CS2 Weapon Stats

This is the complete CS2 weapon stats reference: every firearm, the Zeus x27, knife attacks, and all grenade types, plus the context needed to understand damage, armor penetration, recoil, RPM, ammo, reloads, movement, running inaccuracy, wall penetration, tagging, and fatal headshot range.

Complete 2026 reference

Every current CS2 firearm in one reference

Direct answer: CS2 has 34 standard firearms in its current competitive arsenal: 10 pistols, 7 SMGs, 7 automatic rifles, 4 sniper rifles, 4 shotguns, and 2 machine guns. Use the search and view controls below to turn the full reference into the exact CS2 damage table or handling comparison you need.

34firearms covered, with no category gaps
16combat and handling fields per weapon
2026magazine-discard reload model reflected
Jul 20current-data verification date

Read the numbers correctly

How to Read CS2 Weapon Stats

A weapon’s listed damage is only the starting point. The result on an enemy depends on hitgroup, armor, range falloff, and any surface the bullet passes through. Accuracy determines whether the shot reaches that hitgroup in the first place. The definitions below keep those layers separate.

Column guide

What each CS2 weapon stat means

Read damage, armor, range, recoil, handling, and economy together. No single column ranks a weapon by itself.

Damage

Base damage for one bullet. Shotgun rows show damage per pellet multiplied by pellet count. The number is not guaranteed health damage because hitgroup, armor, range, and surfaces are applied afterward.

Kill reward

Competitive money awarded for a kill with that weapon. Most rifles pay $300, most SMGs pay $600, common pump shotguns pay $900, the AWP pays $100, and the knife pays $1,500.

Armor penetration

The percentage used when armor protects the hitbox. Higher values preserve more damage against kevlar and helmets, but the full armor calculation also determines armor damage.

Falloff per 500 units

The percentage of damage lost over each 500 Hammer units, roughly 12.7 meters. Lower falloff keeps a weapon closer to its point-blank damage across long sightlines.

Headshot multiplier

The multiplier applied to a head hit before armor and distance. Most firearms use 4×, while weapons such as the Desert Eagle and M4A1-S use different values.

RPM

Rounds per minute at the weapon’s mechanical fire rate. Semi-automatic weapons still depend on input timing, and burst, charged, bolt-action, or spin-up behavior can limit practical output.

Recoil

An internal kick magnitude. Lower generally helps control, but recoil pattern, spread, recovery, fire rate, stance, and player compensation still determine the real grouping.

Fatal headshot range

The modeled maximum distance at which one bullet still deals at least 100 head damage for the listed armor state. N/A means the weapon cannot reach that breakpoint at point blank.

Ammo

The active magazine plus reserve magazines, shells, or bullets under the 2026 ammunition model. Reloading a magazine-fed weapon early discards the rounds left in the removed magazine.

Reload time

The time needed to complete the listed reload. Tube-fed shotguns show the first-shell and additional-shell timing because the player can interrupt the sequence.

Movement speed

The maximum movement speed in units per second while holding the weapon. Lower values make rotations, peeks, escapes, and counter-strafe timing slower.

Running inaccuracy

The spread penalty while moving. Lower is better, but even a comparatively forgiving value does not make full-speed shots reliably follow the crosshair at range.

Penetration power

The weapon’s material-penetration tier for wallbangs. Higher values retain more potential through suitable surfaces, although material type and thickness still matter.

Tagging

The weapon’s movement-slowdown strength after a hit. The final slowdown also depends on damage, armor, current movement, and the target’s weapon.

Raw max output = base damage × pellets × RPM ÷ 60

The formula is a mathematical ceiling. It ignores armor, falloff, spread, recoil, firing delay, bolt cycling, and reload time.

Four-step reading order

Turn a stat row into a practical weapon comparison

Use the same sequence for every category so a dramatic damage or RPM number does not hide an important breakpoint or handling cost.

