<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://counterstrikewiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maintenance+script</id>
	<title>Counter-Strike 2 Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://counterstrikewiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maintenance+script"/>
	<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/Special:Contributions/Maintenance_script"/>
	<updated>2026-04-17T07:38:04Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Main_Page&amp;diff=141</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Main_Page&amp;diff=141"/>
		<updated>2026-02-21T16:57:00Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Update Main Page: fix hub page links, add Mechanics/Utility/Vertigo, proper Game Mode links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the &#039;&#039;&#039;Counter-Strike 2 Wiki&#039;&#039;&#039; — the comprehensive encyclopedia for CS2.&lt;br /&gt;
&lt;br /&gt;
== Quick Navigation ==&lt;br /&gt;
{| style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]&amp;lt;br/&amp;gt;All guns, grenades &amp;amp; equipment&lt;br /&gt;
| [[Maps|&#039;&#039;&#039;Maps&#039;&#039;&#039;]]&amp;lt;br/&amp;gt;Active Duty &amp;amp; reserve maps&lt;br /&gt;
| [[Skins|&#039;&#039;&#039;Skins&#039;&#039;&#039;]]&amp;lt;br/&amp;gt;Cases, rarities &amp;amp; finishes&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranks and Rating System|&#039;&#039;&#039;Ranks&#039;&#039;&#039;]]&amp;lt;br/&amp;gt;Competitive &amp;amp; Premier ranks&lt;br /&gt;
| [[Economy System|&#039;&#039;&#039;Economy&#039;&#039;&#039;]]&amp;lt;br/&amp;gt;Money, buy guide &amp;amp; kill rewards&lt;br /&gt;
| [[Agents|&#039;&#039;&#039;Agents&#039;&#039;&#039;]]&amp;lt;br/&amp;gt;Character models &amp;amp; collections&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics|&#039;&#039;&#039;Mechanics&#039;&#039;&#039;]]&amp;lt;br/&amp;gt;Core gameplay systems&lt;br /&gt;
| [[Game Modes|&#039;&#039;&#039;Game Modes&#039;&#039;&#039;]]&amp;lt;br/&amp;gt;Competitive, Casual &amp;amp; more&lt;br /&gt;
| [[Utility Usage|&#039;&#039;&#039;Utility&#039;&#039;&#039;]]&amp;lt;br/&amp;gt;Smoke, flash &amp;amp; molotov guides&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== About Counter-Strike 2 ==&lt;br /&gt;
Counter-Strike 2 (CS2) is a tactical first-person shooter developed by &#039;&#039;&#039;Valve Corporation&#039;&#039;&#039;, released on September 27, 2023. Built on the &#039;&#039;&#039;Source 2 engine&#039;&#039;&#039;, it replaced CS:GO as the definitive version of the Counter-Strike franchise.&lt;br /&gt;
&lt;br /&gt;
Key features include:&lt;br /&gt;
* &#039;&#039;&#039;Volumetric smoke grenades&#039;&#039;&#039; that react to bullets and HE grenades&lt;br /&gt;
* &#039;&#039;&#039;Sub-tick movement&#039;&#039;&#039; for more precise gameplay&lt;br /&gt;
* &#039;&#039;&#039;Overhauled graphics&#039;&#039;&#039; on the Source 2 engine&lt;br /&gt;
* &#039;&#039;&#039;Refined audio&#039;&#039;&#039; system with better spatial positioning&lt;br /&gt;
&lt;br /&gt;
== Active Duty Maps ==&lt;br /&gt;
The current Premier competitive map pool:&lt;br /&gt;
* [[Dust II]] — Morocco&lt;br /&gt;
* [[Mirage]] — Morocco&lt;br /&gt;
* [[Inferno]] — Italy&lt;br /&gt;
* [[Nuke]] — Germany&lt;br /&gt;
* [[Ancient]] — Central America&lt;br /&gt;
* [[Anubis]] — Egypt&lt;br /&gt;
* [[Overpass]] — Germany&lt;br /&gt;
* [[Vertigo]] — USA&lt;br /&gt;
&lt;br /&gt;
== Popular Weapons ==&lt;br /&gt;
* [[AK-47]] — The iconic T-side rifle. One-shot headshot potential.&lt;br /&gt;
* [[AWP]] — The legendary sniper. One-shot body shot kills.&lt;br /&gt;
* [[M4A4]] / [[M4A1-S]] — CT assault rifles&lt;br /&gt;
* [[Desert Eagle]] — The skill-based powerhouse pistol&lt;br /&gt;
&lt;br /&gt;
== Game Modes ==&lt;br /&gt;
CS2 offers several modes for all playstyles:&lt;br /&gt;
* [[Premier (Game Mode)|Premier]] — Ranked competitive with map vetoes&lt;br /&gt;
* [[Competitive (Game Mode)|Competitive]] — Classic 5v5 on selected maps&lt;br /&gt;
* [[Wingman (Game Mode)|Wingman]] — 2v2 on compact map versions&lt;br /&gt;
* [[Casual (Game Mode)|Casual]] — Relaxed 10v10 with no rank impact&lt;br /&gt;
* [[Deathmatch (Game Mode)|Deathmatch]] — Free-for-all practice mode&lt;br /&gt;
* [[Arms Race (Game Mode)|Arms Race]] — Gun progression mode&lt;br /&gt;
&lt;br /&gt;
== Core Mechanics ==&lt;br /&gt;
* [[Spray Patterns and Recoil Control]] — Master weapon recoil&lt;br /&gt;
* [[Movement Mechanics]] — Counter-strafing, bunny hopping &amp;amp; more&lt;br /&gt;
* [[Armor and Damage System]] — How damage and armor interact&lt;br /&gt;
* [[Economy System]] — Round economy and buy strategies&lt;br /&gt;
* [[Utility Usage]] — Grenade lineups and tactical usage&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Counter-Strike 2 Wiki is a community-driven resource. CS2 is a trademark of Valve Corporation. This wiki is not affiliated with or endorsed by Valve.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:CS2]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Mechanics&amp;diff=140</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Mechanics&amp;diff=140"/>
		<updated>2026-02-21T16:54:26Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Create Mechanics hub page linking all game mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Counter-Strike 2 features deep mechanical systems that reward practice and game knowledge. Understanding these core mechanics is essential for improving at all skill levels.&lt;br /&gt;
&lt;br /&gt;
== Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
\! Mechanic \!\! Description \!\! Key Concepts&lt;br /&gt;
|-&lt;br /&gt;
| [[Spray Patterns and Recoil Control|Spray Patterns &amp;amp; Recoil]] || Every weapon has a fixed spray pattern. Mastering recoil compensation is essential for accurate fire. || Spray transfer, burst fire, tapping, first-shot accuracy&lt;br /&gt;
|-&lt;br /&gt;
| [[Movement Mechanics]] || Movement affects accuracy, speed, and positioning. Counter-strafing is critical for peeking. || Counter-strafing, bunny hopping, crouch peeking, shoulder peeking, jiggle peeking&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor and Damage System|Armor &amp;amp; Damage]] || Armor reduces damage taken. Understanding damage values helps with buy decisions and trade kills. || Kevlar, helmet, armor penetration, damage falloff, aimpunch&lt;br /&gt;
|-&lt;br /&gt;
| [[Economy System|Economy]] || The round-based economy determines what equipment each team can afford. || Loss bonus, eco rounds, force buys, full buys, save rounds&lt;br /&gt;
|-&lt;br /&gt;
| [[Utility Usage]] || Grenades are tactical tools for map control, information gathering, and area denial. || Smoke one-ways, pop flashes, molotov lineups, HE stacking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* First Shot Accuracy — Each weapon has a base accuracy for the first bullet fired while standing still&lt;br /&gt;
* Spray Patterns — Weapons follow a predetermined pattern when fired continuously ([[Spray Patterns and Recoil Control|see full guide]])&lt;br /&gt;
* Movement Inaccuracy — Moving reduces weapon accuracy; counter-strafing resets accuracy quickly&lt;br /&gt;
* Damage Falloff — Most weapons deal less damage at longer ranges ([[Armor and Damage System|see damage system]])&lt;br /&gt;
* Wall Penetration — Bullets can penetrate certain surfaces, dealing reduced damage&lt;br /&gt;
* Rate of Fire — Each weapon has a fixed firing rate that affects DPS and spray control&lt;br /&gt;
&lt;br /&gt;
== Movement Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* Counter-Strafing — Tapping the opposite movement key to instantly stop and shoot accurately&lt;br /&gt;
* Bunny Hopping — Chaining jumps to maintain or gain speed ([[Movement Mechanics|see full guide]])&lt;br /&gt;
* Crouch Peeking — Using crouch to change head level while peeking angles&lt;br /&gt;
* Shoulder Peeking — Briefly exposing yourself to bait shots and gather information&lt;br /&gt;
* Jiggle Peeking — Quick side-to-side movement to gather info without full commitment&lt;br /&gt;
&lt;br /&gt;
== Game Systems ==&lt;br /&gt;
&lt;br /&gt;
* Buy Menu — Purchase weapons, armor, and grenades at the start of each round&lt;br /&gt;
* Radar — Minimap showing teammate positions and spotted enemies&lt;br /&gt;
* Communication — Voice chat and radio commands for team coordination&lt;br /&gt;
* Competitive Ranking — Skill-based matchmaking system ([[Ranks and Rating System|see ranks]])&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
&lt;br /&gt;
* [[Weapons]] — Complete weapon database with stats&lt;br /&gt;
* [[Maps]] — Map guides with callouts and strategies&lt;br /&gt;
* [[Economy System]] — Full economy guide&lt;br /&gt;
* [[Ranks and Rating System]] — Ranking and matchmaking&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Maps&amp;diff=139</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Maps&amp;diff=139"/>
