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CS2 Weapons Database

42 weapons across 1 categories

Complete CS2 weapon database with all guns, damage values, fire rates, recoil patterns and professional usage statistics. Browse rifles, pistols, SMGs, shotguns and equipment used in competitive Counter-Strike 2 matches.

Other (42)

AK-47
AK-47
💲2,700
ak47
AUG
AUG
💲3,300
aug
AWP
AWP
💲4,750
awp
CZ75-Auto
CZ75-Auto
💲500
cz75
Decoy Grenade
Decoy Grenade
💲50
g_decoy
Desert Eagle
Desert Eagle
💲700
deagle
Dual Berettas
Dual Berettas
💲300
dualies
FAMAS
FAMAS
💲2,050
famas
Five-SeveN
Five-SeveN
💲500
fiveseven
Flashbang
Flashbang
💲200
g_flash
G3SG1
G3SG1
💲5,000
g3sg1
Galil AR
Galil AR
💲1,800
galilar
Glock-18
Glock-18
💲200
glock
HE Grenade
HE Grenade
💲300
g_he
Incendiary Grenade
Incendiary Grenade
💲600
g_pyro_ct
Knife
Knife
knife
M249
M249
💲5,200
m249
M4A1-S
M4A1-S
💲2,900
m4a1_s
M4A4
M4A4
💲3,100
m4a4
MAC-10
MAC-10
💲1,050
mac10
MAG-7
MAG-7
💲1,300
mag7
MP5
MP5
💲1,500
mp5
MP7
MP7
💲1,500
mp7
MP9
MP9
💲1,250
mp9
Molotov
Molotov
💲400
g_pyro_t
Negev
Negev
💲1,700
negev
Nova
Nova
💲1,050
nova
P2000
P2000
💲200
p2000
P250
P250
💲300
p250
P90
P90
💲2,350
p90
PP-Bizon
PP-Bizon
💲1,400
bizon
R8 Revolver
R8 Revolver
💲600
r8
SCAR-20
SCAR-20
💲5,000
scar20
SG 553
SG 553
💲3,000
sg553
SSG 08
SSG 08
💲1,700
ssg08
Sawed-Off
Sawed-Off
💲1,100
sawedoff
Smoke Grenade
Smoke Grenade
💲300
g_smoke
Tec-9
Tec-9
💲500
tec9
UMP-45
UMP-45
💲1,200
ump45
USP-S
USP-S
💲200
usp_s
XM1014
XM1014
💲2,000
xm1014
Zeus
Zeus
💲200
taser

CS2 Weapon Categories & Roles

CS2 weapons are organized into distinct categories, each serving a specific role within the game's tactical framework. Rifles form the backbone of professional play -- the AK-47 on the Terrorist side delivers a one-shot headshot kill against armored opponents at any range, while the M4A4 and M4A1-S on the Counter-Terrorist side offer superior accuracy and lower recoil at the cost of slightly reduced damage. The AWP is the defining sniper rifle in CS2, capable of one-shot body kills against armored targets, making it the most impactful single weapon in the game. SMGs like the MAC-10 and MP9 are economical choices during force-buy rounds, offering high movement speed and kill reward bonuses that help teams rebuild their economy after losing rounds.

CS2 Economy & Weapon Purchasing

The CS2 economy system determines which weapons teams can afford in any given round, making it one of the most strategically important mechanics in competitive play. A full rifle buy with armor, helmet and utility grenades costs approximately $4,700-$5,500 per player. When a team loses consecutive rounds, the loss bonus system provides increasing amounts of money ($1,400 up to $3,400) to ensure eventual recovery. Understanding the economy cycle is essential for CS2 betting -- eco rounds (where a team deliberately saves money by purchasing minimal equipment) are statistically won by the fully-equipped team roughly 85-90% of the time, while force-buy rounds (partial equipment purchases when the economy is borderline) produce upset results approximately 25-35% of the time depending on the weapons purchased.

Weapon Meta & Balance Changes

Weapon meta analysis tracks shifts in professional weapon usage patterns over time. The M4A1-S versus M4A4 debate has oscillated repeatedly based on Valve balance patches -- when the M4A1-S received a damage buff in late CS:GO, its usage rate among professionals surged above 80%. The AUG and SG 553 experienced a similar adoption spike after a price reduction made them economically viable, leading to a brief period where scoped rifles dominated the meta before Valve reverted the pricing. For bettors, weapon meta shifts matter because teams that adapt quickly to balance changes gain a temporary tactical advantage, while teams slow to adjust may underperform relative to their historical ratings until they integrate new weapon preferences into their playstyle.

CS2 Weapons FAQ

What are the best weapons in CS2?