  1. Start with the damage breakpoint. Read damage, headshot multiplier, armor penetration, and fatal headshot range together.
  2. Add distance and surfaces. Check falloff and penetration power before assuming a point-blank result survives a long angle or wallbang.
  3. Measure follow-up potential. Compare RPM, recoil, magazine size, and reload time for missed shots, transfers, and multi-kill situations.
  4. Finish with handling and economy. Movement speed, running inaccuracy, tagging, price, and kill reward determine whether the weapon fits the planned round.
Important

Important 2026 reload rule

Since the March 18, 2026 update, reloading a magazine-fed weapon discards the rounds left in the removed magazine. Reserve ammunition is tracked as whole magazines, shells, or bullets. That makes reload discipline a real ammo-management stat: do not automatically reload a 27-round AK after every safe kill.

Verified scope

Data and intent note

The tables were checked on July 20, 2026 against the current community weapon spreadsheet, Valve update history, and a detailed CS2 damage guide. Pro pick rates and public-match usage percentages change by map, rank, event, and patch, so they are deliberately kept out of this stable in-game-stat reference.

Weapon values cannot compensate for poor frame pacing or an inconsistent setup. Lock in your best CS2 settings and review the best CS2 launch options before using small accuracy differences to judge a gun.

How to read a CS2 weapon stats row
Interactive reference

Compare any two CS2 weapons

Select two firearms to compare the stats that matter most in a purchase decision. The raw output line is a mathematical ceiling, not a real-world time-to-kill prediction.

AK-47

T only
Price
$2,700
Damage
36
Armor penetration
77.50%
Fire rate
600 RPM
Recoil amount
30.0
Movement speed
215
Ammo
30 + 3 mags
Reload
2.4 s
Helmet one-shot
Yes
Raw max output
360.0 dmg/s

M4A4

CT only
Price
$2,900
Damage
33
Armor penetration
70.00%
Fire rate
666.67 RPM
Recoil amount
23.0
Movement speed
225
Ammo
30 + 4 mags
Reload
3.1 s
Helmet one-shot
No
Raw max output
366.7 dmg/s
AK-47: 36 damage, 77.50% AP, 600 RPM | M4A4: 33 damage, 70.00% AP, 666.67 RPM

Raw max output = base damage × pellets × RPM ÷ 60. It assumes every pellet or bullet lands, ignores armor, range, accuracy, spin-up, bolt cycling, and reload time, and should never be treated as a weapon ranking.

Reference controls

Search all 34 firearms and choose a stat view

Search by weapon name, side, or category. The view controls reduce each wide table to combat or handling columns without removing any data.

34 of 34 weapons shown

Sidearms

CS2 Pistol Stats (All 10 Pistols)

Pistols differ more than their low prices suggest. The default pistols are accurate economy tools, the P250 is the cheap armor step-up, the Five-SeveN and Tec-9 add helmet one-shot potential, and the Deagle/R8 trade speed for rifle-like penetration and damage.

