
Vertigo HE grenade spots are easier to pick than on most maps. The routes are narrow, so attackers often bunch up in the same few places. An HE thrown into a stacked group can hit several players at once. This guide explains where HEs get the most value, mainly for Counter-Terrorists, and how to combine them with other utility. It describes areas and timing, not pixel-perfect lineups. Use a lineup tool or video in a private server for the exact throws.
An HE grenade costs $300. Our CS2 HE grenade guide covers how the damage works in general, and the Vertigo callouts guide explains the names used below.
Why do HE grenades work on Vertigo?
An HE is only worth $300 if it hits someone. Vertigo helps because most T routes end in a choke. Players line up on A Ramp, on B Stairs and at the top of the T Corridor before they push. They often wait there for a smoke or flash to land. That pause is the moment to throw.
HEs also work well with fire. A molotov forces a player to step out of a corner, and an HE catches them as they move. Neither grenade needs to kill. Taking a chunk of health from two attackers makes the next fight much easier for the defender.
CT side Vertigo HE grenade spots
A Ramp
When you hear a group on A Ramp, an HE thrown from A site toward the ramp catches the players waiting to push. CSDB lists an HE from A site toward A Access, and Sportskeeda describes one thrown from near Elevator after an incendiary on the same area. The order matters: fire first to hold them in place, HE second.
B Stairs
B Stairs is the other big choke. An HE from B site toward the bottom of the stairs, where CSDB calls the area Lower, punishes a fast B rush. It is especially useful on pistol rounds and anti-ecos, when Ts often rush B together with little armour.
Mid and T Corridor
CSDB lists a Mid HE thrown from CT Spawn. Sportskeeda shows an HE from the Mid box toward the stairs where Ts come up from T Corridor. Use it early, when Ts walk up to contest Mid, and follow it with a peek only if you hear damage.
T side HE grenade uses
Terrorists get less value from HEs on Vertigo, but there are a few good uses:
- Clearing a close spot: an HE on a corner you cannot burn, after a smoke and flash, can soften a defender before your entry swings.
- Post-plant: an HE on the defuse spot, thrown late, can stop or punish a defuse.
- Through smoke: in CS2, an HE briefly clears a hole in a smoke. Our guide to HEs and smokes explains how teams use this.
When is an HE worth buying on Vertigo?
| Situation | Buy an HE? | Why |
|---|---|---|
| CT anchoring A or B alone | Yes | Softens a stacked push before rotators arrive |
| CT Mid player | Often | Early damage on Ts walking up |
| T entry player | Rarely | Smokes, flashes and molotovs matter more |
| T support player with spare money | Sometimes | Post-plant or smoke-clearing value |
On a tight buy, a CT anchor is usually better off with an incendiary and an HE than with two flashes. A T team is usually better off with full smokes and flashes first.
Mistakes to avoid
- Throwing an HE at a choke nobody is standing in. Wait for sound.
- Bouncing it off an edge so it drops off the map.
- Following an HE with a wide peek when you did not hear it hit.
- Saving HEs too long and dying with them unused.
For how CT players are usually split on this map, see our Vertigo CT setup.
How to practise
In a private match, place bots where Ts usually stand on A Ramp and B Stairs. Throw the HE from your usual hold spot and watch where it lands. Our lineup practice guide covers useful commands. Re-test after big updates, because geometry and grenade behaviour can change.
Sources and checks
HE targets were checked on 1 November 2026 against CSDB Vertigo lineups, the CSDB Vertigo map guide and Sportskeeda's Vertigo lineup guide. Damage figures are not given because they depend on armour and distance.
Frequently asked questions
What is the best HE spot on Vertigo?
For CTs, A Ramp and B Stairs. Ts stack in both before pushing, so one HE can hit several players.
Should Ts buy HE grenades on Vertigo?
Usually only with spare money. Smokes, flashes and molotovs matter more for T executes, though an HE helps in post-plants.
Can an HE clear a smoke on Vertigo?
Yes. In CS2 an HE grenade briefly opens a gap in a smoke on any map.