		<updated>2026-02-21T16:54:23Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Create Maps hub page with Active Duty and Reserve pool tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Counter-Strike 2 features a variety of maps across different game modes. Maps are the battlegrounds where teams compete, each with unique layouts, callouts, and strategic considerations.&lt;br /&gt;
&lt;br /&gt;
== Active Duty Pool ==&lt;br /&gt;
&lt;br /&gt;
The Active Duty map pool is used in official competitive and Premier matchmaking. These maps are regularly updated and balanced for competitive play.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
\! Map \!\! Setting \!\! Bombsites \!\! Game Modes \!\! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Dust II]] || Middle East || A, B || Competitive, Premier, Casual, Deathmatch || Iconic map, in CS since 2001. Known for long-range duels and fast rotations.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mirage]] || Morocco || A, B || Competitive, Premier, Casual, Deathmatch || Fan favorite with balanced gameplay. Strong mid control emphasis.&lt;br /&gt;
|-&lt;br /&gt;
| [[Inferno]] || Italy || A, B || Competitive, Premier, Casual, Deathmatch || Tight corridors and close-quarters combat. Classic banana hold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Nuke]] || Germany || A, B || Competitive, Premier, Casual, Deathmatch || Unique vertical layout with two stacked bombsites.&lt;br /&gt;
|-&lt;br /&gt;
| [[Overpass]] || Germany || A, B || Competitive, Premier, Casual, Deathmatch || Complex layout with multiple connector routes and water features.&lt;br /&gt;
|-&lt;br /&gt;
| [[Anubis]] || Egypt || A, B || Competitive, Premier, Casual, Deathmatch || Added to Active Duty in CS2. Ancient Egyptian theme.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ancient]] || Central America || A, B || Competitive, Premier, Casual, Deathmatch || Mayan ruins setting with wide open spaces and tight chokes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Vertigo]] || USA || A, B || Competitive, Premier, Casual, Deathmatch || Set atop a skyscraper under construction. Unique vertical gameplay.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reserve Pool ==&lt;br /&gt;
&lt;br /&gt;
Reserve maps rotate in and out of competitive play and are available in casual game modes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
\! Map \!\! Type \!\! Setting \!\! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Train]] || Defusal || Russia || Classic map set in a train yard. Removed from Active Duty.&lt;br /&gt;
|-&lt;br /&gt;
| [[Office]] || Hostage || USA || Classic hostage rescue map set in an office building.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Map Elements ==&lt;br /&gt;
&lt;br /&gt;
All competitive maps share common elements:&lt;br /&gt;
&lt;br /&gt;
* Bombsites — Designated areas (A and B) where Terrorists plant the C4 explosive&lt;br /&gt;
* Spawn Points — CT and T starting positions at opposite ends of the map&lt;br /&gt;
* Mid — Central area connecting both sides of the map, often a key control point&lt;br /&gt;
* Connectors — Pathways linking major areas of the map&lt;br /&gt;
* Choke Points — Narrow passages that can be held by defenders or pushed by attackers&lt;br /&gt;
* Callouts — Community-established names for specific locations used for team communication&lt;br /&gt;
&lt;br /&gt;
== Related Articles ==&lt;br /&gt;
&lt;br /&gt;
* [[Competitive (Game Mode)|Competitive Mode]] — Standard 5v5 defusal format&lt;br /&gt;
* [[Premier (Game Mode)|Premier Mode]] — Ranked competitive with map vetoes&lt;br /&gt;
* [[Utility Usage]] — Smoke, flash, and molotov lineups for map control&lt;br /&gt;
* [[Movement Mechanics]] — Movement techniques for map navigation&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Game Elements]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Weapons&amp;diff=138</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Weapons&amp;diff=138"/>
		<updated>2026-02-21T16:49:21Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Create comprehensive Weapons hub page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The arsenal in Counter-Strike 2 includes a wide variety of firearms, grenades, and melee weapons. Each weapon has unique characteristics including damage, fire rate, accuracy, and price that affect gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
== Pistols ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Price !! Damage !! Side&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock-18]] || $200 || 30 || T&lt;br /&gt;
|-&lt;br /&gt;
| [[USP-S]] || $200 || 35 || CT&lt;br /&gt;
|-&lt;br /&gt;
| [[P2000]] || $200 || 35 || CT&lt;br /&gt;
|-&lt;br /&gt;
| [[P250]] || $300 || 38 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[Five-SeveN]] || $500 || 32 || CT&lt;br /&gt;
|-&lt;br /&gt;
| [[Tec-9]] || $500 || 33 || T&lt;br /&gt;
|-&lt;br /&gt;
| [[CZ75-Auto]] || $500 || 33 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[Dual Berettas]] || $300 || 38 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[Desert Eagle]] || $700 || 63 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[R8 Revolver]] || $600 || 86 || Both&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rifles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Price !! Damage !! Side&lt;br /&gt;
|-&lt;br /&gt;
| [[AK-47]] || $2700 || 36 || T&lt;br /&gt;
|-&lt;br /&gt;
| [[M4A4]] || $3100 || 33 || CT&lt;br /&gt;
|-&lt;br /&gt;
| [[M4A1-S]] || $2900 || 38 || CT&lt;br /&gt;
|-&lt;br /&gt;
| [[Galil AR]] || $1800 || 30 || T&lt;br /&gt;
|-&lt;br /&gt;
| [[FAMAS]] || $2050 || 30 || CT&lt;br /&gt;
|-&lt;br /&gt;
| [[AUG]] || $3300 || 28 || CT&lt;br /&gt;
|-&lt;br /&gt;
| [[SG 553]] || $3000 || 30 || T&lt;br /&gt;
|-&lt;br /&gt;
| [[SSG 08]] || $1700 || 88 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[AWP]] || $4750 || 115 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[SCAR-20]] || $5000 || 80 || CT&lt;br /&gt;
|-&lt;br /&gt;
| [[G3SG1]] || $5000 || 80 || T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SMGs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Price !! Damage !! Side&lt;br /&gt;
|-&lt;br /&gt;
| [[MAC-10]] || $1050 || 29 || T&lt;br /&gt;
|-&lt;br /&gt;
| [[MP9]] || $1250 || 26 || CT&lt;br /&gt;
|-&lt;br /&gt;
| [[MP7]] || $1500 || 29 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[MP5-SD]] || $1500 || 27 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[UMP-45]] || $1200 || 35 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[P90]] || $2350 || 26 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[PP-Bizon]] || $1400 || 27 || Both&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Price !! Damage !! Side&lt;br /&gt;
|-&lt;br /&gt;
| [[Nova]] || $1050 || 26 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[MAG-7]] || $1300 || 30 || CT&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawed-Off]] || $1100 || 32 || T&lt;br /&gt;
|-&lt;br /&gt;
| [[XM1014]] || $2000 || 20 || Both&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Price !! Damage !! Side&lt;br /&gt;
|-&lt;br /&gt;
| [[Negev]] || $1700 || 35 || Both&lt;br /&gt;
|-&lt;br /&gt;
| [[M249]] || $5200 || 32 || Both&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grenades ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Grenade !! Price !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Smoke Grenade]] || $300 || Blocks vision for 18 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[Flashbang]] || $200 || Blinds enemies temporarily&lt;br /&gt;
|-&lt;br /&gt;
| [[HE Grenade]] || $300 || Deals up to 98 damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Molotov]] / Incendiary || $400 / $600 || Area denial with fire damage&lt;br /&gt;
|-&lt;br /&gt;
| Decoy Grenade || $50 || Creates fake gunfire sounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Price !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Knife]] || Free || Melee weapon, fastest movement speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Zeus x27]] || $200 || One-shot close range taser&lt;br /&gt;
|-&lt;br /&gt;
| Kevlar Vest || $650 || Reduces body damage&lt;br /&gt;
|-&lt;br /&gt;
| Kevlar + Helmet || $1000 || Reduces body and head damage&lt;br /&gt;
|-&lt;br /&gt;
| Defuse Kit || $400 || Reduces defuse time from 10s to 5s (CT only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Economy System]] — How the buy system works&lt;br /&gt;
* [[Spray Patterns and Recoil Control]] — Mastering weapon accuracy&lt;br /&gt;
* [[Armor and Damage System]] — How damage calculation works&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:CS2]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Economy&amp;diff=137</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Economy&amp;diff=137"/>
		<updated>2026-02-21T16:42:57Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Economy}}&lt;br /&gt;