Complete pistol reference

All 10 CS2 pistols: combat, economy, and handling stats

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All 10 CS2 pistols : core combat and handling stats
Weapon Price Kill Damage Armor pen. Falloff / 500u HS multi. RPM Recoil Fatal HS rangeNo helmet / helmet AmmoLoaded + reserve Reload Move speed Run inacc. Pen. power Tagging
Glock-18TBurst mode raises cyclic rate to 1,200 RPM but adds substantial spread. $200 $300 30 47.00% 15% 4.000× 400 / 1,200 burst 18.0 560.92 mN/A 20 + 3 mags80 total 2.3 s 240 17.60 100 50%
USP-SCTSilencer attached: no tracers, slightly better accuracy, and lower recoil. $200 $300 35 50.50% 9% 4.000× 352.94 23.0 silenced 1,783.85 mN/A 12 + 2 mags36 total 2.2 s 240 20.27 silenced 100 50%
P2000CTOne extra round in the active magazine and a much deeper reserve than the USP-S. $200 $300 35 50.50% 9% 4.000× 352.94 26.0 1,783.85 mN/A 13 + 4 mags65 total 2.2 s 240 19.90 100 50%
P250BothCheap armor upgrade over the default pistols; cannot one-shot a helmet. $300 $300 38 64.00% 10% 4.000× 400 26.0 1,987.04 mN/A 13 + 3 mags52 total 2.2 s 240 31.10 100 50%
Dual BerettasBothLargest pistol magazine, balanced by a long reload and modest armor performance. $300 $300 38 57.50% 21% 4.000× 500 27.0 888.14 mN/A 30 + 2 mags90 total 3.77 s 240 26.85 100 50%
Five-SeveNCTHigh armor penetration and helmet one-shot potential at every practical map distance. $500 $300 32 91.15% 19% 4.000× 400 25.0 585.75 m365.88 m 20 + 2 mags60 total 2.2 s 240 51.10 100 50%
Tec-9TOutstanding running inaccuracy for a pistol plus strong armor penetration. $500 $300 33 90.60% 21% 4.000× 500 23.0 588.90 m379.51 m 18 + 3 mags72 total 2.5 s 240 10.71 100 50%
CZ75-AutoBothFull-auto sidearm with severe ammo pressure; trigger discipline matters. $500 $300 31 77.65% 15% 4.000× 600 31.0 661.80 mN/A 12 + 2 mags36 total 2.7–2.8 s 240 26.84 100 50%
Desert EagleBothThe highest practical pistol wall penetration and a helmet one-shot at all map distances. $700 $300 53 93.20% 15% 3.900× 266.67 48.2 2,233.89 m2,017.23 m 7 + 3 mags28 total 2.2 s 230 54.30 200 60%
R8 RevolverBothVery high per-shot damage; charged and rapid-fire modes use different accuracy behavior. $600 $300 86 93.20% 6% 4.000× 120 charged / 150 rapid 20.0 charged 9,983.54 m9,414.48 m 8 + 2 mags24 total 2.3 s 180 Mode-dependent 200 60%

What matters: The Tec-9 has the lowest listed running inaccuracy in the pistol category, while the Five-SeveN, Tec-9, Desert Eagle, and R8 can one-shot a helmet. The Deagle and R8 also double the usual pistol penetration power from 100 to 200, making them materially better for thin-surface shots.

Run-and-gun economy tools

CS2 SMG Stats (All 7 SMGs)

Most SMGs combine full mobility, 100% tagging power, and a $600 kill reward. The exceptions matter: the P90 pays only $300 per kill, while the UMP-45’s higher damage is offset by 25% falloff per 500 units.

Complete SMG reference

All 7 CS2 SMGs: combat, economy, and handling stats

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All 7 CS2 SMGs : core combat and handling stats
Weapon Price Kill Damage Armor pen. Falloff / 500u HS multi. RPM Recoil Fatal HS rangeNo helmet / helmet AmmoLoaded + reserve Reload Move speed Run inacc. Pen. power Tagging
MAC-10TFast, inexpensive close-range SMG with the standard $600 SMG kill reward. $1,050 $600 29 57.50% 20% 4.000× 800 18.0 332.57 mN/A 30 + 3 mags120 total 2.6 s 240 27.89 100 100%
MP9CTFastest SMG reload and joint-highest SMG fire rate. $1,250 $600 26 60.00% 13% 4.000× 857.14 21.0 140.82 mN/A 30 + 2 mags90 total 2.1 s 240 38.64 100 100%
UMP-45BothHighest base damage among SMGs, offset by the strongest range falloff and slower reload. $1,200 $600 35 65.00% 25% 4.000× 666.67 23.0 584.80 mN/A 25 + 3 mags100 total 3.5 s 230 43.19 100 100%
MP7BothLow recoil scalar and solid damage, but expensive relative to the MAC-10 and MP9. $1,400 $600 30 62.50% 13% 4.000× 750 16.0 654.60 mN/A 30 + 3 mags120 total 3.1 s 220 30.46 100 100%
MP5-SDBothIntegrated silencer removes tracers; trades two damage for more movement than the MP7. $1,400 $600 28 62.50% 13% 4.000× 750 16.0 406.89 mN/A 30 + 3 mags120 total 3.0 s 235 40.60 100 100%
PP-BizonBothHuge 64-round magazine; raw capacity is its defining advantage. $1,300 $600 27 63.00% 20% 4.000× 750 18.0 172.45 mN/A 64 + 2 mags192 total 2.4 s 240 42.57 100 100%
P90BothHigh capacity and fire rate, but only a $300 kill reward and a rifle-like purchase price. $2,350 $300 26 69.00% 14% 4.000× 857.14 16.0 130.02 mN/A 50 + 2 mags150 total 3.3 s 230 45.65 100 100%

What matters: The MP9 and P90 lead the category at 857.14 RPM. The UMP-45 has the most damage per bullet, the MP7, MP5-SD, and P90 share the lowest recoil scalar, and the Bizon owns the largest magazine. Against armored rifles at distance, however, every SMG’s 100 penetration power and modest armor penetration become limiting factors.

