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CS2 weapon stats and time to kill

The AWP and 1 other gun kill in one shot.

Scenario

Armour
Hit location
Distance in metres 394 game units
Weapon type

Chest hits at 10 m on a 100 HP target (Kevlar + helmet). Every bullet hits, and every shotgun pellet.

Weapons

Weapon stats table
AWP 1 shot 0 ms11597.5%415$4,750$100200
Sawed-Off 1 shot 0 ms32×875.0%717$1,100$900210
M249 Spray4 shots 240 ms3280.0%750100$5,200$300195
G3SG1 2 shots 250 ms8082.5%24020$5,000$300215
SCAR-20 2 shots 250 ms8082.5%24020$5,000$300215
AK-47 Spray4 shots 300 ms3677.5%60030$2,700$300215
AUG Spray4 shots 300 ms2890.0%60030$3,300$300220
M4A1-S Spray4 shots 300 ms3870.0%60020$2,900$300225
Negev Spray5 shots 300 ms3571.0%800150$1,700$300150
SG 553 Spray4 shots 330 ms30100.0%54530$3,000$300210
XM1014 2 shots 350 ms20×680.0%1717$2,000$600215
Tec-9 4 shots 360 ms3390.6%50018$500$300240
FAMAS Spray5 shots 360 ms3070.0%66725$1,950$300220
Galil AR Spray5 shots 360 ms3077.5%66735$1,800$300215
M4A4 Spray5 shots 360 ms3370.0%66730$2,900$300225
CZ75-Auto 5 shots 400 ms3177.7%60012$500$300240
MP7 Spray6 shots 400 ms3062.5%75030$1,400$600220
P90 Spray7 shots 420 ms2669.0%85750$2,350$300230
Desert Eagle 3 shots 450 ms5393.2%2677$700$300230
Five-SeveN 4 shots 450 ms3291.2%40020$500$300240
UMP-45 Spray6 shots 450 ms3565.0%66725$1,200$600230
MP5-SD Spray7 shots 480 ms2862.5%75030$1,400$600235
MP9 Spray8 shots 490 ms2660.0%85730$1,250$600240
R8 Revolver 2 shots 500 ms8693.2%1208$600$300180
MAC-10 Spray8 shots 525 ms2957.5%80030$1,050$600240
PP-Bizon Spray8 shots 560 ms2763.0%75064$1,300$600240
P250 5 shots 600 ms3864.0%40013$300$300240
Dual Berettas 6 shots 600 ms3857.5%50030$300$300240
MAG-7 2 shots 850 ms30×875.0%715$1,300$900225
Nova 2 shots 880 ms26×950.0%688$1,050$900220
P2000 7 shots 1,020 ms3550.5%35313$200$300240
USP-S 7 shots 1,020 ms3550.5%35312$200$300240
Glock-18 9 shots 1,200 ms3047.0%40020$200$300240
SSG 08 2 shots 1,250 ms8885.0%4810$1,700$300230

How the numbers work

The source, the damage formula and what time to kill assumes.

FAQ
01 / 04

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.

FAQ
04
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.