Flash Bang Grenades and Blinding
Flashbang grenades temporarily blind enemies, lasting approximately 1-2 seconds depending on proximity and viewing angle. An enemy looking directly at the flash when it detonates is blinded longest. An enemy looking away or at distance is blinded less or not at all. This mechanic rewards good flash usage—flashing enemies who can't escape the effect.
Effective flashes are thrown before engaging enemies, blinding them before you shoot. A 1-second blind gives you time to close distance or secure a kill at range. Poor flashes, thrown after enemies start shooting or without covering follow-up, waste utility without benefit. Timing the flash relative to when your team is ready to shoot is critical.
Multiple flashes stacked—two or more flashes detonating nearly simultaneously—create longer effective blindness. Professional teams often throw 2-3 flashes into site executions, ensuring even mobile enemies can't evade all flashes. Coordination on flash timing prevents friendly flashes (flashing your own teammates), which wastes utility.
Post-flash positioning involves immediately pushing through the blinded enemies' position to secure kills or territory. A well-timed flash paired with coordinated follow-up creates easy advantages. Conversely, enemy flashes can be countered by looking away, turning around, or sprinting (full-speed movement increases flash effectiveness reduction).
Key Points
- Flash blinds for 1-2 seconds at range
- Direct look at flash = longer blindness
- Multiple flashes stack for longer effect
- Flash then immediately push for kills
- Looking away from flash reduces effect
- Sprinting increases flash duration reduction
Common Mistakes to Avoid
- Flashing without coordinated follow-up
- Flashing teammates (friendly flashes)
- Throwing flash too early (enemies react)
- Not pushing immediately after flash
- Weak flash throws that don't reach enemies