Primary full-buy weapons

CS2 Rifle Stats (All 7 Rifles)

The rifle table explains the core full-buy tradeoffs. The AK-47 wins on price, reload, and universal helmet one-shots. The M4A4 wins on fire rate and ammunition. The M4A1-S wins on base body damage, silenced information control, and recoil. The AUG and SG 553 pay more for scopes and stronger armor performance.

Complete rifle reference

All 7 CS2 automatic rifles: combat, economy, and handling stats

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All 7 CS2 automatic rifles : core combat and handling stats
Weapon Price Kill Damage Armor pen. Falloff / 500u HS multi. RPM Recoil Fatal HS rangeNo helmet / helmet AmmoLoaded + reserve Reload Move speed Run inacc. Pen. power Tagging
Galil ARTCheapest full rifle and largest rifle magazine; cannot one-shot a helmet. $1,800 $300 30 77.50% 2% 4.000× 666.67 21.0 4,512.31 mN/A 35 + 4 mags175 total 3.0 s 215 132.93 200 60%
FAMASCTBudget CT rifle; burst mode improves first-shot range but is situational. $1,950 $300 30 70.00% 4% 4.000× 666.67 / 800 burst 20.0 2,233.13 mN/A 25 + 4 mags125 total 3.3 s 220 107.53 200 60%
AK-47THelmet one-shot at all practical distances and the fastest rifle reload. $2,700 $300 36 77.50% 2% 4.000× 600 30.0 9,024.61 m2,716.24 m 30 + 3 mags120 total 2.4 s 215 182.07 200 60%
M4A4CTHigher fire rate, larger magazine, and deeper reserve than the M4A1-S. $2,900 $300 33 70.00% 3% 4.000× 666.67 23.0 4,557.44 mN/A 30 + 4 mags150 total 3.1 s 225 143.38 200 60%
M4A1-SCTSilenced, no tracers, and lower recoil; smaller magazine and stronger falloff than the M4A4. $2,900 $300 38 70.00% 6% 3.475× 600 21.0 silenced 2,246.53 mN/A 20 + 3 mags80 total 3.1 s 225 127.40 silenced 200 60%
SG 553T100% armor penetration and a helmet one-shot; slower and costlier than the AK-47. $3,000 $300 30 100.00% 2% 4.000× 545.45 28.0 4,512.31 m4,512.31 m 30 + 3 mags120 total 2.8 s 210 142.42 200 60%
AUGCTScope sharply improves stationary accuracy; helmet one-shot range exceeds normal map sightlines. $3,300 $300 28 90.00% 2% 4.000× 600 24.0 2,804.79 m197.21 m 30 + 3 mags120 total 3.8 s 220 140.85 200 60%
AK-47 vs M4A4 CS2 rifle stats side by side
Rifle breakpoints

What the rifle numbers mean in practice

AK-47

Best helmet breakpoint

36 damage, 77.5% armor penetration, and a 4× head multiplier produce a one-shot helmet kill across any practical CS2 sightline.

M4A4

Best sustained CT magazine

30 rounds at 666.67 RPM plus four reserve magazines give it more multi-target tolerance than the M4A1-S.

M4A1-S

Best information control

No tracers with the silencer attached, lower recoil, and 38 base damage support controlled bursts through common smoke edges.

Found your main?

Grab a skin for the gun you’re actually shooting. Browse AK-47, M4A4, and M4A1-S listings on Tradeit.

Buy CS2 Rifle Skins

Precision and penetration

CS2 Sniper Rifle Stats (All 4 Snipers)

All four snipers use 250 penetration power, the highest firearm tier. Their real separation is economy and follow-up speed: the $1,700 SSG 08 preserves mobility, the AWP converts most upper-body hits into kills, and the auto-snipers fire four rounds per second.

