A pro-level breakdown of the utility line on Inferno's Banana and Pit, explaining how smoke and molotov timings dictate the rhythm of an A-site execute.
Controlling Banana has never been just about taking the stone wall. What truly decides the success of an A-site execute from Pit is the landing spot of the smoke behind the stone wall, the timing of the molotov on the barrel, and the invisible 'utility line' between the Pit window and the bomb site. This note breaks down the three most easily disconnected rhythms in an Inferno attack from a player's perspective.
1. The Stone Wall Smoke Isn't a Roadblock, It's a Fake Rotate Path for CTs
Many teams treat the stone wall smoke as a tool to 'block CTs from watching Banana from CT spawn,' then immediately switch to knives and push. The problem: if the smoke's edge is too far forward, CTs retreating from Pit will actually hug the smoke edge, using the vision difference to punish your first player crossing the barrel.
The correct approach is to shift the stone wall smoke half a body-width toward CT spawn, and add a molotov on the barrel. This fire isn't for burning players—it's to force the Pit defender to retreat toward the bomb site. When the Pit player is forced off the window, your first player entering the site from Banana can safely hug the right side of the stone wall, instead of being exposed to crossfire from the Pit window and the triple box.
A detail: the molotov should land in the gap between the barrel and the stone wall, not directly on the barrel. If you throw it on the barrel, the flame is partially blocked by the barrel model, and a CT standing at the Pit stairs can still hold your crossing. Landing in the gap, the fire spreads to both sides, forcing the CT to either take damage or retreat into the site.
2. The Pit Utility Line: The 'Three-Second Account' from Window Smoke to Site Molly
The classic problem with a Pit execute is: window smoke thrown, site molotov thrown, but the team still gets stalled by CTs on triple box and coffin when entering the site. The reason is usually not the utility itself, but the time gap between them.
A window smoke takes about two seconds to fully expand, while a site molotov takes about three seconds to burn out the corners. If you throw both simultaneously, the smoke hasn't fully blocked the window, but the fire has already burned out. When the CT peeks from triple box, he catches your first player entering the site.
A better order: throw the window smoke first, wait for it to start expanding, then throw the site molotov. This way, when the fire starts burning, the window's vision is already cut off. CTs peeking from triple box or coffin to retake can't see the player at the Pit stairs and must guess. Your first player entering the site can use the fire's burn time to hug the right side of triple box, then peek as soon as the fire dies.
This three-second account is essentially trading the smoke's expansion time for the fire's burn time. Sounds simple, but in practice, many teams lack this chemistry between the utility player and the entry fragger. They throw utility and yell 'go,' and the first player eats the full triple box crossfire.
3. The Banana Retake Utility Line: The 'Reverse Timer' from CT's Perspective
If you're on CT side, retaking Banana to Pit also has a utility line. Many CTs like to throw a site molotov from CT spawn and then push into the site. But if the molotov lands too close to the site center, it actually pushes the T into triple box and coffin, so when you push in, you face crossfire from two directions.
A better approach: from CT spawn, throw a triple box molotov first, then a coffin smoke. The triple box molotov forces the T off triple box, and the coffin smoke cuts off the T's vision from coffin toward CT spawn. Then you push into the site from CT spawn, and your first shot is at the T forced out by the fire, not someone hiding behind triple box waiting for you.
The key to this utility line is that the triple box molotov and coffin smoke should be thrown almost simultaneously, but the coffin smoke slightly later. That slight delay is to let the T hear the fire first, retreat toward coffin, and then the smoke drops to cut off his escape. If the smoke lands first, the T will peek toward triple box, and your fire won't burn him.
4. The Utility Line Isn't Fixed, It Follows CT Positions
These utility lines are not 'must-throw' formulas. Their premise is that CT positions match your prediction. If the Pit defender likes to push up to the barrel, your stone wall smoke should shift toward the barrel; if the triple box defender likes to hug the wall, your triple box molotov should land at the wall, not directly on the box.
So every default round, you should use your first utility to 'ask' the CT a question: Where are you? Then based on the CT's answer, decide where to throw the second utility. The utility line isn't carved in stone; it's a conversation between you and the CT. The more precise your question, the clearer the answer.
When browsing skins on C5GAME, we tend to look at pattern symmetry and wear distribution. But on Inferno's Banana and Pit, utility landing spots are never symmetrical—they always lean opposite to the CT's position. That line is the real decider of a Pit execute.