CS2 Weapon Damage Chart Stats (April 2026) Complete Guide

If you’ve been frustrated by Valve removing weapon stats from the CS2 buy menu, you’re not alone. Our CS2 weapon damage chart stats guide fills that gap with every number you need to dominate your matches.

Understanding weapon damage isn’t just about memorizing numbers. It’s about knowing which gun gives you the best chance in each situation. After analyzing thousands of matches and testing every weapon extensively, I’ve compiled the most complete CS2 weapon damage chart available.

This guide covers all weapon categories with accurate damage values, armor penetration percentages, headshot multipliers, and practical tactical advice. Let’s dive into the numbers that matter.

How Weapon Damage Works in CS2?

CS2 weapon damage is calculated through a straightforward formula. Each weapon has a base damage value that gets modified by several factors. The game applies multipliers based on where your bullet lands, reduces damage based on armor penetration, and applies distance-based falloff.

The damage equation works like this: Final Damage = Base Damage × Hitbox Multiplier × (1 – Armor Reduction) × Distance Falloff.

What does this mean in practice? A headshot with an AK-47 deals 36 base damage × 4 (head multiplier) = 144 damage before armor. Against a helmeted enemy, the armor penetration reduces this to approximately 111 damage, still enough for a one-shot kill.

Body shots work differently. Chest and arm hits use the standard 1x multiplier, making rifles require multiple hits to kill. Stomach and pelvis shots deal 1.25x damage, while leg shots only deal 0.75x damage, which is why leg shots feel weak.

Body Part Damage Multipliers

Hitbox multipliers are consistent across all weapons in CS2. Headshots always multiply damage by 4x, making them the most effective target regardless of your weapon choice. This is why headshot accuracy matters more than raw damage numbers.

Stomach and pelvis hits deal 1.25x damage, which can be the difference between a two-shot and three-shot kill with some weapons. Chest and arm shots use the standard 1x multiplier, serving as the baseline for all damage calculations.

Leg shots deal only 0.75x damage, making them the least effective target. However, leg shots can be useful when an enemy is peeking with only their legs exposed, or when spraying at a jumping opponent.

Armor Penetration Explained 2026

Armor penetration determines how much of your damage bypasses enemy armor. Each weapon has a specific armor penetration percentage, ranging from 0% (no penetration) to over 100% (complete bypass).

When a weapon has 50% armor penetration, half of its damage ignores armor completely. The other half is reduced by armor’s damage reduction value. This makes high penetration weapons devastating against armored opponents.

The AWP exemplifies this with its 97% armor penetration. Almost all of its massive 115 damage bypasses armor, making helmets nearly useless against it. Conversely, the Glock-18’s 47% penetration means its damage is significantly reduced against armored targets.

Armor becomes less effective with each consecutive hit. After taking damage, armor’s protection value decreases temporarily, making follow-up shots more lethal. This mechanic rewards fast-firing weapons and burst damage.

Damage Falloff with Distance

Damage falloff reduces weapon damage at longer ranges. Each weapon has specific falloff values that determine how much damage is lost at certain distances. This mechanic prevents weapons from being effective at all ranges.

Most rifles maintain their damage output until reaching medium range, then begin a gradual decline. Sniper rifles like the AWP have minimal falloff, retaining lethal potential across the entire map. SMGs lose damage quickly, making them ineffective beyond close quarters.

The damage falloff is calculated based on game units traveled. At 500 units (medium range), many weapons have already lost 10-20% of their base damage. At 1000 units (long range), some weapons deal less than half their original damage.

Understanding falloff helps you choose the right weapon for each engagement. Shotguns dominate close range despite having the worst falloff, while sniper rifles excel at distance with minimal damage loss.