The &#039;&#039;&#039;Economy&#039;&#039;&#039; in [[Counter-Strike 2]] is the money management system that determines what weapons, [[Armor and Damage System|armor]], and [[Utility Usage|utility]] teams can afford each round. For a complete guide, see [[Economy System]].&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Round Win Rewards ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Round win (elimination)&#039;&#039;&#039; || $3,250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Round win (bomb explode)&#039;&#039;&#039; || $3,500&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Round win (defuse)&#039;&#039;&#039; || $3,500&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomb plant bonus (T)&#039;&#039;&#039; || $800 (even on loss)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loss Bonus Progression ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Consecutive Losses !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1st loss || $1,400&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loss || $1,900&lt;br /&gt;
|-&lt;br /&gt;
| 3rd loss || $2,400&lt;br /&gt;
|-&lt;br /&gt;
| 4th loss || $2,900&lt;br /&gt;
|-&lt;br /&gt;
| 5th+ loss || $3,400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kill Rewards by Weapon ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| Rifles || $300&lt;br /&gt;
|-&lt;br /&gt;
| SMGs || $600&lt;br /&gt;
|-&lt;br /&gt;
| Shotguns || $900&lt;br /&gt;
|-&lt;br /&gt;
| [[Knife]] || $1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[AWP]] || $100&lt;br /&gt;
|-&lt;br /&gt;
| [[CZ75-Auto]] || $100&lt;br /&gt;
|-&lt;br /&gt;
| [[Zeus x27]] || $0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buy Types ===&lt;br /&gt;
* &#039;&#039;&#039;Full Buy&#039;&#039;&#039; - Rifle + armor + full utility (~$4,500-$5,500)&lt;br /&gt;
* &#039;&#039;&#039;Force Buy&#039;&#039;&#039; - Best affordable equipment when behind&lt;br /&gt;
* &#039;&#039;&#039;Eco Round&#039;&#039;&#039; - Save money for next round&lt;br /&gt;
* &#039;&#039;&#039;Half Buy&#039;&#039;&#039; - Partial equipment (armor + pistol)&lt;br /&gt;
&lt;br /&gt;
For detailed economy strategy, loss bonus mechanics, and the July 2025 CT economy update, see [[Economy System]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Ranks&amp;diff=136</id>
		<title>Ranks</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Ranks&amp;diff=136"/>
		<updated>2026-02-21T16:42:56Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Ranks}}&lt;br /&gt;
&#039;&#039;&#039;Ranks&#039;&#039;&#039; in [[Counter-Strike 2]] are used to measure player skill and ensure fair matchmaking. CS2 features two distinct ranking systems across its competitive game modes. For a complete breakdown, see [[Ranks and Rating System]].&lt;br /&gt;
&lt;br /&gt;
== Ranking Systems Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Premier CS Rating ===&lt;br /&gt;
The [[Premier (Game Mode)|Premier]] mode uses a numerical &#039;&#039;&#039;CS Rating&#039;&#039;&#039; from 0 to 35,000+:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color !! Rating Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#808080;color:white;&amp;quot; | &#039;&#039;&#039;Grey&#039;&#039;&#039; || 0 - 4,999&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#87CEEB;&amp;quot; | &#039;&#039;&#039;Light Blue&#039;&#039;&#039; || 5,000 - 9,999&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#4169E1;color:white;&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039; || 10,000 - 14,999&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#9370DB;&amp;quot; | &#039;&#039;&#039;Purple&#039;&#039;&#039; || 15,000 - 19,999&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FF69B4;&amp;quot; | &#039;&#039;&#039;Pink&#039;&#039;&#039; || 20,000 - 24,999&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FF4500;color:white;&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039; || 25,000 - 29,999&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FFD700;&amp;quot; | &#039;&#039;&#039;Gold&#039;&#039;&#039; || 30,000+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Competitive Skill Groups ===&lt;br /&gt;
[[Competitive (Game Mode)|Competitive]] mode uses 18 traditional skill groups per map:&lt;br /&gt;
* &#039;&#039;&#039;Silver:&#039;&#039;&#039; Silver I through Silver Elite Master (6 ranks)&lt;br /&gt;
* &#039;&#039;&#039;Gold Nova:&#039;&#039;&#039; Gold Nova I through Gold Nova Master (4 ranks)&lt;br /&gt;
* &#039;&#039;&#039;Master Guardian:&#039;&#039;&#039; MG I through Distinguished Master Guardian (4 ranks)&lt;br /&gt;
* &#039;&#039;&#039;Elite:&#039;&#039;&#039; Legendary Eagle through The Global Elite (4 ranks)&lt;br /&gt;
&lt;br /&gt;
== How to Rank Up ==&lt;br /&gt;
* &#039;&#039;&#039;Win rounds consistently&#039;&#039;&#039; to increase your rating&lt;br /&gt;
* &#039;&#039;&#039;Communicate&#039;&#039;&#039; with your team for better coordination&lt;br /&gt;
* &#039;&#039;&#039;Learn fundamentals&#039;&#039;&#039; like [[Spray Patterns and Recoil Control|recoil control]] and [[Movement Mechanics|counter-strafing]]&lt;br /&gt;
* &#039;&#039;&#039;Master the [[Economy System|economy]]&#039;&#039;&#039; to ensure proper team buys&lt;br /&gt;
* &#039;&#039;&#039;Warm up&#039;&#039;&#039; in [[Deathmatch (Game Mode)|Deathmatch]] before ranked play&lt;br /&gt;
&lt;br /&gt;
For detailed information on the ranking system, distribution data, and tips, see [[Ranks and Rating System]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Game_Modes&amp;diff=135</id>
		<title>Game Modes</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Game_Modes&amp;diff=135"/>
		<updated>2026-02-21T16:42:56Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Game Modes}}&lt;br /&gt;
&#039;&#039;&#039;Game Modes&#039;&#039;&#039; in [[Counter-Strike 2]] offer different ways to experience the game, from intense ranked competition to casual fun. CS2 features six official game modes, each with distinct rules, objectives, and player counts.&lt;br /&gt;
&lt;br /&gt;
== Official Game Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Ranked Modes ===&lt;br /&gt;
&lt;br /&gt;
==== Premier ====&lt;br /&gt;
{{main|Premier (Game Mode)}}&lt;br /&gt;
&#039;&#039;&#039;Premier&#039;&#039;&#039; is the flagship ranked mode in CS2. It features a global CS Rating (numerical ELO system), a map veto phase, and overtime. Premier is the closest experience to professional tournament play.&lt;br /&gt;
* &#039;&#039;&#039;5v5&#039;&#039;&#039; format with map veto&lt;br /&gt;
* CS Rating from 0 to 35,000+&lt;br /&gt;
* MR12 with overtime&lt;br /&gt;
&lt;br /&gt;
==== Competitive ====&lt;br /&gt;
{{main|Competitive (Game Mode)}}&lt;br /&gt;
&#039;&#039;&#039;Competitive&#039;&#039;&#039; is the traditional ranked mode with map-specific skill groups (Silver I to Global Elite). Players choose which maps to queue for.&lt;br /&gt;
* &#039;&#039;&#039;5v5&#039;&#039;&#039; format, player-selected maps&lt;br /&gt;
* 18 skill group ranks per map&lt;br /&gt;
* MR12 without overtime&lt;br /&gt;
&lt;br /&gt;
==== Wingman ====&lt;br /&gt;
{{main|Wingman (Game Mode)}}&lt;br /&gt;
&#039;&#039;&#039;Wingman&#039;&#039;&#039; is a 2v2 ranked mode played on smaller map sections with a single bombsite.&lt;br /&gt;
* &#039;&#039;&#039;2v2&#039;&#039;&#039; format&lt;br /&gt;
* Separate ranking system&lt;br /&gt;
* Shorter rounds and matches&lt;br /&gt;
&lt;br /&gt;
=== Unranked Modes ===&lt;br /&gt;
&lt;br /&gt;
==== Casual ====&lt;br /&gt;
{{main|Casual (Game Mode)}}&lt;br /&gt;
&#039;&#039;&#039;Casual&#039;&#039;&#039; is a relaxed, unranked bomb defusal mode with larger teams, free armor, and simplified rules.&lt;br /&gt;
* &#039;&#039;&#039;10v10&#039;&#039;&#039; format&lt;br /&gt;
* Free armor and defuse kits&lt;br /&gt;
* No ranking impact&lt;br /&gt;
&lt;br /&gt;
==== Deathmatch ====&lt;br /&gt;
{{main|Deathmatch (Game Mode)}}&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039; is a free-for-all practice mode focused purely on aim and combat, with instant respawns and no objectives.&lt;br /&gt;
* &#039;&#039;&#039;Free-for-all&#039;&#039;&#039; or team-based&lt;br /&gt;
* Instant respawns&lt;br /&gt;
* 10-minute matches&lt;br /&gt;
&lt;br /&gt;
==== Arms Race ====&lt;br /&gt;
{{main|Arms Race (Game Mode)}}&lt;br /&gt;
&#039;&#039;&#039;Arms Race&#039;&#039;&#039; is a weapon progression mode where players cycle through all weapons by getting kills.&lt;br /&gt;
* &#039;&#039;&#039;Free-for-all&#039;&#039;&#039; format&lt;br /&gt;
* Kill to advance weapons&lt;br /&gt;
* First to complete all weapons wins&lt;br /&gt;
&lt;br /&gt;
== Mode Comparison ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! [[Premier (Game Mode)|Premier]] !! [[Competitive (Game Mode)|Competitive]] !! [[Wingman (Game Mode)|Wingman]] !! [[Casual (Game Mode)|Casual]] !! [[Deathmatch (Game Mode)|Deathmatch]] !! [[Arms Race (Game Mode)|Arms Race]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Players&#039;&#039;&#039; || 5v5 || 5v5 || 2v2 || 10v10 || FFA || FFA&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ranked&#039;&#039;&#039; || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Overtime&#039;&#039;&#039; || Yes || No || No || No || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Map Select&#039;&#039;&#039; || Veto || Choice || Choice || Random || Random || Random&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Which Mode Should You Play? ==&lt;br /&gt;
