CS2 weapon stats and time to kill
The AWP and 1 other gun kill in one shot.
Scenario
Chest hits at 10 m on a 100 HP target (Kevlar + helmet). Every bullet hits, and every shotgun pellet.
Weapons
| AWP | 1 shot | 0 ms | 115 | 97.5% | 41 | 5 | $4,750 | $100 | 200 |
|---|---|---|---|---|---|---|---|---|---|
| Sawed-Off | 1 shot | 0 ms | 32×8 | 75.0% | 71 | 7 | $1,100 | $900 | 210 |
| M249 Spray | 4 shots | 240 ms | 32 | 80.0% | 750 | 100 | $5,200 | $300 | 195 |
| G3SG1 | 2 shots | 250 ms | 80 | 82.5% | 240 | 20 | $5,000 | $300 | 215 |
| SCAR-20 | 2 shots | 250 ms | 80 | 82.5% | 240 | 20 | $5,000 | $300 | 215 |
| AK-47 Spray | 4 shots | 300 ms | 36 | 77.5% | 600 | 30 | $2,700 | $300 | 215 |
| AUG Spray | 4 shots | 300 ms | 28 | 90.0% | 600 | 30 | $3,300 | $300 | 220 |
| M4A1-S Spray | 4 shots | 300 ms | 38 | 70.0% | 600 | 20 | $2,900 | $300 | 225 |
| Negev Spray | 5 shots | 300 ms | 35 | 71.0% | 800 | 150 | $1,700 | $300 | 150 |
| SG 553 Spray | 4 shots | 330 ms | 30 | 100.0% | 545 | 30 | $3,000 | $300 | 210 |
| XM1014 | 2 shots | 350 ms | 20×6 | 80.0% | 171 | 7 | $2,000 | $600 | 215 |
| Tec-9 | 4 shots | 360 ms | 33 | 90.6% | 500 | 18 | $500 | $300 | 240 |
| FAMAS Spray | 5 shots | 360 ms | 30 | 70.0% | 667 | 25 | $1,950 | $300 | 220 |
| Galil AR Spray | 5 shots | 360 ms | 30 | 77.5% | 667 | 35 | $1,800 | $300 | 215 |
| M4A4 Spray | 5 shots | 360 ms | 33 | 70.0% | 667 | 30 | $2,900 | $300 | 225 |
| CZ75-Auto | 5 shots | 400 ms | 31 | 77.7% | 600 | 12 | $500 | $300 | 240 |
| MP7 Spray | 6 shots | 400 ms | 30 | 62.5% | 750 | 30 | $1,400 | $600 | 220 |
| P90 Spray | 7 shots | 420 ms | 26 | 69.0% | 857 | 50 | $2,350 | $300 | 230 |
| Desert Eagle | 3 shots | 450 ms | 53 | 93.2% | 267 | 7 | $700 | $300 | 230 |
| Five-SeveN | 4 shots | 450 ms | 32 | 91.2% | 400 | 20 | $500 | $300 | 240 |
| UMP-45 Spray | 6 shots | 450 ms | 35 | 65.0% | 667 | 25 | $1,200 | $600 | 230 |
| MP5-SD Spray | 7 shots | 480 ms | 28 | 62.5% | 750 | 30 | $1,400 | $600 | 235 |
| MP9 Spray | 8 shots | 490 ms | 26 | 60.0% | 857 | 30 | $1,250 | $600 | 240 |
| R8 Revolver | 2 shots | 500 ms | 86 | 93.2% | 120 | 8 | $600 | $300 | 180 |
| MAC-10 Spray | 8 shots | 525 ms | 29 | 57.5% | 800 | 30 | $1,050 | $600 | 240 |
| PP-Bizon Spray | 8 shots | 560 ms | 27 | 63.0% | 750 | 64 | $1,300 | $600 | 240 |
| P250 | 5 shots | 600 ms | 38 | 64.0% | 400 | 13 | $300 | $300 | 240 |
| Dual Berettas | 6 shots | 600 ms | 38 | 57.5% | 500 | 30 | $300 | $300 | 240 |
| MAG-7 | 2 shots | 850 ms | 30×8 | 75.0% | 71 | 5 | $1,300 | $900 | 225 |
| Nova | 2 shots | 880 ms | 26×9 | 50.0% | 68 | 8 | $1,050 | $900 | 220 |
| P2000 | 7 shots | 1,020 ms | 35 | 50.5% | 353 | 13 | $200 | $300 | 240 |
| USP-S | 7 shots | 1,020 ms | 35 | 50.5% | 353 | 12 | $200 | $300 | 240 |
| Glock-18 | 9 shots | 1,200 ms | 30 | 47.0% | 400 | 20 | $200 | $300 | 240 |
| SSG 08 | 2 shots | 1,250 ms | 88 | 85.0% | 48 | 10 | $1,700 | $300 | 230 |
How the numbers work
The source, the damage formula and what time to kill assumes.
Where do these weapon stats come from?
From CS2's own weapon file, weapons.vdata, as tracked by SteamDB: SteamDatabase/GameTracking-CS2@04d3e4a67ac6 game/csgo/pak01_dir/scripts/weapons.vdata, CS2 1.41.9.2 (build 2000935). Prices, damage, fire rate, magazines and movement speed are the game's values, not measurements.
Where do these weapon stats come from?
From CS2's own weapon file, weapons.vdata, as tracked by SteamDB: SteamDatabase/GameTracking-CS2@04d3e4a67ac6 game/csgo/pak01_dir/scripts/weapons.vdata, CS2 1.41.9.2 (build 2000935). Prices, damage, fire rate, magazines and movement speed are the game's values, not measurements.
How is damage worked out?
Each bullet starts at the gun's damage and loses a share for every 500 units it travels, set by the gun's range modifier. A head hit multiplies it by the gun's headshot multiplier (4 for most guns), a stomach hit by 1.25 and a leg hit by 0.75. Kevlar covers the body and arms, and a helmet adds the head: armour lets the gun's armour penetration through to health and absorbs the rest, using up armour as it does. Legs are never armoured. Past its maximum range a bullet stops: the MAG-7 and Sawed-Off deal nothing beyond about 36 m.
Is the damage model checked against real games?
Yes, against 2,624 hits sampled from 18 real demos. No hit lands more than one point above the prediction, and for each weapon, hit location and armour state with at least 10 hits the median is within one point. Hits that kill or go through a wall read lower, because the game caps damage at the health left and walls absorb some. A hit that always kills from full health, such as an AK-47 headshot, is checked only against that upper bound.
What does time to kill assume?
Every bullet hits the chosen spot, from the first shot of a fresh trigger pull, against 100 health with 100 armour when armour is worn. Time to kill runs from the first shot to the killing shot at the gun's fire rate, so a one-shot kill takes 0 ms. Shotguns land every pellet. Real fights add spread, recoil and movement, so treat it as the best case.