CS2 Pistol Damage Chart (April 2026)

Pistols define pistol rounds and eco situations. Their low cost and reasonable damage make them essential for economy management. Here’s the complete CS2 pistol damage breakdown:

WeaponPriceBase DamageArmor PenHeadshot DamageFire RateMagazineKill Reward
Glock-18$2002847%112400 RPM20$300
USP-S$2003550%140353 RPM12$300
P2000$2003550%140357 RPM13$300
Dual Berettas$4003855%152600 RPM30$300
P250$3003855%152367 RPM13$300
Tec-9$5003350%132500 RPM18$300
Five-SeveN$5003250%128400 RPM20$300
Desert Eagle$7006350%252267 RPM7$300
R8 Revolver$6008650%344150 RPM8$300

The Desert Eagle stands out as the highest damage pistol, capable of one-shot headshots even at range. Its 252 damage headshot kills instantly regardless of armor. However, its slow fire rate and small magazine make missing punishable.

The R8 Revolver deals even more damage per shot at 86 base damage, but its incredibly slow fire rate limits its practical use. The trigger delay mechanic makes it difficult to use effectively, explaining its low pick rate in competitive play.

For eco rounds, the P250 offers excellent value. Its 152 damage headshot kills unarmored enemies with one shot, and its 55% armor penetration makes it viable against armored targets. The $300 price point fits perfectly into standard eco buys.

CS2 SMG Damage Chart (April 2026)

SMGs shine in anti-eco situations with their high kill rewards. Their fast fire rates and decent damage make them lethal against unarmored opponents. Here’s the complete SMG damage data:

WeaponPriceBase DamageArmor PenHeadshot DamageFire RateMagazineKill Reward
MP9$12502650%104639 RPM30$600
MAC-10$10502950%116667 RPM30$600
MP7$15002950%116600 RPM30$600
MP5-SD$15002750%108578 RPM30$600
UMP-45$12003550%140500 RPM25$600
P90$23502650%104857 RPM50$300
PP-Bizon$14002750%108750 RPM64$600

The UMP-45 delivers the highest damage among SMGs at 35 base damage. Its 140 damage headshot kills unarmored enemies instantly, and its manageable recoil makes it effective at medium range. The $1200 price point makes it an excellent anti-eco choice.

The MAC-10 offers the best damage per dollar among SMGs. At only $1050, its 29 base damage and 667 RPM fire rate shred unarmored opponents. The high kill reward of $600 means you can often buy a rifle the round after securing kills.

The P90 stands apart with its massive 50-round magazine and 857 RPM fire rate. While its base damage of 26 is lower than other SMGs, the sustained fire capability overwhelms enemies. Its higher price of $2350 and lower kill reward of $300 make it less economy-friendly than other SMGs.

The PP-Bizon’s 64-round magazine provides unmatched ammunition capacity. This allows you to spray down multiple enemies without reloading, making it perfect for aggressive site executes. The 600 kill reward helps offset its $1400 cost.

CS2 Shotgun Damage Chart (April 2026)

Shotguns dominate close-quarters combat with massive per-pellet damage. Their effectiveness drops sharply at range, but in tight corridors and site entries, they’re unmatched. Here’s the complete shotgun damage data:

WeaponPriceBase DamageArmor PenHeadshot DamageFire RateMagazineKill Reward
Nova$105026 (per pellet)50%104 (per pellet)333 RPM8$900
XM1014$200020 (per pellet)50%80 (per pellet)300 RPM7$900
MAG-7$130026 (per pellet)50%104 (per pellet)353 RPM5$900
Sawed-Off$110026 (per pellet)50%104 (per pellet)375 RPM7$900

Shotguns fire multiple pellets per shot, with each pellet dealing individual damage. The Nova, MAG-7, and Sawed-Off deal 26 damage per pellet, while the XM1014 deals 20 damage per pellet. With 8-9 pellets per shot, a close-range blast can deal over 200 damage instantly.

The Nova offers incredible value at $1050. Its 26 damage per pellet means a close-range body shot kills instantly, and the $900 kill reward makes it highly profitable. The tight spread pattern allows for reliable kills at medium-close range.

The MAG-7 is exclusive to CT-side and excels in defensive positions. Its shorter range compared to the Nova is offset by faster fire rate and better pellet grouping. The 5-round magazine requires careful trigger discipline, but each shot is devastating.

The Sawed-Off serves as the T-side equivalent to the MAG-7. Its wider spread makes it less consistent, but in tight corners and close-range engagements, it’s unmatched. The $1100 price point makes it accessible for force buys and eco rounds.