* &#039;&#039;&#039;New to CS2?&#039;&#039;&#039; Start with [[Casual (Game Mode)|Casual]] to learn the basics.&lt;br /&gt;
* &#039;&#039;&#039;Want to practice aim?&#039;&#039;&#039; Play [[Deathmatch (Game Mode)|Deathmatch]].&lt;br /&gt;
* &#039;&#039;&#039;Ready for ranked?&#039;&#039;&#039; Start with [[Competitive (Game Mode)|Competitive]] on maps you know.&lt;br /&gt;
* &#039;&#039;&#039;Want the full experience?&#039;&#039;&#039; [[Premier (Game Mode)|Premier]] is the definitive CS2 ranked mode.&lt;br /&gt;
* &#039;&#039;&#039;Playing with one friend?&#039;&#039;&#039; Try [[Wingman (Game Mode)|Wingman]] for quick 2v2 action.&lt;br /&gt;
* &#039;&#039;&#039;Want casual fun?&#039;&#039;&#039; [[Arms Race (Game Mode)|Arms Race]] for chaotic weapon cycling.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=P2000&amp;diff=134</id>
		<title>P2000</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=P2000&amp;diff=134"/>
		<updated>2026-02-21T16:42:55Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:P2000}}&lt;br /&gt;
The &#039;&#039;&#039;P2000&#039;&#039;&#039; is a semi-automatic [[Weapons|pistol]] exclusive to the Counter-Terrorist side in [[Counter-Strike 2]]. It shares its equipment slot with the [[USP-S]] and offers more ammunition at the cost of lacking a silencer.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The P2000 is the alternative CT starting pistol, competing with the much more popular [[USP-S]] for the same equipment slot. It offers a 13-round magazine with 52 reserve rounds (significantly more ammo than the USP-S&#039;s 12/24), but lacks the silencer that makes the USP-S stealthy. The P2000 is considered the weaker choice by most players, but its additional ammunition can be valuable in extended engagements.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || Free (starting pistol)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Counter-Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 35&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 352 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 50.5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 13 / 52&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 2.2 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 240 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Headshot Multiplier&#039;&#039;&#039; || 4x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== P2000 vs USP-S ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! P2000 !! [[USP-S]]&lt;br /&gt;
|-&lt;br /&gt;
| Magazine || 13 / 52 || 12 / 24&lt;br /&gt;
|-&lt;br /&gt;
| Silencer || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Tracers || Visible || None (silenced)&lt;br /&gt;
|-&lt;br /&gt;
| Total Ammo || 65 || 36&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || Similar || Slightly better&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The P2000&#039;s main advantage is &#039;&#039;&#039;more ammunition&#039;&#039;&#039; (65 total vs 36 for the USP-S).&lt;br /&gt;
* Without a silencer, the P2000 has &#039;&#039;&#039;visible tracers&#039;&#039;&#039; that reveal your position.&lt;br /&gt;
* The P2000 is a reasonable choice if you find yourself &#039;&#039;&#039;running out of ammo&#039;&#039;&#039; with the USP-S.&lt;br /&gt;
* &#039;&#039;&#039;Damage and accuracy&#039;&#039;&#039; are very similar between the P2000 and USP-S.&lt;br /&gt;
* Most competitive players &#039;&#039;&#039;prefer the USP-S&#039;&#039;&#039; for its silencer and stealth advantages.&lt;br /&gt;
* The P2000 can be viable for &#039;&#039;&#039;aggressive pistol round play&#039;&#039;&#039; where you need the extra ammo capacity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Pistols]]&lt;br /&gt;
[[Category:Counter-Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=MP9&amp;diff=133</id>
		<title>MP9</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=MP9&amp;diff=133"/>
		<updated>2026-02-21T16:42:55Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MP9}}&lt;br /&gt;
The &#039;&#039;&#039;MP9&#039;&#039;&#039; is a submachine gun exclusive to the Counter-Terrorist side in [[Counter-Strike 2]]. It is the CT counterpart to the Terrorist [[MAC-10]] and offers the highest fire rate of any SMG in the game.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $1,250, the MP9 is an affordable anti-eco weapon for CTs. Its extremely high fire rate of 857 RPM makes it devastating at close range, capable of dropping opponents before they can react. The MP9 also provides a $600 kill reward, making it highly profitable on rounds where the enemy is saving.&lt;br /&gt;
&lt;br /&gt;
The MP9 is the weapon of choice for CTs looking to play aggressively on anti-eco rounds or hold tight angles where its close-range dominance can be fully leveraged.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $1,250&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Counter-Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 26&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 857 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 30 / 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 2.1 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 240 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Headshot Multiplier&#039;&#039;&#039; || 4x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The MP9 has the &#039;&#039;&#039;highest fire rate&#039;&#039;&#039; of any SMG at 857 RPM, making it lethal at close range.&lt;br /&gt;
* &#039;&#039;&#039;$600 kill reward&#039;&#039;&#039; makes it a money-making machine on anti-eco rounds.&lt;br /&gt;
* Use the MP9 to &#039;&#039;&#039;hold close angles&#039;&#039;&#039; where opponents must push into your crosshair.&lt;br /&gt;
* The MP9 has &#039;&#039;&#039;good running accuracy&#039;&#039;&#039;, allowing for aggressive mobile play.&lt;br /&gt;
* &#039;&#039;&#039;Do not engage at long range&#039;&#039;&#039; as the MP9 has significant damage falloff and poor accuracy at distance.&lt;br /&gt;
* Best purchased &#039;&#039;&#039;after winning the pistol round&#039;&#039;&#039; to exploit the enemy eco while building CT economy.&lt;br /&gt;
* The fast &#039;&#039;&#039;reload time&#039;&#039;&#039; (2.1s) lets you quickly get back into the fight.&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
The MP9 is the standard CT second-round purchase after a pistol round win. Its speed, kill reward, and close-range power make it the perfect anti-eco weapon. Professionals use the MP9 aggressively on anti-eco rounds, pushing for kills to build a strong economic foundation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:SMGs]]&lt;br /&gt;
[[Category:Counter-Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=MAC-10&amp;diff=132</id>
		<title>MAC-10</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=MAC-10&amp;diff=132"/>
		<updated>2026-02-21T16:42:54Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MAC-10}}&lt;br /&gt;
The &#039;&#039;&#039;MAC-10&#039;&#039;&#039; is a submachine gun exclusive to the Terrorist side in [[Counter-Strike 2]]. It is one of the cheapest SMGs in the game and a popular choice for anti-eco and force-buy rounds due to its high fire rate and generous kill reward.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Priced at just $1,050, the MAC-10 is an extremely cost-effective weapon that excels in close-quarters combat. Its blistering 800 RPM fire rate, combined with a $600 kill reward, makes it the premier anti-eco weapon for Terrorists. Securing just two kills with the MAC-10 more than pays for the weapon and generates profit for the next round.&lt;br /&gt;
&lt;br /&gt;
The MAC-10 is most effective when the enemy team is on an [[Economy System|eco round]] or when used aggressively to close the distance against riflers. At range, its damage falloff and poor accuracy make it unreliable.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $1,050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 29&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 800 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 57.5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 30 / 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 2.6 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 240 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Headshot Multiplier&#039;&#039;&#039; || 4x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The &#039;&#039;&#039;$600 kill reward&#039;&#039;&#039; is the highest among SMGs, making the MAC-10 extremely profitable.&lt;br /&gt;
* &#039;&#039;&#039;Close the distance&#039;&#039;&#039; aggressively. The MAC-10 is at its best within 10 meters.&lt;br /&gt;
* The high &#039;&#039;&#039;fire rate&#039;&#039;&#039; (800 RPM) means you burn through ammo quickly. Control your bursts.&lt;br /&gt;
* Use the MAC-10 &#039;&#039;&#039;after winning the pistol round&#039;&#039;&#039; to punish the enemy eco round while building economy.&lt;br /&gt;
