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๐Ÿ’ฃ Source 2 Utility Physics

CS2 HE Grenade & Molotov Damage Calculator

Simulate exact Source 2 High Explosive (HE) grenade blast falloff by distance (0โ€“350 units), compare Armored vs Unarmored HP loss, and calculate Molotov burn time to kill (TTK).

โš™๏ธ Utility Blast Parameters

Distance from HE Detonation45 Units (1.1m)
0u (Point-Blank)150u (Mid Radius)350u (Max Edge)
Direct Physical Grenade Impact (+2 DMG)
Molotov / Incendiary Stand Time2.5 Seconds
Target Enemy Starting HP100 HP

๐Ÿ’ฅ Armored vs Unarmored Damage Output

HE vs Kevlar Armor
50 HP
Enemy Left: 50 HP
HE vs No Armor (Eco)
85 HP
Enemy Left: 15 HP
Molotov Burn Total
68 HP
Ignores Kevlar 100%
Blast Shockwave Attenuation2x Double-Nade Stack = LETHAL KILL
๐Ÿ’ก Source 2 HE Mechanics:An HE grenade has a base damage of 98 and a blast radius of 350 units. Against Kevlar armor, armor absorbs ~40% of the blastโ€”meaning the maximum single HE grenade damage on an armored opponent is 57 HP (or 59 HP if the grenade physically bounces off their body first).

๐Ÿ“š CS2 HE Grenade & Molotov Math Explained

In Counter-Strike 2, High Explosive grenades calculate damage linearly from the center of detonation out to 350 units. Even a tiny vertical step or ledge between the grenade and the player's feet can block line-of-sight rays and slash damage in half.

Meanwhile, Molotovs and CT Incendiary grenades completely bypass Kevlar armor. Fire damage ramps up from 1 damage per tick in the first second up to 8 damage per tick (40 DPS), killing a 100 HP armored player in roughly 3.3 seconds.