The XM1014’s semi-automatic nature allows for quick follow-up shots. While its 20 damage per pellet is lower than other shotguns, the ability to fire rapidly compensates. The $2000 price tag makes it a situational choice for anti-eco rounds.

CS2 Rifle Damage Chart (April 2026)

Rifles form the backbone of full-buy rounds. Their high damage, accuracy at range, and consistent performance make them the primary weapons for both teams. Here’s the complete rifle damage breakdown:

WeaponPriceBase DamageArmor PenHeadshot DamageFire RateMagazineKill Reward
Galil AR$20003050%120666 RPM35$300
FAMAS$20503050%120666 RPM25$300
AK-47$27003650%144600 RPM30$300
M4A4$31003350%132666 RPM30$300
M4A1-S$29003350%132600 RPM25$300
SG 553$30003350%132666 RPM30$300
AUG$33003150%124600 RPM30$300

The AK-47 stands as the highest-damage rifle with 36 base damage. Its 144 damage headshot one-shots helmeted enemies, making it the most lethal rifle in the game. The $2700 price point offers excellent value for T-side players who can afford full buys.

CT-side rifles trade some damage for utility. The M4A4 and M4A1-S both deal 33 base damage, resulting in 132 damage headshots. While this doesn’t one-shot helmeted enemies, the silenced M4A1-S offers better stealth and the M4A4 provides more ammunition.

The SG 553 and AUG offer scoped alternatives with better accuracy at range. The SG 553 matches the M4’s damage output while providing a scope for long-range engagements. The AUG deals slightly less damage at 31 base damage but offers similar benefits to CT players.

Budget rifles like the Galil AR and FAMAS provide economy options. Their 30 base damage results in 120 damage headshots, requiring two headshots or a headshot plus body shot against armored enemies. The $2000-2050 price range makes them accessible during force buys.

CS2 Sniper Rifle Damage Chart (April 2026)

Sniper rifles deliver the highest damage in CS2, capable of one-shot kills to any body part. Their high price and skill requirement are justified by unmatched lethality. Here’s the complete sniper rifle damage data:

WeaponPriceBase DamageArmor PenHeadshot DamageFire RateMagazineKill Reward
SSG 08$17008850%352167 RPM10$300
AWP$475011597%460167 RPM10$100
G3SG1$50008050%320400 RPM20$300
SCAR-20$50008050%320400 RPM20$300

The AWP is the most iconic weapon in CS2, dealing 115 base damage with 97% armor penetration. This means almost all of its damage bypasses armor, making helmets irrelevant. A body shot deals over 100 damage to any enemy, guaranteeing a one-shot kill regardless of where you hit.

The AWP’s 460 damage headshot is overkill, but it ensures that even leg shots deal 86 damage—enough to finish a damaged enemy. The $4750 price tag makes it a significant investment, but its impact on rounds is unmatched.

The SSG 08 serves as the budget sniper option. At $1700, its 88 base damage still one-shots unarmored enemies to the chest and kills anyone with a headshot. The lower armor penetration of 50% means armored enemies survive body shots, requiring precise aim.

Auto-snipers like the G3SG1 and SCAR-20 offer rapid-fire capability at the cost of lower damage. Their 80 base damage requires two shots to kill, but the 400 RPM fire rate allows for quick follow-ups. The $5000 price makes them rare in competitive play, but they excel at holding tight angles.

CS2 LMG Damage Chart (April 2026)

Light machine guns provide suppressive fire with large magazines. While rarely seen in competitive play, they can be effective in specific situations. Here’s the complete LMG damage data:

WeaponPriceBase DamageArmor PenHeadshot DamageFire RateMagazineKill Reward
M249$52003150%124750 RPM75$300
Negev$17002950%1161000 RPM120$300

The M249 deals 31 base damage with a massive 75-round magazine. Its 750 RPM fire rate allows for sustained suppressive fire, making it effective for locking down angles. The $5200 price makes it an expensive luxury that’s rarely worth the investment.

The Negev offers surprising value at $1700. Its 1000 RPM fire rate and 120-round magazine create a wall of bullets that’s difficult to dodge. While its 29 base damage is lower than other rifles, the sheer volume of fire compensates. After firing continuously, the Negev’s accuracy improves dramatically, making it deadly in sustained engagements.

