Pick a weapon, hitbox and range to see the damage you deal and how many shots it takes to kill — with or without Kevlar. Free and instant.
Choose a weapon, hitbox, armour and distance. Damage dealt and shots-to-kill update live.
Figures are community estimates for guidance — not official Valve numbers. Headshots use a x4 multiplier.
How this works: Base damage and the x4 headshot multiplier follow well-known Counter-Strike values; armour and distance falloff use simplified community-derived models to show the trend, not Valve's exact internal maths. Treat outputs as close guides rather than guarantees.
A community-style ranking of CS2 guns by buy round and impact — AWP, full-buy rifles, eco picks and pistols. Each weapon links to its full damage breakdown.
How Kevlar absorbs damage, what a weapon's armour penetration value means and which guns punch straight through.
Which weapons reliably one-tap to the head, and the ranges and armour conditions where that single hit still kills.
Why most guns deal less damage at range, which hold up across long sightlines and what that means for positioning.
Choose from rifles, pistols, the AWP and more.
Head, chest, stomach or legs — each scales damage differently.
Toggle Kevlar and drag the distance slider to model falloff.
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The head carries a x4 damage multiplier, so most rifles and pistols deal lethal or near-lethal damage on a clean headshot. Whether it kills outright depends on the weapon's base damage, the target's helmet and the distance.
A Kevlar vest protects the chest, stomach and arms, not the head — the helmet is what reduces headshot damage. Against high-penetration guns like the AK-47 or Desert Eagle, even a helmet often won't save you from a close-range headshot.
The AWP is lethal on almost any clean hit, and the AK-47 and Desert Eagle reliably one-tap a helmeted head at close to medium range. The M4 rifles usually need a follow-up shot against a helmet.
Yes, most weapons have damage falloff, so they deal less the further away the target is. The AWP has effectively no practical falloff, while pistols and SMGs lose a relatively large share of their damage at range.
It depends on the weapon, hitbox, armour and range — a chest shot from an AK-47 might need two hits while a headshot needs one. Use the calculator above to see shots-to-kill for any combination.
It uses well-known Counter-Strike base-damage and headshot values, but armour and falloff are modelled with simplified community figures rather than Valve's exact internal maths. Treat the numbers as close guides for learning, not precise in-game guarantees.
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