Complete sniper reference

All 4 CS2 sniper rifles: combat, economy, and handling stats

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All 4 CS2 sniper rifles : core combat and handling stats
Weapon Price Kill Damage Armor pen. Falloff / 500u HS multi. RPM Recoil Fatal HS rangeNo helmet / helmet AmmoLoaded + reserve Reload Move speed Run inacc. Pen. power Tagging
SSG 08BothFast movement and one-shot headshots; body shots usually require follow-up damage. $1,700 $300 88 85.00% 2% 4.000× 48 33.0 31,145.85 m27,123.64 m 10 + 2 mags30 total 3.7 s 230 155.43 unscoped 250 65%
AWPBothOne-shot chest damage before range/armor adjustments; only a $100 kill reward. $4,750 $100 115 97.50% 1% 4.000× 41.24 78.0 75,920.66 m74,661.11 m 5 + 2 mags15 total 3.7 s 200 257.48 unscoped 250 65%
G3SG1TT-side auto-sniper; lower tagging power and a much slower reload than the SCAR-20. $5,000 $300 80 82.50% 2% 4.000× 240 30.0 28,787.00 m24,025.96 m 20 + 2 mags60 total 4.7 s 215 176.58 unscoped 250 50%
SCAR-20CTCT auto-sniper; same damage model as the G3SG1 with stronger tagging and faster reload. $5,000 $300 80 82.50% 2% 4.000× 240 31.0 28,787.00 m24,025.96 m 20 + 2 mags60 total 3.1 s 215 176.58 unscoped 250 65%
CS2 AWP damage stats
Reference note

Why the AWP shows 115 damage

115 is the weapon’s base bullet damage. A head hit applies the 4× head multiplier for 460 damage before armor and range adjustments. A chest/arm hit begins at the 115 base value; abdomen, legs, armor, distance, and surfaces use their own modifiers.

Close-range burst and sustained suppression

CS2 Shotgun and Heavy Weapon Stats

Shotguns and machine guns need different reading rules. Shotgun damage is listed per pellet, so the theoretical total assumes every pellet connects. LMG recoil values also hide behavior over time, especially the Negev, which becomes dramatically more accurate after its spray spins up.

CS2 Shotgun Stats (All 4 Shotguns)

Shotgun reference

All 4 CS2 shotguns: pellet damage, economy, and handling stats

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All 4 CS2 shotguns : per-pellet damage and handling stats
Weapon Price Kill Damage Armor pen. Falloff / 500u HS multi. RPM Recoil Fatal HS rangeNo helmet / helmet AmmoLoaded + reserve Reload Move speed Run inacc. Pen. power Tagging
NovaBothLowest shotgun price and a $900 kill reward; shell-by-shell reload can be interrupted. $1,050 $900 26 × 9 pellets 50.00% 30% 4.000× 68.18 143.0 54.98 mN/A 8 + 32 shells40 total 0.7 s first; 0.5 s next 220 83.75 100 60%
MAG-7CTMagazine-fed CT shotgun with strong close damage and the harshest falloff. $1,300 $900 30 × 8 pellets 75.00% 55% 4.000× 70.59 165.0 114.16 mN/A 5 + 3 mags20 total 2.4 s 225 62.99 100 60%
Sawed-OffTHighest shotgun damage per pellet, but short practical range and slow movement. $1,100 $900 32 × 8 pellets 75.00% 55% 4.000× 70.59 143.0 154.58 mN/A 7 + 32 shells39 total 0.67 s first; 0.5 s next 210 85.80 100 60%
XM1014BothSemi-auto fire rate makes it forgiving, but its kill reward is only $600. $2,000 $600 20 × 6 pellets 80.00% 30% 4.000× 171.43 80.0 N/AN/A 7 + 32 shells39 total 1.0 s first; 0.65 s next 215 81.03 100 60%

Shotgun economy: The Nova, MAG-7, and Sawed-Off pay $900 per kill, so two close-range kills can repay most or all of the purchase. The XM1014 is faster and more forgiving but costs $2,000 and returns only $600 per kill.