* &#039;&#039;&#039;Running accuracy&#039;&#039;&#039; is decent with SMGs, allowing you to strafe and shoot effectively.&lt;br /&gt;
* Against &#039;&#039;&#039;armored opponents&#039;&#039;&#039; with rifles, the MAC-10 is at a severe disadvantage at range.&lt;br /&gt;
* The MAC-10 pairs well with a [[Utility Usage|flashbang]] to close distance and force close-range duels.&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
The MAC-10 is the default second-round buy for Terrorists after winning the pistol round. Its combination of low cost, high kill reward, and close-range lethality makes it the ideal anti-eco weapon. Professional players often rush aggressively with the MAC-10 to maximize kills before the enemy can buy rifles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:SMGs]]&lt;br /&gt;
[[Category:Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Molotov&amp;diff=131</id>
		<title>Molotov</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Molotov&amp;diff=131"/>
		<updated>2026-02-21T16:41:28Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Molotov}}&lt;br /&gt;
The &#039;&#039;&#039;Molotov&#039;&#039;&#039; (Terrorist) and &#039;&#039;&#039;Incendiary Grenade&#039;&#039;&#039; (Counter-Terrorist) are fire-based [[Utility Usage|utility]] grenades in [[Counter-Strike 2]]. They create a pool of fire that damages any player standing in it, lasting approximately 7 seconds.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Molotov ($400 for Terrorists) and Incendiary Grenade ($600 for Counter-Terrorists) serve the same purpose: area denial through fire. The burning area forces enemies to either move from their position or take significant damage. Fire grenades are essential for clearing common hiding spots, delaying pushes, and denying bomb defuses.&lt;br /&gt;
&lt;br /&gt;
The CT Incendiary Grenade costs $200 more than the T Molotov, contributing to the overall CT economic disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price (T - Molotov)&#039;&#039;&#039; || $400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price (CT - Incendiary)&#039;&#039;&#039; || $600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039; || ~7 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039; || ~40 DPS (varies with armor)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max Carry&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extinguished By&#039;&#039;&#039; || [[Smoke Grenade]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Key Uses ==&lt;br /&gt;
* &#039;&#039;&#039;Clearing positions&#039;&#039;&#039; by forcing hidden enemies to reveal themselves or take damage&lt;br /&gt;
* &#039;&#039;&#039;Delaying pushes&#039;&#039;&#039; by placing fire in chokepoints and corridors&lt;br /&gt;
* &#039;&#039;&#039;Denying bomb defuse&#039;&#039;&#039; by throwing fire on the planted bomb (post-plant)&lt;br /&gt;
* &#039;&#039;&#039;Denying bomb plant&#039;&#039;&#039; by throwing fire on the bombsite (pre-plant)&lt;br /&gt;
* &#039;&#039;&#039;Breaking utility&#039;&#039;&#039; by forcing enemies to use a [[Smoke Grenade]] to extinguish the fire&lt;br /&gt;
* &#039;&#039;&#039;Area denial&#039;&#039;&#039; by controlling space and limiting enemy movement options&lt;br /&gt;
&lt;br /&gt;
== Important Mechanics ==&lt;br /&gt;
* &#039;&#039;&#039;Smoke grenades extinguish fire&#039;&#039;&#039; instantly. Enemies can counter your Molotov with a smoke.&lt;br /&gt;
* Fire &#039;&#039;&#039;spreads on the ground&#039;&#039;&#039; and follows terrain, so throwing on slopes or stairs creates different coverage.&lt;br /&gt;
* &#039;&#039;&#039;Standing in fire&#039;&#039;&#039; deals rapid damage that increases the longer you stay.&lt;br /&gt;
* Fire &#039;&#039;&#039;does not damage teammates&#039;&#039;&#039; if friendly fire is disabled.&lt;br /&gt;
* &#039;&#039;&#039;Jumping through fire&#039;&#039;&#039; still deals damage, but less than standing in it.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* &#039;&#039;&#039;Learn Molotov lineups&#039;&#039;&#039; for common defensive positions on each map.&lt;br /&gt;
* &#039;&#039;&#039;Post-plant Molotovs&#039;&#039;&#039; on the bomb are one of the most effective uses, as CTs must either wait or take damage while defusing.&lt;br /&gt;
* &#039;&#039;&#039;Use Molotovs to force utility&#039;&#039;&#039; from the enemy team, burning their smokes before your execute.&lt;br /&gt;
* The &#039;&#039;&#039;$200 price difference&#039;&#039;&#039; between Molotov and Incendiary is significant for CT economy. Budget accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Molotov + HE Grenade&#039;&#039;&#039; combo at one spot can deal devastating combined damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=HE_Grenade&amp;diff=130</id>
		<title>HE Grenade</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=HE_Grenade&amp;diff=130"/>
		<updated>2026-02-21T16:41:27Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:HE Grenade}}&lt;br /&gt;
The &#039;&#039;&#039;HE Grenade&#039;&#039;&#039; (High Explosive Grenade) is a damage-dealing [[Utility Usage|utility]] grenade available to both teams in [[Counter-Strike 2]]. It explodes on impact after a short fuse, dealing area-of-effect damage to all players in range.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $300, the HE Grenade deals damage in an area around its detonation point. Damage ranges from 1 to 98 depending on the distance from the explosion and whether the target is wearing [[Armor and Damage System|armor]]. While it cannot kill a full-health opponent on its own, stacking HE grenades with teammates can be devastating, and it is excellent for finishing off weakened opponents behind cover.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max Carry&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max Damage&#039;&#039;&#039; || ~98 (unarmored, point blank)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max Damage (armored)&#039;&#039;&#039; || ~57&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Radius&#039;&#039;&#039; || ~3.5 meters&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Key Uses ==&lt;br /&gt;
* &#039;&#039;&#039;Chip damage&#039;&#039;&#039; on grouped enemies before a push to weaken them for gunfights&lt;br /&gt;
* &#039;&#039;&#039;Finishing off&#039;&#039;&#039; weakened opponents hiding behind cover&lt;br /&gt;
* &#039;&#039;&#039;Stacking with teammates&#039;&#039;&#039; to deal massive combined damage (2-3 HEs at one spot can kill)&lt;br /&gt;
* &#039;&#039;&#039;Anti-eco damage&#039;&#039;&#039; to weaken unarmored opponents significantly&lt;br /&gt;
* &#039;&#039;&#039;Denying positions&#039;&#039;&#039; by throwing at common hiding spots at the start of a round&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* &#039;&#039;&#039;Coordinate HE grenades&#039;&#039;&#039; with teammates. Multiple HEs at one spot can deal 150+ combined damage.&lt;br /&gt;
* HE grenades deal &#039;&#039;&#039;significantly less damage&#039;&#039;&#039; to armored targets (about 40% less).&lt;br /&gt;
* &#039;&#039;&#039;Throw early&#039;&#039;&#039; in a round to chip damage before engagements begin.&lt;br /&gt;
* &#039;&#039;&#039;Common stack spots&#039;&#039;&#039; include chokepoints where enemies group up (like Banana on [[Inferno]]).&lt;br /&gt;
* HE grenades can damage &#039;&#039;&#039;through thin walls and objects&#039;&#039;&#039;.&lt;br /&gt;
* At close range against &#039;&#039;&#039;unarmored opponents&#039;&#039;&#039;, a single HE can deal nearly 100 damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Flashbang&amp;diff=129</id>
		<title>Flashbang</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Flashbang&amp;diff=129"/>
		<updated>2026-02-21T16:41:27Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Flashbang}}&lt;br /&gt;
The &#039;&#039;&#039;Flashbang&#039;&#039;&#039; is a tactical [[Utility Usage|utility]] grenade available to both teams in [[Counter-Strike 2]]. It blinds and deafens opponents who are looking at it when it detonates, creating openings for aggressive plays.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $200, the Flashbang is the cheapest grenade and the only one that players can carry two of. It blinds enemies who are looking at the flash when it detonates, with the severity depending on how directly they are looking at it and their distance. Flashbangs are essential for creating entry opportunities, supporting teammates, and retaking bombsites.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max Carry&#039;&#039;&#039; || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full Flash Duration&#039;&#039;&#039; || ~3.5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Partial Flash Duration&#039;&#039;&#039; || ~1-2 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Key Uses ==&lt;br /&gt;
* &#039;&#039;&#039;Pop-flashing&#039;&#039;&#039; teammates onto a site during executes (throw the flash so it detonates as your teammate peeks)&lt;br /&gt;
* &#039;&#039;&#039;Entry flashing&#039;&#039;&#039; to blind defenders before pushing an angle&lt;br /&gt;
