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Best Wallbang Spots on Nuke

Nuke was probably the best map for wallbangs in Counter-Strike 1.6, as almost all walls and overlaps between the floors couldn’t stop bullets. However, Valve changed things drastically in the Global Offensive version and transitioned them to CS2, leaving only a few Nuke wallbang spots in the new game version.

One essential point of our Nuke wallbangs guide is that boxes and containers indeed cannot stop bullets from the SSG 08, Auto-sniper rifles, AK-47, both M4s, and Desert Eagle. However, only AWP can deliver essential damage. At the same time, players rarely just stand or sit behind boxes, making them harder to hit with a single shot. Still, you should keep in mind that if you throw an Incendiary or Molotov behind the box and then spam it — bullets will hold an opponent at the spot, and he might die from the flame or the combined damage. In a match on the cs2 nuke smokes are also important to use skillfully to ensure a better position and strategic advantage over your opponents.

We’ll reveal the most common and regular spots that might require some specific positioning and aiming, making them the most useful wallbangs on the Nuke map in CS2. For those who forgot or don’t know some Nuke callouts, here is a traditional screenshot with the guide to basic positions and areas on the map:

Nuke spot cs2

Most Useful Wallbang Spots for Counter-Terrorists on the Nuke Map

Being a two-level map, Nuke requires ideal teamplay and effective grenade usage to be effective on both sides. CTs should always rely on fast help from their teammates to counter the pressure of pushing Terrorists, and that is why most of the CS2 Nuke wallbang spots are about holding the rushes.

A Site to Hut

A Site to Hut

1st — Where to stand and aim; 2nd — Where to hit

A Site is the primary battle place on the Nuke, and Ts often use the Hut as one of the passageways to the desired place. Although this spot can be controlled from the Default or Heaven, Terrorists can rush it at any time, while the CT can be with the sniper rifle and deliver only one shot at a time. Fortunately, you can help your teammate from the A Site without relocation, simply aiming at the upper level of the blue line below the ‘e’ of the word ‘Cedar.’ Spamming with any of the M4s or stolen AK-47s will slow the rush down and can even deliver a few kills.

Timing: Any

Shoot Cases: After gaining info about the rushing opponents or during clutches, if the opponents hide there

Single Door (Decon) to B Site Corner Plant

Single Door (Decon) to B Site Corner Plant

1st — Where to stand; 2nd — Where to aim; 3rd — Where to hit

This is one of the best CS2 wallbang spots on Nuke, which, however, is rarely used in the game. When you know that Ts have already reached B bombsite and control the Single Door (or have simply smoked it), one of the basic spots for planting C4 is the shown corner. Take the shown corner, crouch, and spam from a default rifle — heavy damage, if not a kill, is guaranteed.

Timing: When bomb plant activation is heard

Shoot Cases: When Ts avoid the default plant and place the bomb in the corner

Double Door to B-Site Default

Double Door to B-Site Default

When Terrorists know that someone can be in the Double Door area, they can throw smoke there and try to plant the bomb by default. In this case, you don’t even need to open doors to show your position. Just stand in the corner, aim as shown in the screenshot, and spam, preferably from the powerful rifle.

Timing: When bomb plant activation is heard or before B Site retake

Shoot Cases: To deny a bomb plant or if the opponent can hide on the B Site default

Vent to B Site Upper Corner

Vent to B Site Upper Corner

This is another devastating position to test luck that deserves the status of the best wallbangs on the Nuke map. When Ts successfully executed the B Site while you decided to rotate from A for a fast B retake, one of the opponents can hear you in the vents and try to take the upper corner near the Double Doors. Stand in the middle of the first outing section and aim as shown — all the chances you will damage or even kill a Terrorist.

