← Back to track · lesson 7 of 8
Intermediate1 min readMedium

Utility as a Fight Starter

Utility is often thrown too late, after you are already hurt. The best players use it before the fight to take the initiative.

Matching the tool to the job

  • Frag grenade: forces enemies out of corners and cover. Throw it so it lands where they hide, not where you stand.
  • Smoke grenade: cuts a sniper's view, covers a revive, or blocks an angle while your squad crosses open ground.
  • Stun grenade: blinds a room for a moment. Enter on the flash, not after it.
  • Molotov: denies a doorway or staircase and splits an enemy team.

Timing

Throw first, then move on the effect. A frag pushes an enemy out of cover, and that is the instant to shoot. The gap between the throw and the entry should be short and rehearsed.

Squad rules

  1. Assign one thrower per push, usually the support player.
  2. Call the throw: "frag going in, left room."
  3. Hold your fire until the utility lands, so you do not waste ammo into smoke.

Mistakes to avoid

Do not throw into your own team's path. Do not use every grenade in one fight, because you will need them for the next circle. Count your utility when you loot, so you know what you can afford to start a fight with.

Drill of the day

In your next squad match, make a rule of no building entry without a thrown frag or flash first. Record how many fights you start with utility versus without.