CS2 Machine Gun Stats (Both LMGs)

Machine gun reference

Both CS2 machine guns: combat, economy, and handling stats

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Both CS2 machine guns : core combat and handling stats
Weapon Price Kill Damage Armor pen. Falloff / 500u HS multi. RPM Recoil Fatal HS rangeNo helmet / helmet AmmoLoaded + reserve Reload Move speed Run inacc. Pen. power Tagging
NegevBothHighest sustained raw base DPS after spin-up; unusually accurate once the spray stabilizes. $1,700 $300 35 71.00% 3% 4.000× 800 20.0 5,523.33 mN/A 150 + 2 mags450 total 5.7 s 150 171.31 200 60%
M249BothHelmet one-shot potential and a large magazine, but the highest firearm price in the game. $5,200 $300 32 80.00% 3% 4.000× 750 25.0 4,052.31 m389.32 m 100 + 2 mags300 total 5.7 s 195 165.95 200 60%

LMG caveat: The Negev’s 466.7 raw base damage per second is the highest sustained automatic ceiling in the table, but that number ignores its 150 movement speed, wind-up behavior, early-spray inaccuracy, five-second-plus reload, armor, and whether the target stays exposed.

Beyond firearms

Zeus x27, Knives, and Grenade Stats

These items do not fit standard firearm columns, but they still have measurable price, damage, range, movement, timing, and economy effects. Knife skins and weapon skins are cosmetic; the underlying knife attack model remains the same.

Special equipment

Zeus, knife, and grenade reference points

Zeus x27

Price
$200
Kill reward
$100
Nominal damage
500
Capacity
1 charge
Recharge
30 s
Move speed
230
Effective range
Very close

Knife

Price
Always equipped
Kill reward
$1,500
Armor penetration
85%
Move speed
250
Primary interval
0.4 s
Secondary interval
1.0 s
Backstab
One-hit

Grenade carry rules

Total utility
4 grenades
Flashbangs
Up to 2
Other types
1 each
Knife slot
Separate
Zeus slot
Equipment
Armor effect
Varies
Friendly fire
Mode-dependent
Important

Zeus damage falls off sharply

The Zeus is reliably lethal only at very close range. Its one-hit zone extends to roughly 183 Hammer units; damage becomes non-guaranteed from there to about 230 units and drops to zero beyond that, approximately 3.5 to 4.4 meters.

CS2 knife damage

Knife damage reference

CS2 knife damage by attack and angle

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AttackTarget angleUnarmored damageArmored damagePractical result
Primary, first swingFront/side4034Fast chip damage
Primary, repeat swingFront/side2521Reduced follow-up damage
Secondary stabFront/side6555Two hits from full health
Primary slashBack9076Heavy back damage
Secondary backstabBack180153One-hit kill

CS2 grenade price and effect reference

Grenade reference

CS2 grenade prices, carry limits, and effects

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GrenadeTeamPriceCarry limitCore stat or effect
HE GrenadeBoth$3001Up to about 98 damage unarmored or 57 armored at the blast center; damage falls with distance.
FlashbangBoth$2002Blind duration scales with distance, view angle, cover, and detonation position; full flashes can last roughly five seconds.
Smoke GrenadeBoth$3001Dynamic volumetric smoke lasts about 18 seconds and can be temporarily cleared by HE blasts or bullets.
Decoy GrenadeBoth$501Copies the active weapon’s firing sound for roughly 15 seconds, then causes a small explosion.
MolotovT$4001Area denial for about seven seconds; damage ramps while a player remains in the fire.
Incendiary GrenadeCT$5001Smaller spread than the T Molotov; current fire behavior lasts about seven seconds, with faster spread than its original nerfed state.

Utility value is map-specific, so raw price is only half the decision. A $300 smoke that blocks a sniper for an execute can be worth more than a weapon upgrade. Build repeatable lineups with our guide to how to practice smokes in CS2.

Numbers into decisions

Best CS2 Weapons by Situation (2026 Meta)

There is no universal “best” gun. The correct buy depends on side, money, engagement distance, armor expectations, utility needs, and whether you must preserve cash for the next round. These picks are grounded in breakpoints and economy, not shifting pro usage percentages.

Best CS2 weapons by round situation
Buy-round reference

Data-backed weapon picks by economy state

Pistol round

USP-S / Glock-18

Free, accurate, and mobile. Keep money for armor or utility unless the round plan explicitly needs Dual Berettas or a P250 drop.