Timing: Before B Site retake

Shoot Cases: When you made a noise while dropping into the ventilation before going for the B retake

Under Heaven to Radio Exit/Boost

Under Heaven to Radio Exit/Boost

Rushing the Ramp is a traditional tactic that is often used on any level in all Counter-Strike versions. If you are holding AWP and are playing on the Heaven or watching the Yard under it, you can help your Ramp teammate using this Nuke wallbang point. Thus, take a safe zone under the Heaven, and aim as shown in the red wall on the level of the fire alarm button. If lucky enough — you can make a few kills or will seriously damage your opponents, but use only AWP as other guns cannot penetrate this wall.

Timing: Any

Shoot Cases: When there is info that Ts are pushing Radio to Ramp

Most Useful Wallbang Spots for Terrorists on the Nuke Map

While the CT wallbang spots on Nuke are mostly situational and rely on some kind of info before activating them, Terrorists can try their lack even without any information.

A Roof to Heaven

A Roof to Heaven

This position was one of the top nuke wallbang spots in CS 1.6 for players with the best spawns. At the time, the construction textures weren’t so impenetrable for AK bullets as they became in CS:GO and CS2. However, if you notice that one of the CTs is usually playing on the Heaven, find the right corner on the Roof, find the 8th rivet, and shoot using an AWP. If the bullet didn’t lead to a headshot — try aiming at the 7th or 6th rivet as well. Depending on the CT’s position, it can be a free kill, while aiming a bit lower can increase the chances of delivering body damage.

Timing: Earliest possible

Shoot Cases: To deliver early damage to the CT playing on the Heaven

Hut to Tetris Corner

Hut to Tetris Corner

Since the Hut is made of pretty thin metal, it is unsurprising that this is one of the best Nuke wallbangs in Counter-Strike 2. With the variety of flashbangs and other grenades that can arrive from everywhere, CTs often choose some default spots they can find, even being blind. One of them is near the Tetris, and Terrorists can use it effectively.

Timing: Any

Shoot Cases: When you assume there can be a CT after the molly has landed on the Hut or heard he is reloading

Hut to Above Hut

Hut to Above Hut

Hut is one of the best spots for the A-Site defense as it gives a shooting advantage even for close-range weapons. However, the best wallbangs on Nuke include the opportunity to damage those guys. Since CTs can take different corners on the Hut, it’s hard to define the exact points where to shoot, so the presented ones are for typical two positions. The main feature to understand how to wallbang here is that the Hut roof is better penetrated if the shooting angle is closer to 90 degrees.

Timing: Any

Shoot Cases: When you assume there can be opponents on the Hut, and you are ready to uncover your position with loud steps before seeing CTs

Lobby to Main

Lobby to Main

Here is one more place related to Hut in the T side list of CS2 Nuke all wallbang spots, but this time it is for spamming the A Main player. The latter is often used on the early timings to spam the Squeaky. So, Terrorists can counter-spam this player, delivering significant damage; you just need to take the Lobby and remember the approximate spot on the Hut wall.

Timing: Earliest possible

Shoot Cases: During A Rushes through the Squeaky or when the latter is spammed from the A Main

Silo to Garage

Silo to Garage

Out of all Nuke wallbangs in CS2, this one is probably the hardest but most interesting for the T side. Thus, CT snipers love to stand near the CT Blue and Garage, holding the Silo and Yard positions from there. One of the safest and most often-used angles is Garage to the Red box, which favors a Counter-Terrorist’s AWPer, but you can outsmart him. Take the Silo carefully without showing your head, and find the shown position. Use double scope and aim as shown (slightly to the right of the CT Blue box, on the level of the latches of the smaller box) and send a few bullets. Depending on the particular position of the opposing sniper, you can either damage or even kill him, but be aware of the counter-pick from outside the Garage.

Timing: Earliest possible

Shoot Cases: When CT sniper uses the Garage spot to hold the Red box

***

Nuke is one of the most dynamic maps in the CS2 map pool, and a lot of tactics include active plays and rushes for the T side and fast rotations for CTs. In such conditions, there are not so many static positions to try to wall-bang them, but we tried to find the most interesting CT & T Side ones to widen your knowledge and gameplay variety.

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