CS2 Damage Calculator
Calculate weapon damage in Counter-Strike 2 based on armor type, hit location, distance, and wall penetration. Understand exactly how many shots you need to secure a kill and optimize your weapon choices for competitive play.
Combat Settings
Damage Results
Understanding CS2 Damage Mechanics
Counter-Strike 2's damage system is based on several interconnected factors that competitive players must understand to optimize their gameplay. According to the Counter-Strike Wiki, damage calculation follows a predictable formula that accounts for base weapon damage, hit location multipliers, armor penetration values, and distance falloff.
How Damage is Calculated
Final Damage = Base Damage × Hit Location Multiplier × Distance Modifier × (1 - Armor Reduction) × Wall Penetration Modifier
Hit Location Multipliers
Where your shot lands dramatically affects damage output. The hit location system in CS2, as documented by Valve Developer Community, uses these standard multipliers:
| Hit Location | Multiplier | Protected by Helmet | Notes |
|---|---|---|---|
| Head | 4.0x | Yes | One-shot kill potential with many weapons |
| Chest / Arms | 1.0x | Yes (Kevlar) | Standard body shots; reduced by armor |
| Stomach | 1.25x | Yes (Kevlar) | Slightly higher damage than chest |
| Legs | 0.75x | No | Lower damage but bypasses armor |
Armor Penetration Explained
Each weapon has an armor penetration value that determines how much damage bypasses kevlar protection. High armor penetration weapons like the AK-47 (77.5%) deal significantly more damage to armored opponents than low penetration weapons like the Glock-18 (47%). Understanding this mechanic is crucial for competitive CS2 play and eco round decisions.
According to research from HLTV.org, professional players prioritize weapon choices based on armor penetration when facing full-buy opponents, which is why rifles remain the meta choice despite SMG mobility advantages.
Distance Falloff
CS2 implements realistic damage falloff based on distance. Most weapons lose damage over range, with the rate varying by weapon type:
- Rifles: Minimal falloff (~1-2% per 10 meters)
- SMGs: Moderate falloff (~3-5% per 10 meters)
- Pistols: Variable; Desert Eagle has minimal falloff
- Shotguns: Severe falloff; ineffective beyond ~10-15 meters
- Snipers: No falloff; AWP deals consistent damage at all ranges
Wall Penetration (Wallbangs)
Weapons in CS2 can penetrate certain materials, but damage is reduced based on the material type and weapon's penetration power. This mechanic is essential for map knowledge and lineup strategies. Common wallbang spots on maps like Dust2 and Mirage can secure kills through smokes and cover.
Practice Mode Tip
Use the console command "sv_showimpacts 1" to visualize where your shots land and "weapon_debug_spread_show 1" to see accuracy data. This helps understand the relationship between accuracy and damage consistency.
Weapon Damage Reference Tables
Here are base damage values for common weapons in CS2. These values represent point-blank, unarmored chest shots and are used as the foundation for all damage calculations.
Rifles
| Weapon | Base Damage | Armor Pen | Fire Rate | Cost |
|---|---|---|---|---|
| AK-47 | 36 | 77.5% | 600 RPM | $2700 |
| M4A4 | 33 | 70% | 666 RPM | $3100 |
| M4A1-S | 38 | 70% | 600 RPM | $2900 |
| Galil AR | 30 | 77.5% | 666 RPM | $1800 |
| FAMAS | 30 | 70% | 666 RPM | $2050 |
| SG 553 | 30 | 100% | 666 RPM | $3000 |
| AUG | 28 | 90% | 666 RPM | $3300 |
SMGs
| Weapon | Base Damage | Armor Pen | Fire Rate | Cost |
|---|---|---|---|---|
| MP9 | 26 | 60% | 857 RPM | $1250 |
| MAC-10 | 29 | 57.5% | 800 RPM | $1050 |
| MP7 | 29 | 62.5% | 750 RPM | $1500 |
| UMP-45 | 35 | 65% | 666 RPM | $1200 |
| P90 | 26 | 69% | 857 RPM | $2350 |
Practical Applications for Competitive Play
Understanding damage calculations helps with several key decisions in competitive matches:
Economy Management
Knowing that the UMP-45 can three-shot kill armored opponents while costing only $1200 makes it a viable force-buy option. The economic strategy in CS2 relies heavily on understanding these damage breakpoints.
Weapon Selection by Situation
For close-range maps or sites, SMGs become more viable because distance falloff is minimal. On long-range positions, rifles are essential due to their maintained damage output. Our map pool guide covers optimal weapon choices per map.
Aiming Priority
Against unarmored opponents, body spray is efficient. Against armored opponents, headshots become significantly more important—especially with the M4 variants that don't one-tap armored heads. Professional players featured on Liquipedia demonstrate varying playstyles based on these damage mechanics.
Related Tools & Resources
Optimize your CS2 gameplay with our other interactive tools:
- CS2 Sensitivity Converter - Convert sensitivity between CS2 and other FPS games
- CS2 Crosshair Generator - Create custom crosshairs with pro player presets
- CS2 Utility Lineup Planner - Plan smoke, flash, and molotov lineups
- CS2 Trade-Up Calculator - Analyze skin trade-up contract values
- Optimal Sensitivity Finder - Interactive quiz to find your ideal mouse settings
For more CS2 competitive content, visit our Counter-Strike Hub for tournament coverage, patch analysis, and pro scene news.