aim at the fourth metallic line in the roof above the small booth in Connector, and throw your flash

This one is best used in the chaos of an A-take, making sure that the eyes of the enemies most likely won't be exactly in the air above Connector, which is exactly where this flash will bounce to before it pops and blinds the enemies that are coming close to the default plant on A - which is when you will pop out and pop their heads for your next fragmovie!

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