* &#039;&#039;&#039;Retake flashing&#039;&#039;&#039; to blind post-plant attackers&lt;br /&gt;
* &#039;&#039;&#039;Self-flashing&#039;&#039;&#039; to peek an angle while the opponent is blinded&lt;br /&gt;
* &#039;&#039;&#039;Anti-AWP&#039;&#039;&#039; by blinding a sniper before peeking their position&lt;br /&gt;
* &#039;&#039;&#039;Support flashing&#039;&#039;&#039; to help a teammate win a duel&lt;br /&gt;
&lt;br /&gt;
== Flash Mechanics ==&lt;br /&gt;
* &#039;&#039;&#039;Full flash:&#039;&#039;&#039; Occurs when looking directly at the flash within range. Screen turns completely white for ~3.5 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Partial flash:&#039;&#039;&#039; Occurs when looking slightly away or at greater distance. Reduced blindness duration.&lt;br /&gt;
* &#039;&#039;&#039;Avoiding flash:&#039;&#039;&#039; Turn 180 degrees away from the flash before detonation to avoid being blinded entirely.&lt;br /&gt;
* &#039;&#039;&#039;Sound cue:&#039;&#039;&#039; Flashbangs make a distinctive sound when thrown, alerting players to look away.&lt;br /&gt;
* &#039;&#039;&#039;Self-flash:&#039;&#039;&#039; You can flash yourself if you look at your own flash. Be careful with placement.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* &#039;&#039;&#039;Learn pop-flash techniques&#039;&#039;&#039; where the flash detonates immediately upon coming into enemy view (giving no time to turn away).&lt;br /&gt;
* &#039;&#039;&#039;Carry two flashbangs&#039;&#039;&#039; on important rounds, especially when entry fragging.&lt;br /&gt;
* &#039;&#039;&#039;Coordinate flashes&#039;&#039;&#039; with teammate pushes for maximum impact.&lt;br /&gt;
* &#039;&#039;&#039;Bounce flashes&#039;&#039;&#039; off walls and ceilings to create unexpected angles.&lt;br /&gt;
* At $200 each, flashbangs are the &#039;&#039;&#039;best value utility&#039;&#039;&#039; in the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Smoke_Grenade&amp;diff=128</id>
		<title>Smoke Grenade</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Smoke_Grenade&amp;diff=128"/>
		<updated>2026-02-21T16:41:26Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Smoke Grenade}}&lt;br /&gt;
The &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; is a tactical [[Utility Usage|utility]] grenade available to both teams in [[Counter-Strike 2]]. It creates a large cloud of opaque smoke that blocks line of sight for approximately 18 seconds, making it the most strategically important grenade in the game.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $300, the Smoke Grenade is an essential purchase on every buy round. It blocks all vision through the smoke cloud, enabling teams to cross dangerous sightlines, execute bombsite takes by isolating defenders, or delay enemy pushes. Each player can carry one smoke grenade per round.&lt;br /&gt;
&lt;br /&gt;
Smoke grenades are arguably the most important piece of [[Utility Usage|utility]] in competitive Counter-Strike. Learning smoke lineups for common positions is one of the most impactful skills a player can develop.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039; || ~18 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max Carry&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Key Uses ==&lt;br /&gt;
* &#039;&#039;&#039;Blocking sightlines&#039;&#039;&#039; to cross open areas safely (e.g., crossing [[Dust II]] mid doors)&lt;br /&gt;
* &#039;&#039;&#039;Isolating positions&#039;&#039;&#039; during bombsite executes (e.g., smoking Jungle on [[Mirage]] A execute)&lt;br /&gt;
* &#039;&#039;&#039;Delaying pushes&#039;&#039;&#039; by smoking chokepoints on defense (e.g., Banana on [[Inferno]])&lt;br /&gt;
* &#039;&#039;&#039;Extinguishing Molotovs&#039;&#039;&#039; and Incendiary Grenades&lt;br /&gt;
* &#039;&#039;&#039;One-way smokes&#039;&#039;&#039; that allow you to see enemy feet while they cannot see you&lt;br /&gt;
* &#039;&#039;&#039;Post-plant&#039;&#039;&#039; by smoking the bomb to cover it from CT vision&lt;br /&gt;
&lt;br /&gt;
== Important Mechanics ==&lt;br /&gt;
* Smoke grenades &#039;&#039;&#039;bloom outward&#039;&#039;&#039; from the point of impact, reaching full size over about 1 second.&lt;br /&gt;
* Players inside a smoke have &#039;&#039;&#039;very limited vision&#039;&#039;&#039; but may briefly see enemies entering the smoke.&lt;br /&gt;
* Shooting through smoke is called &#039;&#039;&#039;spamming&#039;&#039;&#039; and is a common tactic when you hear footsteps.&lt;br /&gt;
* Smoke grenades &#039;&#039;&#039;extinguish fire&#039;&#039;&#039; from Molotovs and Incendiary Grenades instantly.&lt;br /&gt;
* A well-placed smoke can completely &#039;&#039;&#039;negate an AWP&#039;&#039;&#039; position.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* &#039;&#039;&#039;Learn at least 3-5 smoke lineups&#039;&#039;&#039; for each map you play regularly.&lt;br /&gt;
* &#039;&#039;&#039;Save smokes for when they matter most.&#039;&#039;&#039; Early-round smokes are often wasted.&lt;br /&gt;
* &#039;&#039;&#039;Coordinate smokes&#039;&#039;&#039; with teammates for simultaneous executes.&lt;br /&gt;
* &#039;&#039;&#039;Be aware of one-way smokes&#039;&#039;&#039; that enemies might use against you.&lt;br /&gt;
* Using a smoke to cross a sightline is almost always worth the $300 investment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=R8_Revolver&amp;diff=127</id>
		<title>R8 Revolver</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=R8_Revolver&amp;diff=127"/>
		<updated>2026-02-21T16:41:26Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:R8 Revolver}}&lt;br /&gt;
The &#039;&#039;&#039;R8 Revolver&#039;&#039;&#039; is a double-action [[Weapons|revolver]] available to both teams in [[Counter-Strike 2]]. It shares its equipment slot with the [[Desert Eagle]] and offers massive damage at the cost of a unique trigger delay mechanic that makes it challenging to use effectively.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $600, the R8 Revolver is cheaper than the [[Desert Eagle]] and deals even more damage per shot (86 base damage). Its primary fire mode has a distinctive trigger delay: pressing the fire button cocks the hammer, and releasing it fires the shot. This delay requires players to pre-aim and time their shots precisely. The secondary fire (fanning) shoots instantly but with drastically reduced accuracy.&lt;br /&gt;
&lt;br /&gt;
Despite its impressive damage numbers, the R8 Revolver is rarely seen in competitive play due to the trigger delay, limited ammo, and the fact that the [[Desert Eagle]] offers more consistent and immediate results.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 86&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 120 RPM (primary)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 93.2%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 8 / 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 2.3 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 220 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Headshot Multiplier&#039;&#039;&#039; || 4x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The primary fire has a &#039;&#039;&#039;trigger delay&#039;&#039;&#039;. Hold the fire button and release to shoot. You must pre-aim your target.&lt;br /&gt;
* &#039;&#039;&#039;Secondary fire&#039;&#039;&#039; (right-click) shoots instantly but is highly inaccurate beyond point-blank range.&lt;br /&gt;
* The R8 Revolver can &#039;&#039;&#039;one-shot headshot&#039;&#039;&#039; helmeted opponents and deals devastating body damage.&lt;br /&gt;
* With only &#039;&#039;&#039;8+8 rounds&#039;&#039;&#039;, ammunition is extremely limited.&lt;br /&gt;
* The trigger delay makes the R8 Revolver best suited for &#039;&#039;&#039;holding angles&#039;&#039;&#039; where you can pre-aim common positions.&lt;br /&gt;
* Most competitive players prefer the [[Desert Eagle]] for its instant fire and more reliable mechanics.&lt;br /&gt;
* The R8 was infamously overpowered on release in CS:GO, but has since been heavily nerfed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Pistols]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=CZ75-Auto&amp;diff=126</id>
		<title>CZ75-Auto</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=CZ75-Auto&amp;diff=126"/>
		<updated>2026-02-21T16:41:25Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:CZ75-Auto}}&lt;br /&gt;
The &#039;&#039;&#039;CZ75-Auto&#039;&#039;&#039; is a fully automatic [[Weapons|pistol]] available to both teams in [[Counter-Strike 2]]. It is the only full-auto pistol in the game, sharing its equipment slot with the [[Five-SeveN]] (CT) or [[Tec-9]] (T).&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $500, the CZ75-Auto offers a unique proposition: fully automatic fire in a pistol. Its extremely fast fire rate can eliminate opponents at close range before they can react, making it a potent ambush weapon. However, it comes with severe limitations: only 12 rounds in the magazine with 12 in reserve, a long draw time, a lengthy reload, and only a $100 kill reward.&lt;br /&gt;
