Molotov and Incendiary Grenades
Molotov/Incendiary grenades create fire that covers an area, dealing damage to enemies in the fire and preventing passage through it. The fire lasts approximately 7-8 seconds, dealing 5 damage per tick to enemies touching flames. One molotov won't kill a healthy player, but it forces repositioning and can supplement other damage.
Molotovs are primarily CT-side utility for defending bomb sites. Throwing a molotov on the bomb plant area forces attackers to either accept heavy damage or delay their plant attempt. CTs buy molotovs to deny plant positions, forcing Terrorists to use utility to clear the fire before executing plants.
Advanced molotov usage includes timing molotovs to expire as Terrorists plant, denying the plant entirely, and using molotovs to guard bomb sites after plant expiration. A molotov thrown after bomb plant detonates on the ground, controlling the area where Terrorists try to defend it.
Tactical molotov throws create molotov setups: fire patterns covering bomb sites or common positions. Learning 3-5 effective molotov lineups per map provides consistent area denial. Molotovs are most valuable on CT-side; T-side molotovs are mainly for breaking CT setup.
Key Points
- Molotov creates fire for 7-8 seconds
- Deals 5 damage per tick to enemies
- Prevents passage through fire area
- CT-side primary utility for site defense
- Can be used to deny plant or retake areas
Common Mistakes to Avoid
- Molotov too early (expires before plant)
- Molotov placement doesn't cover plant area
- Not coordinating molotov with team defense
- Buying molotov when not needed
- Forgetting molotov can be cleared by enemy utility