THE UTILITY BENCH / 09 ITEMS

Know what you are buying.

Actual models captured in the official game's 3D inspector. Prices are Bomb Defuse dollars. Grenade and Taser timers come from the v0.21 client configuration; C4 and kit timings come from the in-game rules. Checked September 28, 2026.

Flashbang, actual model in the Clutcher io inspector

CT / T

Flashbang

Purchase
$200
Reference
1.6 s configured fuse

Use a flash to disrupt vision before an engagement. The fuse is a timer in the client; it is not the duration every affected player will be blinded.

Smoke Grenade, actual model in the Clutcher io inspector

CT / T

Smoke Grenade

Purchase
$300
Reference
1.2 s configured fuse

A visibility tool for a crossing or an angle. Learn its placement in practice before depending on it in an objective round. The listed fuse does not describe smoke lifetime.

HE Grenade, actual model in the Clutcher io inspector

CT / T

HE Grenade

Purchase
$300
Reference
99 base damage · 1.6 s fuse

The damage value is a starting configuration value, not a promise of 99 health lost. Position and armor matter; do not treat this as an automatic kill on a damaged opponent.

Molotov, actual model in the Clutcher io inspector

T only

Molotov

Purchase
$400
Reference
2 s configured fuse

The T-side fire grenade. Budget for the correct side's item and practice the throw in the current build. This reference does not claim a tested fire duration or lineup.

Incendiary Grenade, actual model in the Clutcher io inspector

CT only

Incendiary Grenade

Purchase
$500
Reference
2 s configured fuse

The CT-side fire grenade costs $100 more than the Molotov in this build. Their different prices do not by themselves establish which is more effective.

Decoy Grenade, actual model in the Clutcher io inspector

CT / T

Decoy Grenade

Purchase
$50
Reference
2 s configured fuse

The least expensive listed grenade. Its low price is not a reason to buy it before an item needed for your next action; decide what distraction you intend to create.

Taser, actual model in the Clutcher io inspector

CT / T

Taser

Purchase
$200
Reference
1 charge · 30 s configured recharge

A separate equipment choice with one loaded charge and no reserve ammunition. Do not read its 500 base damage as evidence of rifle-like reach or an unconditional one-hit kill.

Defuse Kit, actual model in the Clutcher io inspector

CT only

Defuse Kit

Purchase
$400
Reference
5 s defuse instead of 10 s

The kit shortens the uninterrupted interaction needed at the planted bomb. It does not remove the need to reach the bomb and hold E. Check whether you already have one.

C4 Explosive, actual model in the Clutcher io inspector

T objective

C4 Explosive

Purchase
Objective item
Reference
3.2 s plant · 40 s bomb timer

Carry it to a valid bombsite and hold E to plant. C4 belongs to the Bomb Defuse objective; it is not a gun purchase or a cosmetic unlock.

Configured fuse timers are not smoke, blind or burn durations. These are references for identifying items and planning a purchase, not tested grenade lineups or final-damage measurements.

Buy for a task you expect to perform

Equipment uses the round's dollar balance. The separate C counter and daily C rewards are not your buying funds. In Bomb Defuse, buy from your team's spawn area during the first 44 seconds. Before selecting another item, decide whether you need a weapon, protection, help reaching an objective or time to finish a defuse.

The Loadout screen labels Equipment and Grenades as always included. That describes those categories in the prepared loadout; it does not mean every item is free or already in your hands. Inspect the current buy menu, your existing equipment and your balance.

Match each grenade to a purpose

As a practice plan, pick one grenade and observe its result in a repeatable situation before adding more to your routine. A smoke is relevant to a visibility problem; a flash to an attempt to disrupt an opponent's view; explosive or incendiary utility to a position you want to pressure. These are reasons to test an item, not verified lineups or guaranteed outcomes on a named corner.

ItemChecked priceWhat to compare in practice
Flashbang$200Whether its effect helps your intended move
Smoke Grenade$300What remains visible from both sides
HE Grenade$300The result at the position you are targeting
Molotov$400 · TThe affected ground and your available route
Incendiary Grenade$500 · CTThe affected ground and your available route
Decoy Grenade$50Its actual effect before relying on a distraction

A fuse value is not an effect duration

The inspected definitions contain fuse values of 1.6 seconds for Flashbang and HE, 1.2 for Smoke, and 2 for Molotov, Incendiary and Decoy. These are configured fuse fields. They do not tell you how long smoke remains, how long a player is flashed, or how long fire controls an area. Those effects need separate observation.

Likewise, HE's configured base damage of 99 is not a promise to remove 99 health wherever it lands. Position and the game's damage handling matter. We do not turn the equipment definitions into untested damage-radius diagrams, guaranteed kills or map-specific throws.

Understand the kit before the bomb is planted

The official Bomb Defuse help lists a defuse kit at $400. Defusing takes 10 seconds without one and 5 with one. You still need to reach the planted bomb and hold the interaction. A kit changes the listed interaction time; it does not remove the need to finish before the bomb's countdown ends.

Plan that expense while buying is allowed. For example, $400 kept for a kit cannot also pay for another purchase. Check your existing protection and helmet state before budgeting for armour again. An armour value is not itself a percentage of damage reduction, and this page does not infer a helmet benefit from an unverified formula.

C4 belongs to the objective, not the shopping list

Use the C4 image to recognize the bomb. To plant, you must carry it, stand still in a valid site and hold E for 3.2 seconds. The planted bomb then has a 40-second countdown. These timings come from the official help; we do not assign C4 a purchase price or borrow a grenade's damage value for it.

If your aim is to finish that interaction, use the plant-and-defuse sequence rather than trying to replace a normal weapon slot with the bomb.

Treat the Taser as a separate comparison

The Taser is priced at $200 and is not a firearm with a normal reserve magazine. Its definition lists one loaded charge, zero reserve and a 30-second recharge field. The configured damage value is 500; that should not be read as a universal damage result regardless of distance or hit conditions.

Use the real item image to identify it and test its limitations before making it part of a round plan. If you meant to buy a normal sidearm, return to the weapon database and compare the pistol category instead.

Sources & verification

Checked on . The game is in early access; menu labels and availability can change.

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