Low eco

P250

At $300, 38 damage and 64% armor penetration provide the cheapest meaningful upgrade against armored opponents.

Close anti-eco

MP9 / MAC-10

High fire rate, full mobility, 100% tagging, and a $600 kill reward make them efficient when the fight stays close.

Ambush economy

Nova / MAG-7

The $900 kill reward can swing an economy fast, but only when your position reliably forces close contact.

T force-buy

Galil AR / Tec-9

The Galil gives rifle penetration and 35 rounds for $1,800; the Tec-9 preserves mobility and helmet one-shot potential for $500.

CT force-buy

FAMAS / MP9

Choose FAMAS for medium-range rifle behavior; use MP9 when a close choke can convert its RPM and kill reward.

T full-buy

AK-47

$2,700, fast reload, low falloff, and a universal helmet one-shot make it the default statistical full-buy rifle.

CT full-buy

M4A4 or M4A1-S

Pick M4A4 for 30 rounds and 666.67 RPM; M4A1-S for silence, lower recoil, and higher base body damage.

Decision reference

Situational CS2 weapon picks by need

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NeedStat-led pickWhy
Budget scoped rifleSSG 08$1,700, 230 movement speed, 250 penetration power, and one-shot headshots.
Hold a long sightlineAWP115 base damage and 97.5% armor penetration convert most clean upper-body hits.
Helmet one-shot pistolTec-9 / Five-SeveNBoth retain enough armored head damage across practical distances.
Thin-surface pistol shotDesert Eagle / R8200 penetration power instead of the usual pistol value of 100.
Maximum magazineNegev150 loaded rounds, but only when movement and reload cost are acceptable.
Silent rifle pressureM4A1-SNo tracers and quieter shots reduce the information given away by a firing angle.

The duel behind the headline number

Stats the Tables Don’t Show: Accuracy, Movement, Silencers

Damage and RPM are easy to compare; hit probability is not. CS2 tracks standing, crouching, running, ladder, jump-apex, landing, and firing inaccuracy separately, then layers recoil and recovery on top. That is why two guns with similar paper DPS can feel completely different.

CS2 standing vs running accuracy comparison

Movement changes accuracy, not bullet damage

Running or jumping does not reduce the damage value of a bullet that hits. It expands inaccuracy so the bullet is less likely to travel through the crosshair. Counter-strafe, let movement settle, then fire. Review the best CS2 crosshair codes to find a reticle that helps you read that timing, but no crosshair removes spread.

Accuracy context

Movement, stance, scopes, and spray control

Lower running inaccuracy is better

The Tec-9’s 10.71 is unusually forgiving for moving pistol shots. The AK-47’s 182.07 makes the same behavior extremely unreliable at distance.

Crouching improves the first shot

Crouch values are usually tighter than standing values, but the slower movement and predictable head level can make the trade strategically expensive.

Scopes improve stationary precision

AUG, SG 553, AWP, SSG 08, G3SG1, and SCAR-20 gain major standing-accuracy improvements when scoped. Scoping does not make running shots dependable.

Recoil is not the whole spray

Recoil amount, recoil pattern, firing inaccuracy, recovery time, and player compensation all shape the grouping. A single scalar cannot rank spray control.

What silencers actually change

Detaching a silencer does not add damage or RPM. It changes accuracy, recoil, tracers, sound, and the weapon’s visible length. The default attached configuration is statistically preferable for almost every normal engagement.

Silencer comparison

USP-S and M4A1-S silencer state comparison

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Weapon stateAccurate range, standingRunning inaccuracyRecoil amountTracersDamage / RPM
USP-S, silencer attached23.81 m20.2723None35 / 352.94
USP-S, silencer removed20.59 m21.2729Every bullet35 / 352.94
M4A1-S, silencer attached28.22 m127.4021None38 / 600
M4A1-S, silencer removed27.71 m98.3825Every third bullet38 / 600
Reference note

The M4A1-S running value is the odd exception

The current data lists lower recoil and slightly better standing range with the silencer, but a higher running-inaccuracy value. That does not make running sprays good in either configuration; standing accuracy, recoil, no tracers, and sound still favor keeping the silencer attached.