&lt;br /&gt;
The CZ75-Auto is a high-risk, high-reward weapon designed for one purpose: getting a close-range kill to pick up the enemy&#039;s weapon.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $500&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 600 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 77.65%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 12 / 12&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 2.7 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 240 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Headshot Multiplier&#039;&#039;&#039; || 4x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The CZ75-Auto is best used as an &#039;&#039;&#039;ambush weapon&#039;&#039;&#039;. Hide around a corner and spray at close range.&lt;br /&gt;
* With only &#039;&#039;&#039;12+12 rounds&#039;&#039;&#039; total, you must make every burst count. Do not engage at range.&lt;br /&gt;
* The &#039;&#039;&#039;long draw time&#039;&#039;&#039; makes switching to the CZ75 mid-fight risky. Have it ready before the engagement.&lt;br /&gt;
* The &#039;&#039;&#039;$100 kill reward&#039;&#039;&#039; is very low. The CZ75 loses you money unless you pick up a better weapon from the kill.&lt;br /&gt;
* Use the CZ75-Auto to &#039;&#039;&#039;steal an enemy weapon&#039;&#039;&#039; rather than relying on it for the full round.&lt;br /&gt;
* &#039;&#039;&#039;Aim for the head&#039;&#039;&#039; at close range. The full-auto spray can land multiple headshots in a burst.&lt;br /&gt;
* Consider the [[Five-SeveN]] or [[Tec-9]] instead if you prefer a more reliable, conventional pistol.&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
The CZ75-Auto has gone through many balance changes throughout Counter-Strike history. Currently, it occupies a niche role as an ambush weapon for players who want to steal rifles from enemies on eco rounds. Most competitive players prefer the reliability of the [[Five-SeveN]] or [[Tec-9]], but the CZ75 still sees occasional use from players who excel at close-range ambush plays.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Pistols]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Tec-9&amp;diff=125</id>
		<title>Tec-9</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Tec-9&amp;diff=125"/>
		<updated>2026-02-21T16:41:24Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Tec-9}}&lt;br /&gt;
The &#039;&#039;&#039;Tec-9&#039;&#039;&#039; is a semi-automatic [[Weapons|pistol]] exclusive to the Terrorist side in [[Counter-Strike 2]]. It shares its equipment slot with the [[CZ75-Auto]] and is known for its large magazine, high running accuracy, and aggressive playstyle potential.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $500, the Tec-9 is the Terrorist counterpart to the CT [[Five-SeveN]]. It features an 18-round magazine and high running accuracy, making it the ideal pistol for aggressive pushes on eco and force-buy rounds. The Tec-9 rewards a run-and-gun playstyle that complements the Terrorist side&#039;s attack-oriented nature.&lt;br /&gt;
&lt;br /&gt;
With 90.15% armor penetration, the Tec-9 deals meaningful damage even against fully armored opponents, and close-range headshots can be lethal against helmeted players.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $500&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 33&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 400 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 90.15%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 18 / 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 2.3 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 240 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Headshot Multiplier&#039;&#039;&#039; || 4x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The Tec-9 excels when &#039;&#039;&#039;running and shooting&#039;&#039;&#039;. Its moving accuracy is among the best of all pistols.&lt;br /&gt;
* Use the Tec-9 for &#039;&#039;&#039;aggressive pushes&#039;&#039;&#039; on eco rounds, overwhelming defenders with speed and numbers.&lt;br /&gt;
* &#039;&#039;&#039;Close-range headshots&#039;&#039;&#039; against helmeted opponents can be lethal, making it effective in tight spaces.&lt;br /&gt;
* The 18-round magazine provides enough ammunition for extended engagements.&lt;br /&gt;
* Pair the Tec-9 with &#039;&#039;&#039;flashbangs&#039;&#039;&#039; to close the distance and force close-quarters fights.&lt;br /&gt;
* The Tec-9 is strongest during &#039;&#039;&#039;coordinated team rushes&#039;&#039;&#039; where multiple players push together.&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
The Tec-9 is the default T-side eco pistol for aggressive strategies. Its high running accuracy and large magazine make it ideal for the rush-heavy eco rounds that Terrorists favor. Combined with armor ($1,150 total), the Tec-9 force-buy is one of the most cost-effective loadouts in the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Pistols]]&lt;br /&gt;
[[Category:Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Five-SeveN&amp;diff=124</id>
		<title>Five-SeveN</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Five-SeveN&amp;diff=124"/>
		<updated>2026-02-21T16:41:24Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Five-SeveN}}&lt;br /&gt;
The &#039;&#039;&#039;Five-SeveN&#039;&#039;&#039; is a semi-automatic [[Weapons|pistol]] exclusive to the Counter-Terrorist side in [[Counter-Strike 2]]. It shares its equipment slot with the [[CZ75-Auto]] and offers high armor penetration with a generous magazine size, making it one of the best CT eco round pistols.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Priced at $500, the Five-SeveN is a CT-exclusive pistol that excels in close-range engagements against armored opponents. With 91.15% armor penetration and a 20-round magazine, it provides reliable stopping power on eco and force-buy rounds. The Five-SeveN can one-shot headshot at close range even against helmeted opponents, making it a serious threat on anti-force rounds.&lt;br /&gt;
&lt;br /&gt;
The Five-SeveN is the CT-side counterpart to the Terrorist [[Tec-9]], and both serve similar roles as upgraded pistols for economy rounds.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $500&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Counter-Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 32&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 400 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 91.15%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 20 / 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 2.2 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 240 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Headshot Multiplier&#039;&#039;&#039; || 4x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The Five-SeveN has a generous &#039;&#039;&#039;20-round magazine&#039;&#039;&#039;, making it forgiving in extended firefights.&lt;br /&gt;
* Its high &#039;&#039;&#039;armor penetration&#039;&#039;&#039; (91.15%) makes it effective against fully armored opponents.&lt;br /&gt;
* &#039;&#039;&#039;Close-range headshots&#039;&#039;&#039; can one-shot helmeted opponents, making it a deadly eco weapon.&lt;br /&gt;
* The Five-SeveN is best used in &#039;&#039;&#039;close-quarters&#039;&#039;&#039; situations. Hold tight angles on eco rounds.&lt;br /&gt;
* It competes with the [[CZ75-Auto]] for the same equipment slot. The Five-SeveN offers more ammo and semi-auto reliability, while the CZ75 provides full-auto burst potential.&lt;br /&gt;
* &#039;&#039;&#039;Pair with armor&#039;&#039;&#039; on force-buy rounds for a potent, affordable loadout ($1,150 for Five-SeveN + Kevlar).&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
The Five-SeveN is the standard CT eco pistol for players who want a reliable, high-capacity option. It replaced the [[P250]] as the go-to eco pistol after the P250&#039;s magazine size was reduced. The choice between the Five-SeveN and [[CZ75-Auto]] is a matter of personal preference, with most players preferring the Five-SeveN for its consistency.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Pistols]]&lt;br /&gt;
[[Category:Counter-Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Ranks_and_Rating_System&amp;diff=123</id>
		<title>Ranks and Rating System</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Ranks_and_Rating_System&amp;diff=123"/>
		<updated>2026-02-21T16:39:25Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Ranks and Rating System}}&lt;br /&gt;
The &#039;&#039;&#039;Ranks and Rating System&#039;&#039;&#039; in [[Counter-Strike 2]] determines player skill levels and matchmaking. CS2 features two distinct ranking systems: the traditional &#039;&#039;&#039;Competitive&#039;&#039;&#039; skill groups and the numerical &#039;&#039;&#039;Premier&#039;&#039;&#039; CS Rating.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
