Draft articleThis CS2 explanation is being researched and checked for version scope, source length and links.

CS2 item properties

PropertyCS2 value
Purchasable byTerrorists and Counter-Terrorists
Buy price$50
Maximum carried1
Movement speed while equipped245 units per second
Kill rewardCompetitive: $300 · Casual: $100
Self-detonationApproximately 18 seconds after activation
Radar displayGrey dot for the throwing team

CS2 explosion damage

HitboxUnarmoredArmored
Head2111
Chest and arms2310
Abdomen and pelvis199
Legs115

CS2 impact damage

HitboxUnarmoredArmored
Head21
Chest and arms21
Abdomen and pelvis21
Legs21

Counter-Strike 2 item properties

PropertyCS2 value
TeamsTerrorists and Counter-Terrorists
Price$50
Maximum carried1
Movement speed245 units per second
Kill rewardCompetitive $300 · Casual $100
DetonationAbout 18 seconds after activation

Explosion damage

HitboxUnarmoredArmored
Head2111
Chest and arms2310
Abdomen and pelvis199
Legs115

Impact damage

HitboxUnarmoredArmored
Head21
Chest and arms21
Abdomen and pelvis21
Legs21

Sound, radar and appearance

After landing and activating, the Decoy Grenade plays sounds based on the strongest firearm the player is carrying. If the player has no firearm equipped, it imitates that side’s starting pistol: the Glock-18 for Terrorists or the P2000 / USP-S for Counter-Terrorists. The cue can suggest that a player is firing nearby, but it does not prove that an enemy is present or reveal the thrower’s actual position.

The throwing team sees the decoy as a grey dot on its radar. The grenade model resembles a Flashbang, but a red stripe distinguishes it visually. An opponent who notices the projectile or its stripe can recognize the deception, and teammates should remember that the radar dot is their own decoy rather than an enemy contact.

Damage and detonation

A Decoy Grenade self-detonates after roughly 18 seconds. The explosion can damage enemies but does not damage teammates. Its CS2 hitbox table distinguishes the explosion from the small impact damage dealt when the grenade itself strikes a player: blast damage ranges from 21 unarmored / 11 armored at the head to 11 / 5 at the legs, while impact damage is 2 unarmored / 1 armored for every listed hitbox. The complete values appear in the tables above.

Although the blast is usually secondary to the audio deception, it can finish a low-health opponent or punish a player who ignores the grenade. A kill caused by explosion damage does not use the kill-feed headshot icon, even if the damage registered to the head hitbox. The Decoy Grenade is therefore not a substitute for a damaging grenade, but its small damage should not be treated as zero.

Using the Decoy Grenade

A decoy can create an audio cue away from the team’s real movement, suggesting activity in another lane while players reposition or prepare an approach. Its credibility is stronger when the sound fits the situation and is not immediately contradicted by the radar, visible grenade model or lack of follow-up activity. Because teammates also see the grey radar dot, communicate when a decoy is being used so allies do not mistake it for useful contact information.

The grenade can be combined with other utility to make a false cue harder to interpret. Throwing it near a Smoke Grenade can mask the exact source, while a Flashbang may draw attention at the same moment. Alternatively, a player can use the imitation sound to create a short distraction before rotating or changing an angle. These tactics depend on opponent response; a decoy does not force a rotation or guarantee that an enemy will investigate.

The red stripe and radar marker limit how long an attentive opponent may be fooled. Use the grenade where the projectile is less visible and where a plausible gun sound could matter. The $50 price makes it an inexpensive option, but it still occupies one grenade slot that could otherwise hold utility with a direct smoke, flash or fire effect.

Team, economy and related equipment

Both Terrorists and Counter-Terrorists can purchase the Decoy Grenade. At $50 it is the least expensive grenade in the CS2 Buy Menu, but players can carry only one. Its kill reward is $300 in Competitive and $100 in Casual, separate from the purchase price. Use the Buy Menu and Economy pages for the rest of the team’s purchase rules.

The Decoy Grenade is primarily information and timing utility. A Flashbang can blind opponents, a Smoke Grenade blocks sight and affects fire, and a decoy imitates weapon audio while leaving a visible grenade and team-only radar marker. Understanding these differences helps a team choose a false cue when it wants uncertainty rather than a direct effect.

CS2 scope

The price, carried limit, kill rewards, radar cue and damage tables here are recorded for CS2. The two damage tables intentionally distinguish explosion from impact damage. No other-edition damage values are included, so the listed figures are not blended with older grenade implementations.

Trajectory preview correction (March 30, 2023)

The March 30, 2023 Counter-Strike 2 Limited Test update corrected the Decoy Grenade trajectory preview. The patch does not list a trajectory value, preview error direction or affected throw strength; it records the preview correction without presenting a new lineup.

Trajectory preview context (March 30, 2023)

The Limited Test update corrected the Decoy Grenade trajectory preview. A preview is a display of the expected path, and this note supplies no throw-strength settings or trajectory points; it should not be treated as a tactical lineup.

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