Tagging, penetration, and reload discipline

Practical handling

How hidden stats change real rounds

  • Tagging: SMGs use 100% tagging power, but their lower damage and armor performance still affect the final slowdown. A hit is not automatically a full stop.
  • Wall penetration: Penetration power establishes a weapon tier, while surface material, thickness, angle, range, and damage determine what reaches the target.
  • Disposable magazines: A partial magazine reload now destroys the rounds remaining in that magazine. Ammo depth in the table is a ceiling only when you reload efficiently.
  • Silence and tracers: Suppressed weapons reduce visual and audio information, which can matter more than a small theoretical damage-per-second difference through a smoke.

Once you know which gun fits your role, cosmetic choice is separate from performance: browse our guide to the best CS2 skins knowing that finish, float, pattern, stickers, and StatTrak never change a weapon’s damage or accuracy.

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Quick answers

FAQ

What CS2 weapon has the highest damage per second (DPS)?

Using the simple formula base damage × RPM ÷ 60, the Negev leads sustained automatic weapons at about 466.7 raw base damage per second after it is firing. That is not a practical duel ranking: its spin-up, early-spray accuracy, 150 movement speed, armor, falloff, and 5.7-second reload all matter. The comparator intentionally labels this value “raw max output.”

Which CS2 weapons can one-shot headshot through a helmet?

For normal bullet weapons at full health, the current table shows helmet one-shot potential for the Desert Eagle, R8 Revolver, Five-SeveN, Tec-9, AK-47, AUG, SG 553, M249, AWP, SSG 08, G3SG1, and SCAR-20. Each has a fatal helmet range; enormous values exceed all practical map distances. Shotguns, the Zeus, and knife backstabs use different multi-pellet or melee/range rules.

Do CS2 weapon stats differ from CS:GO?

Yes. CS2 inherited much of CS:GO’s weapon framework, but Valve has changed prices, damage behavior, fire and smoke interactions, and, most recently, the reserve-ammo and reload model. Use current CS2 figures rather than an old CS:GO chart, especially for ammo planning and weapons that have been rebalanced.

What is “fatal headshot range,” and does it matter in practice?

It is the maximum theoretical distance at which a headshot still deals at least 100 damage after falloff and armor. It matters when a value falls inside realistic map distances, such as the Five-SeveN’s helmet range. Values in the thousands of meters simply mean the gun preserves the one-shot breakpoint everywhere a normal CS2 duel can occur.

Do CS2 skins change weapon stats or accuracy?

No. Skins, float, wear, pattern index, stickers, charms, name tags, Souvenir status, and StatTrak change appearance or tracking only. They do not alter damage, armor penetration, recoil, inaccuracy, movement speed, reload time, or hitboxes.

Does running or jumping affect CS2 weapon damage?

Not directly. A bullet that connects keeps the weapon’s normal damage calculation. Running and jumping increase inaccuracy, so the bullet is less likely to go where the crosshair points. Damage changes come from armor, range falloff, hitgroup, and surface penetration, not movement.

Which silenced weapon, M4A1-S or USP-S, is stronger statistically?

The M4A1-S is much stronger overall because it is a $2,900 full-auto rifle with 38 damage and 70% armor penetration; the USP-S is a $200 starting pistol. The useful comparison is within each weapon’s role: both suppress tracers and reduce recoil in their default silenced state, while their damage, armor penetration, and RPM stay the same when the suppressor is removed.

Methodology

How this reference was checked

Reference methodology: Combat and handling values were reconciled against the community-maintained CS2 weapon spreadsheet (weapon baseline dated March 18, 2026), then cross-checked with current update history and a detailed Steam Community CS2 stat guide. Values are displayed at useful precision; “N/A” means the 100-damage headshot breakpoint is not reachable for that armor state. Check the in-game buy menu after any future balance patch.

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author avatar
William Westerlund
William brings 7 years of experience writing for multiple gaming blogs. He has more than 10,000 hours played in CS:GO (CS2) and have played around in other games such as TF2 and Rust. Through his experience playing the game at a high level and dealing with skins for many years, he provides first-hand insight into the topics covered on the Tradeit.gg blog.
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