The Best Brimstone Molly Lineups On Icebox

The Best Brimstone Molly Lineups On Icebox
Written by: Weeii

Brimstone Lineup Mollies have become a staple in the arsenal of experienced players, capable of turning the tide of a match with their explosive impact. These molotov cocktails are not merely random fireballs; they are precise tools of destruction, meticulously placed to trap enemies, deny access to key areas, and force opponents into disadvantageous positions.


As we delve into the intricacies of the Brimstone Lineup Mollies, we will explore their strategic applications, uncovering the hidden depths of their utility and analyzing how they can be employed to dismantle the opposition's defenses. Whether you're a seasoned veteran looking to refine your Brimstone play or a newcomer eager to learn the secrets behind this potent ability, this article aims to provide valuable insights that will elevate your gameplay to new heights.


From locking down bomb sites to defending crucial chokepoints, Brimstone's molotovs can be the difference between victory and defeat. We will take an in-depth look at specific Lineup Mollies on Icebox highlighting the key angles and placements that maximize their impact.



Brimstone Post Plant Mollies


Post plant scenarios are the lead and meta play on a map like Icebox. Often times, you will need to have set a play where you plant the spike and go back as retaking is often rewarded with advantageous features on this map. However, if you use these lineup that we will demonstrate to you it will elevate your gameplay and ensure you the highest chances of winning any post plant scenario you may encounter next. Follow up to know how you can stop anyone from defusing as a Brimstone: 


This very first lineup on A will be targeted towards the “Plant For Belt” or “Plant For Long” in which you don’t plant the spike down on default but rather more towards Generator in which you’ll land your mollies and ensure to force anyone trying to defuse off. 


To do it, you need to come over to this corner right next to the rope (Nest) and then you’ll mainly focus at your HUD line that comes from your health bar and line it up just as shown in the picture. After you’ve done that, throw your molly a little earlier than you expect because it’ll hit the roof and bounce once or twice quickly before going down on the spike. 


This second lineup also tailored for A site but from a very different position demonstrating a critically different situation. If you’re a lurker, often times you might end up being the last or one of the last players alive on the team. Because lurking leaves you at a number disadvantage on site, you might need this lineup which will help you still delay any defusals as you still make your way behind the enemies from Mid/ Screens. 


To do it, come over to this corner on Screens and aim your crosshair right at this point in the roof. Zoom in if you need better clarity, it might not need to be extremely precise but try to match the crosshair to avoid any unexpected losses. 


Back to playing on default positions, this lineup will be perfect for the default plant. It’s understandable that planting for Belt/Long is often difficult unless you take control of site completely, so this lineup will have you covered. It’s fast and efficient, and you can safely perform it from Close Belt. 


To do it, just find this line/spot on the 410 structure and throw your molly. It’ll bounce against it and land on default taking anyone off the spike. However, one thing to note is becareful of anyone pushing Maze as defenders may be able to see you if you’re too exposed. 


Moving over to B site, this will be the perfect go-to lineup for the default planting spot. If you’re casually hitting B site and you don’t wish to play any indifferent plants and stick to the meta, this lineup will be the quickest and most safe to perform. 


At first, you might need to practice this lineup a few times as it seems complicated but it’s very easy to get done. Come over to this cubby (minimap for reference) and aim your crosshair exactly at this point of the sky. Then, throw your molly and this will take around 4-5 ~seconds for it to land on the spike. Keep that timing in mind as it’ll be crucial to your plays. 


This second lineup is more situational but still pretty important to know, this will be especially useful in situations where you’re playing clutch situations or have not cleared middle/flanks and maintained control of site. 


To do it, you just need to head over to same cubby as before and this time aim your crosshair at this spot. Throwing it will send it right against that huge crane and to the spike right after. It’s a pretty quick and efficient lineup.


This next lineup will be similar as it lands on default but it’ll be more expanded to the left which can be the case if you’re planting without a sage wall or avoiding mollies / ultimates that stop the planting process. 


To do it, come over to this corner from the kitchen drop down (as this lineup is tailored for lurking positions) and line the dot above your smoke ability (just as shown in the picture) with the tip of that edge. And then, throw your molly. 


This very last lineup for B site will be the ultra hardcore lurk mode that you can from Mid this time. As enemies can easily clear Orange and kitchen, it might be necessary for you to use this lineup from Mid before heading over to duel. 


To do it, come over to this corner against the wooden planks on the ground in mid and then lineup the edge of your Molly’s mouse HUD with this metallic box just as shown in the picture. Then, throw your molly. Make sure to account for it ahead of time, as this will land on default and it’ll take a few seconds before hitting the spike. 

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