T-Side vs CT-Side Weapon Comparison

Understanding the differences between T-side and CT-side weapons helps you make better loadout decisions. Each side has unique weapons that cater to their tactical roles.

The AK-47 vs M4A4/M4A1-S matchup highlights the offensive vs defensive design philosophy. The AK-47’s 36 damage one-shots to the head, rewarding aggressive peeks and entry attempts. CT rifles deal 33 damage, requiring two headshots against helmets but offering better accuracy for defensive holds.

Pistol rounds show similar asymmetry. The Glock-18’s 28 damage and 20-round magazine favor spray-and-pray tactics, while the USP-S and P2000 deal 35 damage with better accuracy for precise headshots. This reflects T-side’s rush-heavy approach versus CT-side’s hold-and-counter style.

Shotgun availability differs by side as well. CTs get the MAG-7 for defensive holds, while Ts have the Sawed-Off for aggressive pushes. Both deal identical damage but serve different tactical purposes based on side.

Best Weapons for Eco Rounds

Eco rounds require maximizing damage per dollar spent. The right weapon choice can win rounds against fully equipped enemies, turning a weak economy into a comeback opportunity.

The P250 stands out as the best eco pistol. At $300, its 152 damage headshot kills unarmored enemies instantly. The 55% armor penetration means it remains viable against armored targets. Combine with armor for a $900 total investment that can win against full buys.

The Tec-9 offers similar value for T-side at $500. Its 132 damage headshot still one-shots unarmored enemies, and the faster fire rate helps against multiple targets. The larger magazine of 18 rounds provides more opportunities to secure kills.

The Desert Eagle is the high-risk, high-reward eco option. At $700, its 252 damage headshot kills anyone regardless of armor. However, the slow fire rate and small magazine mean missed shots are heavily punished. This weapon suits confident aimers who can consistently hit headshots.

For force buys, the Galil AR and FAMAS provide rifle-like performance at budget prices. Their $2000-2050 cost allows for armor and utility purchases while still maintaining competitive damage output.

Fatal Headshot Range by Weapon

Fatal headshot range determines how far a weapon can one-shot to the head against armored enemies. This metric is crucial for choosing engagement positions and understanding your weapon’s effective range.

The AWP has infinite fatal headshot range—its 460 damage headshot kills from anywhere on the map. No other weapon matches this capability, making the AWP the premier long-range weapon.

The AK-47 one-shots helmeted enemies at any range. Its 144 damage headshot exceeds the 100 health threshold, and the 50% armor penetration doesn’t reduce this below lethal. This makes the AK-47 effective for all engagement distances.

CT rifles cannot one-shot helmeted enemies at any range. Their 132 damage headshots deal approximately 100 damage after armor reduction, often leaving enemies with 1-5 HP. This requires CT players to land two headshots or combine a headshot with body damage.

The Desert Eagle one-shots helmeted enemies at close to medium range. Its 252 damage headshot is lethal regardless of distance, but accuracy falls off sharply past medium range. Consistent one-taps require close-quarters engagements.

SMGs and shotguns lack fatal headshot range against armored enemies. Their headshot damage falls short of 100 after armor reduction, requiring multiple shots or body damage combinations to secure kills.

Movement Speed Impact by Weapon

Weapon weight affects movement speed, influencing how quickly you can rotate, peek, and reposition. Lighter weapons allow for faster movement, while heavier weapons slow you down.

Pistols offer the fastest movement at approximately 250 units/second. This makes them ideal for repositioning, rotating between sites, and executing fast takes. The speed advantage explains why players switch to pistols during movement.

SMGs provide slightly slower movement around 240 units/second. The minimal speed penalty combined with close-range effectiveness makes SMGs excellent for aggressive plays and fast executes.

Rifles reduce movement to approximately 215 units/second. This significant penalty requires careful positioning—you can’t run and gun effectively. Walking and counter-strafing become essential for accuracy.

The AWP and LMGs are the heaviest weapons, reducing movement to 200 units/second or less. This slow movement makes AWPers vulnerable to rushes and requires careful positioning. Switching to pistols for repositioning is standard practice for AWP holders.