The tier list of CS2 weapons in professional play is well established. The AK-47 ($2,700) is the definitive T-side rifle, offering a one-shot headshot kill against helmeted opponents at any range -- no other rifle at its price point matches this capability. On the CT side, teams split between the M4A4 ($3,100, 30-round magazine, higher fire rate) and M4A1-S ($2,900, 20-round magazine, lower recoil, silenced). The AWP ($4,750) is the highest-impact weapon in CS2, capable of one-shot body kills against armored targets, making it the centerpiece of many team strategies. For pistol rounds, the USP-S (CT default) and Glock-18 (T default) are the standard choices, with the Desert Eagle ($700) serving as an eco-round option capable of one-shot headshot kills. The choice between weapons depends on the team's economic state, the map being played and the specific position each player holds.

How does weapon damage work in CS2?

CS2 weapon damage is calculated through a multi-step system. Each weapon has a base damage value that is then modified by hit location multipliers: headshots deal 4x damage for most weapons, chest and arm shots deal 1x, stomach shots deal 1.25x, and leg shots deal 0.75x. Distance also affects damage -- most weapons experience damage falloff at longer ranges, with SMGs and pistols losing effectiveness more rapidly than rifles. Kevlar armor reduces incoming damage by approximately 50% for most weapons (the exact reduction varies by armor penetration stat). Helmets specifically reduce headshot damage, which is why the AK-47's ability to one-shot through a helmet at 111 base damage is so significant. The M4A4 and M4A1-S deal 92 and 89 base damage respectively, meaning a single headshot against a helmeted opponent leaves them alive with roughly 8-15 HP.

What is the difference between buy rounds and eco rounds in CS2?

Buy rounds and eco rounds are defined by the team's economic state. A full buy round means every player purchases a rifle (AK-47, M4A4/M4A1-S or AWP), Kevlar armor with helmet, and a full utility set (smoke grenade, flashbang, HE grenade, molotov/incendiary). This costs approximately $4,700-$5,500 per player. An eco round occurs when a team deliberately saves money by purchasing nothing or only minimal equipment (pistols, possibly a flash grenade), banking their round income toward a full buy in the next round. Force buys sit between these extremes -- teams spend all available money on partial equipment (SMGs, pistols with armor, limited utility) when saving would concede too many rounds. Understanding the economic cycle is critical for live CS2 betting, as eco rounds are won by the saving team only 10-15% of the time, while force buys produce upsets 25-35% of the time.

How does the CS2 economy system work?

The CS2 economy system awards money based on round outcomes, kills and objectives. Winning a round grants $3,250 to each player on the winning team. Losing teams receive a loss bonus that increases with consecutive losses: $1,400 for the first loss, $1,900 for the second, $2,400 for the third, $2,900 for the fourth, and $3,400 for five or more consecutive losses. Individual kills award $300 for rifle kills, $600 for SMG kills, $900 for shotgun kills and $100 for AWP kills. Planting the bomb grants $800 to each surviving T-side player. This loss bonus structure ensures that even after several lost rounds, teams can eventually accumulate enough money for a full buy, creating natural economic cycles that alternate between buy rounds and eco rounds throughout a half.

What CS2 weapons are used in professional matches?

Professional CS2 weapon usage concentrates heavily on a small subset of the available arsenal. The AK-47, M4A4, M4A1-S and AWP account for approximately 80% of all kills in professional play. The Desert Eagle is the dominant force-buy and eco pistol. Utility grenades -- smokes, flashbangs, HE grenades and molotov/incendiary grenades -- are purchased every full-buy round and are considered as important as the primary weapon. SMGs (MAC-10, MP9) are purchased after winning pistol rounds to capitalize on the kill reward bonus and the opponent's lack of armor. Shotguns, LMGs and most secondary pistols see minimal professional use. The professional weapon meta occasionally shifts when Valve releases balance patches that alter damage values, pricing or recoil patterns, forcing teams to re-evaluate their loadout preferences.

How do weapon balance changes affect CS2 esports?

Valve periodically releases balance patches that adjust weapon statistics, and these changes can have significant competitive and betting implications. When a weapon is buffed (damage increased, recoil reduced, price lowered), teams that quickly integrate it into their tactics gain a temporary edge. Conversely, when a weapon is nerfed, teams that relied heavily on it may experience a performance dip. Notable historical examples include the AUG price reduction that briefly made it the dominant CT rifle, the M4A1-S damage buff that shifted professional preference away from the M4A4, and AWP movement speed nerfs that changed aggressive AWP playstyles. For bettors, monitoring patch notes and tracking which teams adapt fastest to weapon meta changes provides an analytical edge in the days and weeks following a balance update.

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