Active Duty A · Tier 2 sites Difficulty 3.5/5 BananaA Second

Inferno

Banana (B) is the classic attack axis — the utility chain of molly-smoke-molly-smoke (~30s) decides the map; push A behind Arch/Apartments executes, with many mid-range duels. T sides win on patient 0:55 post-plants, not 1:30 rushes.

Data verified 2026-09-05
Inferno schematic
Attack

Banana (B) is the classic attack axis — the utility chain of molly-smoke-molly-smoke (~30s) decides the map; push A behind Arch/Apartments executes, with many mid-range duels. T sides win on patient 0:55 post-plants, not 1:30 rushes.

Defense

Utility defense on Banana and A is the core: three timed molotovs (1:50/1:38/1:20) stall Banana, hold Balcony/Arch angles on A, and never peek Pit into Apps unconfirmed. Rotate via CT lanes instead of pre-smoking Banana.

Map Tactics

Key Tactics on Inferno

01
Never dry-peek Banana

Time the three-molly chain, plant a mid smoke and a second near Cart, then use Apartments/Arch as the second entry. Winning Banana opens B, threatening it splits CT.

02
Post-plant beats the rush

After planting on B, cut the CT with molotovs from Coffins/Garden and hold coffin crossfires. Inferno retakes are utility wars — surviving one rotation usually wins the round.

03
Molotovs are the eco weapon

Three players with molotovs in Banana beat bare rifles; never drop utility to buy an extra gun, and on anti-eco set up Coffins + Fountain crossfires to bait pushes.

Pro Side Lean
CT53%
T47%

Sample: 734 pro rounds (ConsolePCGaming, 12 months to 2026-08) · source ConsolePCGaming / csdb.gg

Balanced; modern Banana control has nudged it slightly T-side per SkinsMetric.

Meta Weapons Here

Utility matters more than raw aim here: a MAC-10 + 3 molotovs + 1 smoke often beats a naked AK on Banana holds.

Lineups

Inferno Classic Lineups

Smoke Banana→CT cut smoke B
From
Lower-left of the Banana slope against the wall recess
Method
Jumpthrow
Lands
Between CT spawn and the B entrance
Smoke Arch / top brick smoke A
From
Second mid by the kiosk (pair with Library smoke)
Method
Jumpthrow
Lands
Arch area
Smoke Coffins smoke B
From
Opposite corner of front Banana, walk then crouch
Method
Crouch
Lands
Coffins cluster
Molotov Opening Banana molotov (CT) B
From
Run from CT spawn, stop at the low wall corner
Method
Standing
Lands
Top Banana fire blanket (~13s burn)
Smoke CT-side Banana cut smoke B
From
Same low-wall corner as the CT molly
Method
Standing
Lands
Over the roofs onto upper Banana (≈6.4s flight)
Flash T Banana pop-flash B
From
Corner by the stairs out of T Spawn
Method
Jumpthrow
Lands
Airburst over the Banana corridor

Lineups compiled from public lineup sites with sources — re-verify in-game; grenade trajectories can shift with patches.

Callouts

Inferno Callout Map

Inferno callout map
100%
Scroll / double-click to zoom · drag to pan
Click any marker to see its callout name and description. Green = Site A, blue = Site B, purple = Site C, red = generic. Scroll or double-click to zoom into detailed areas, then drag to pan — markers stay crisp and clickable.

Note: coordinates for community callout names (Donut, Tomb, etc.) are approximate; official area callouts (A/B sites, CT/T spawn, etc.) use exact in-game data.

All Callouts

Callout List

A Long

Long corridor to A

Apartments / T Apps

The default A entry through the apartment block

Living Room holds must be naded before entry

Balcony

CT-side balcony overlooking A Long

A Second

Second floor high ground

A Site

A bomb plant area

A Pit

Sunken corner on A site edge

Classic plant-block angle

Arch

Mid-to-A archway, the second A entry

Cart

The trolley kiosk between Mid and Banana

CTs pre-fire it on rotations

Banana

Long B approach

The map’s control objective

B Site

B bomb plant area

Coffins / Garden

In-site cover for post-plant crossfires

B CT

CT angle on B

Graveyard

Cemetery ledges connecting Mid to B

Mid

Mid lane

CT Spawn

Counter-Terrorist spawn

Map Mechanics

Unique Mechanics

BananaA Second
FAQ

Inferno Map FAQ