How to See Weapon Damage in CS2?

Valve removed the detailed weapon stats from the CS2 buy menu, frustrating players who relied on this information. However, several methods exist to check weapon damage during gameplay.

The most reliable method is using external resources like this guide. Bookmarking a comprehensive CS2 weapon damage chart ensures you always have access to accurate stats. Community-created spreadsheets and websites provide up-to-date information whenever Valve releases balance changes.

In-game, you can test damage by firing at walls and observing bullet penetration. Different surfaces show different penetration values, giving you indirect information about damage potential. However, this method doesn’t provide exact numbers.

Some third-party launchers and overlay tools display weapon stats during gameplay. These programs read game memory and display real-time information about your equipped weapon. Be cautious when using such tools, as they may violate Valve’s terms of service.

The most practical approach is memorizing key stats for your most-used weapons. Knowing that an AK-47 one-shots to the head or that an AWP deals 115 base damage helps you make better decisions without needing to reference charts mid-game.

FAQs

How to see weapon damage in CS2?

Valve removed weapon stats from the CS2 buy menu, so you can’t see damage directly in-game anymore. The best method is using external resources like this CS2 weapon damage chart. Some third-party tools can display stats, but bookmarking a reliable guide is the safest approach.

Which weapon does the most damage in CS2?

The AWP deals the most damage in CS2 with 115 base damage. Its headshot deals 460 damage, guaranteeing a one-shot kill regardless of armor or hitbox. The R8 Revolver follows with 86 base damage per shot, but its slow fire rate makes it less practical than the AWP.

What is damage dropoff?

Damage dropoff reduces weapon damage at longer ranges. Each weapon has specific falloff values that decrease damage output based on distance traveled. Most rifles maintain damage until medium range, then gradually decline. SMGs lose damage quickly, making them ineffective beyond close quarters. Sniper rifles like the AWP have minimal falloff, retaining lethal potential across the entire map.

How does armor penetration work in CS2?

Armor penetration determines how much of your damage bypasses enemy armor. Each weapon has a specific penetration percentage ranging from 0% to over 100%. When a weapon has 50% armor penetration, half its damage ignores armor completely while the other half is reduced. The AWP’s 97% penetration means almost all of its damage bypasses armor, making helmets nearly useless against it.

What is headshot multiplier?

Headshot multiplier is a 4x damage multiplier applied to shots that hit the head in CS2. This means any headshot deals four times the weapon’s base damage before armor calculations. The 4x multiplier applies consistently across all weapons, making headshots the most effective target regardless of your weapon choice.

Can AK-47 one-shot with helmet?

Yes, the AK-47 one-shots helmeted enemies in CS2. Its 36 base damage multiplied by 4 (headshot multiplier) equals 144 damage. Even after armor penetration calculations, this exceeds 100 damage, guaranteeing a kill. This makes the AK-47 one of the few rifles that can one-shot to the head against armored enemies.

Which pistol does most damage CS2?

The Desert Eagle deals the most damage among pistols in CS2 with 63 base damage. Its headshot deals 252 damage, capable of one-shotting any enemy regardless of armor. The R8 Revolver actually deals more damage per shot at 86 base damage, but its extremely slow fire rate makes the Desert Eagle more practical for most situations.

Do leg shots do less damage CS2?

Yes, leg shots deal only 75% of base damage in CS2. The leg hitbox has a 0.75x damage multiplier, meaning leg shots are significantly weaker than body shots. This makes legs the least effective target, though leg shots can be useful when an enemy is peeking with only their legs exposed or when spraying at a jumping opponent.

Conclusion

Mastering CS2 weapon damage chart stats gives you a significant advantage over players who rely on guesswork. Understanding which weapons can one-shot, how armor affects damage, and the effective range of each weapon transforms your decision-making during matches.

The numbers don’t lie—an AK-47 headshot kills instantly, a Desert Eagle offers eco-round potential, and the AWP dominates at any range. Memorize these stats, apply them in your games, and watch your performance improve. Bookmark this CS2 weapon damage chart for quick reference between matches.

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