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

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.
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.
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.
All 10 CS2 pistols: combat, economy, and handling stats
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| 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.
All 7 CS2 SMGs: combat, economy, and handling stats
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| 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.
All 7 CS2 automatic rifles: combat, economy, and handling stats
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| 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% |

What the rifle numbers mean in practice
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.
Best sustained CT magazine
30 rounds at 666.67 RPM plus four reserve magazines give it more multi-target tolerance than the 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.
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.
All 4 CS2 sniper rifles: combat, economy, and handling stats
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| 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% |

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)
All 4 CS2 shotguns: pellet damage, economy, and handling stats
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| 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)
Both CS2 machine guns: combat, economy, and handling stats
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| 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.
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
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
CS2 knife damage by attack and angle
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| Attack | Target angle | Unarmored damage | Armored damage | Practical result |
|---|---|---|---|---|
| Primary, first swing | Front/side | 40 | 34 | Fast chip damage |
| Primary, repeat swing | Front/side | 25 | 21 | Reduced follow-up damage |
| Secondary stab | Front/side | 65 | 55 | Two hits from full health |
| Primary slash | Back | 90 | 76 | Heavy back damage |
| Secondary backstab | Back | 180 | 153 | One-hit kill |
CS2 grenade price and effect reference
CS2 grenade prices, carry limits, and effects
Scroll horizontally on smaller screens. Use the global controls above to switch between core, handling, and complete views.
| Grenade | Team | Price | Carry limit | Core stat or effect |
|---|---|---|---|---|
| HE Grenade | Both | $300 | 1 | Up to about 98 damage unarmored or 57 armored at the blast center; damage falls with distance. |
| Flashbang | Both | $200 | 2 | Blind duration scales with distance, view angle, cover, and detonation position; full flashes can last roughly five seconds. |
| Smoke Grenade | Both | $300 | 1 | Dynamic volumetric smoke lasts about 18 seconds and can be temporarily cleared by HE blasts or bullets. |
| Decoy Grenade | Both | $50 | 1 | Copies the active weapon’s firing sound for roughly 15 seconds, then causes a small explosion. |
| Molotov | T | $400 | 1 | Area denial for about seven seconds; damage ramps while a player remains in the fire. |
| Incendiary Grenade | CT | $500 | 1 | Smaller 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.

Data-backed weapon picks by economy state
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.
P250
At $300, 38 damage and 64% armor penetration provide the cheapest meaningful upgrade against armored opponents.
MP9 / MAC-10
High fire rate, full mobility, 100% tagging, and a $600 kill reward make them efficient when the fight stays close.
Nova / MAG-7
The $900 kill reward can swing an economy fast, but only when your position reliably forces close contact.
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.
FAMAS / MP9
Choose FAMAS for medium-range rifle behavior; use MP9 when a close choke can convert its RPM and kill reward.
AK-47
$2,700, fast reload, low falloff, and a universal helmet one-shot make it the default statistical full-buy rifle.
M4A4 or M4A1-S
Pick M4A4 for 30 rounds and 666.67 RPM; M4A1-S for silence, lower recoil, and higher base body damage.
Situational CS2 weapon picks by need
Scroll horizontally on smaller screens. Use the global controls above to switch between core, handling, and complete views.
| Need | Stat-led pick | Why |
|---|---|---|
| Budget scoped rifle | SSG 08 | $1,700, 230 movement speed, 250 penetration power, and one-shot headshots. |
| Hold a long sightline | AWP | 115 base damage and 97.5% armor penetration convert most clean upper-body hits. |
| Helmet one-shot pistol | Tec-9 / Five-SeveN | Both retain enough armored head damage across practical distances. |
| Thin-surface pistol shot | Desert Eagle / R8 | 200 penetration power instead of the usual pistol value of 100. |
| Maximum magazine | Negev | 150 loaded rounds, but only when movement and reload cost are acceptable. |
| Silent rifle pressure | M4A1-S | No 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.

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.
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.
USP-S and M4A1-S silencer state comparison
Scroll horizontally on smaller screens. Use the global controls above to switch between core, handling, and complete views.
| Weapon state | Accurate range, standing | Running inaccuracy | Recoil amount | Tracers | Damage / RPM |
|---|---|---|---|---|---|
| USP-S, silencer attached | 23.81 m | 20.27 | 23 | None | 35 / 352.94 |
| USP-S, silencer removed | 20.59 m | 21.27 | 29 | Every bullet | 35 / 352.94 |
| M4A1-S, silencer attached | 28.22 m | 127.40 | 21 | None | 38 / 600 |
| M4A1-S, silencer removed | 27.71 m | 98.38 | 25 | Every third bullet | 38 / 600 |
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
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.
Ready to trade CS2 skins?
Trade, buy, or sell any CS2 skin on Tradeit, no Steam Wallet lock-in.
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.
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.