CS2 uses two parallel ranking systems to evaluate player skill. The [[Competitive (Game Mode)|Competitive]] mode uses the classic 18-tier skill group system (Silver I to Global Elite), with separate ranks for each map. The [[Premier (Game Mode)|Premier]] mode uses a numerical CS Rating from 0 to 35,000+ that represents global skill across all maps.&lt;br /&gt;
&lt;br /&gt;
== Competitive Skill Groups ==&lt;br /&gt;
The Competitive mode features 18 ranks, each earned per map:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank !! Tier&lt;br /&gt;
|-&lt;br /&gt;
| Silver I || rowspan=&amp;quot;6&amp;quot; | Silver (beginner)&lt;br /&gt;
|-&lt;br /&gt;
| Silver II&lt;br /&gt;
|-&lt;br /&gt;
| Silver III&lt;br /&gt;
|-&lt;br /&gt;
| Silver IV&lt;br /&gt;
|-&lt;br /&gt;
| Silver Elite&lt;br /&gt;
|-&lt;br /&gt;
| Silver Elite Master&lt;br /&gt;
|-&lt;br /&gt;
| Gold Nova I || rowspan=&amp;quot;4&amp;quot; | Gold Nova (average)&lt;br /&gt;
|-&lt;br /&gt;
| Gold Nova II&lt;br /&gt;
|-&lt;br /&gt;
| Gold Nova III&lt;br /&gt;
|-&lt;br /&gt;
| Gold Nova Master&lt;br /&gt;
|-&lt;br /&gt;
| Master Guardian I || rowspan=&amp;quot;4&amp;quot; | Master Guardian (above average)&lt;br /&gt;
|-&lt;br /&gt;
| Master Guardian II&lt;br /&gt;
|-&lt;br /&gt;
| Master Guardian Elite&lt;br /&gt;
|-&lt;br /&gt;
| Distinguished Master Guardian&lt;br /&gt;
|-&lt;br /&gt;
| Legendary Eagle || rowspan=&amp;quot;4&amp;quot; | Elite (top tier)&lt;br /&gt;
|-&lt;br /&gt;
| Legendary Eagle Master&lt;br /&gt;
|-&lt;br /&gt;
| Supreme Master First Class&lt;br /&gt;
|-&lt;br /&gt;
| The Global Elite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Premier CS Rating ==&lt;br /&gt;
Premier uses a numerical rating system divided into seven color tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color !! Rating Range !! Percentage of Players&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#808080;color:white;&amp;quot; | &#039;&#039;&#039;Grey&#039;&#039;&#039; || 0 - 4,999 || ~15%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#87CEEB;&amp;quot; | &#039;&#039;&#039;Light Blue&#039;&#039;&#039; || 5,000 - 9,999 || ~35%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#4169E1;color:white;&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039; || 10,000 - 14,999 || ~30%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#9370DB;&amp;quot; | &#039;&#039;&#039;Purple&#039;&#039;&#039; || 15,000 - 19,999 || ~15%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FF69B4;&amp;quot; | &#039;&#039;&#039;Pink&#039;&#039;&#039; || 20,000 - 24,999 || ~4%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FF4500;color:white;&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039; || 25,000 - 29,999 || ~0.9%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FFD700;&amp;quot; | &#039;&#039;&#039;Gold&#039;&#039;&#039; || 30,000+ || ~0.1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The majority of players fall within the Light Blue and Blue tiers (5,000 - 14,999), which correspond roughly to the Gold Nova through Master Guardian range in the old system.&lt;br /&gt;
&lt;br /&gt;
== How Rating Changes ==&lt;br /&gt;
* &#039;&#039;&#039;Winning rounds&#039;&#039;&#039; increases your rating, with consecutive round wins having a larger impact&lt;br /&gt;
* &#039;&#039;&#039;Losing rounds&#039;&#039;&#039; decreases your rating&lt;br /&gt;
* &#039;&#039;&#039;Individual performance&#039;&#039;&#039; (kills, assists, MVPs) has a smaller influence&lt;br /&gt;
* &#039;&#039;&#039;Playing against higher-rated opponents&#039;&#039;&#039; yields more rating for wins and less loss for defeats&lt;br /&gt;
* &#039;&#039;&#039;Placement matches&#039;&#039;&#039; at the start of each season establish your initial rating&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
Premier operates on a &#039;&#039;&#039;seasonal basis&#039;&#039;&#039;, with each season lasting approximately 6 months. At the start of each new season, players must complete placement matches. Season 4 began January 19, 2026.&lt;br /&gt;
&lt;br /&gt;
== Tips for Ranking Up ==&lt;br /&gt;
* &#039;&#039;&#039;Consistency&#039;&#039;&#039; matters more than individual performance. Win rounds consistently.&lt;br /&gt;
* &#039;&#039;&#039;Learn all maps&#039;&#039;&#039; for Premier, since you cannot control the map through the veto system alone.&lt;br /&gt;
* &#039;&#039;&#039;Communication&#039;&#039;&#039; and teamwork win more rounds than solo play.&lt;br /&gt;
* &#039;&#039;&#039;Warm up&#039;&#039;&#039; with [[Deathmatch (Game Mode)|Deathmatch]] before playing ranked.&lt;br /&gt;
* &#039;&#039;&#039;Master the economy&#039;&#039;&#039; (see [[Economy System]]) to ensure your team has full buys.&lt;br /&gt;
* &#039;&#039;&#039;Review your demos&#039;&#039;&#039; to identify mistakes and areas for improvement.&lt;br /&gt;
* &#039;&#039;&#039;Focus on fundamentals&#039;&#039;&#039;: crosshair placement, [[Utility Usage|utility usage]], and [[Movement Mechanics|counter-strafing]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Vertigo&amp;diff=122</id>
		<title>Vertigo</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Vertigo&amp;diff=122"/>
		<updated>2026-02-21T16:39:24Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Vertigo}}&lt;br /&gt;
&#039;&#039;&#039;Vertigo&#039;&#039;&#039; is a bomb defusal map in [[Counter-Strike 2]] set on a skyscraper under construction. It is unique in the map pool for its vertical layout and close-quarters combat, with bombsites spread across different levels of the building.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Vertigo takes place on the upper floors of a skyscraper construction site, creating a unique atmosphere with open elevator shafts, scaffolding, and vertiginous drops. The map features tight corridors and close-range engagements, making shotguns and SMGs more viable than on most other maps. Its unique setting and layout make it one of the most distinctive maps in Counter-Strike.&lt;br /&gt;
&lt;br /&gt;
== Map Layout ==&lt;br /&gt;
&lt;br /&gt;
=== Key Areas ===&lt;br /&gt;
&lt;br /&gt;
==== A Site ====&lt;br /&gt;
* &#039;&#039;&#039;A Ramp&#039;&#039;&#039; - The main T approach to A site going upward&lt;br /&gt;
* &#039;&#039;&#039;A Short&#039;&#039;&#039; - A shorter route from mid to A site&lt;br /&gt;
* &#039;&#039;&#039;Elevator&#039;&#039;&#039; - An elevator shaft area near A site&lt;br /&gt;
* &#039;&#039;&#039;Headshot&#039;&#039;&#039; - A position with limited visibility (head-level cover)&lt;br /&gt;
* &#039;&#039;&#039;Default&#039;&#039;&#039; - The standard planting position&lt;br /&gt;
&lt;br /&gt;
==== B Site ====&lt;br /&gt;
* &#039;&#039;&#039;B Stairs&#039;&#039;&#039; - Staircase approach to B site&lt;br /&gt;
* &#039;&#039;&#039;B Ramp&#039;&#039;&#039; - Ramp approach from T spawn area&lt;br /&gt;
* &#039;&#039;&#039;Scaffolding&#039;&#039;&#039; - Construction scaffolding around B site&lt;br /&gt;
* &#039;&#039;&#039;CT Area&#039;&#039;&#039; - The CT-side of B site&lt;br /&gt;
&lt;br /&gt;
==== Mid ====&lt;br /&gt;
* &#039;&#039;&#039;Mid&#039;&#039;&#039; - The central area connecting approaches&lt;br /&gt;
* &#039;&#039;&#039;Ladder&#039;&#039;&#039; - A ladder providing vertical movement between floors&lt;br /&gt;
* &#039;&#039;&#039;T Stairs&#039;&#039;&#039; - Staircase from T spawn area&lt;br /&gt;
&lt;br /&gt;
== Key Callouts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Callout !! Location&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Ramp&#039;&#039;&#039; || Main T approach to A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elevator&#039;&#039;&#039; || Elevator shaft near A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Headshot&#039;&#039;&#039; || Head-level cover position&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;B Stairs&#039;&#039;&#039; || Staircase to B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;B Ramp&#039;&#039;&#039; || Ramp to B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scaffolding&#039;&#039;&#039; || Construction scaffolding on B&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mid&#039;&#039;&#039; || Central connecting area&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ladder&#039;&#039;&#039; || Vertical movement point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;T Stairs&#039;&#039;&#039; || T-side staircase&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Default&#039;&#039;&#039; || Standard plant spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
Vertigo has a &#039;&#039;&#039;unique meta&#039;&#039;&#039; due to its tight layout and vertical gameplay. The map tends to favor CTs due to the limited approach angles for Terrorists.&lt;br /&gt;
&lt;br /&gt;
=== T-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;A Ramp control&#039;&#039;&#039; is fundamental for A site attacks&lt;br /&gt;
* &#039;&#039;&#039;B splits&#039;&#039;&#039; using stairs and ramp to overwhelm defenders&lt;br /&gt;
* &#039;&#039;&#039;Utility is critical&#039;&#039;&#039; in the tight spaces to clear angles safely&lt;br /&gt;
&lt;br /&gt;
=== CT-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;A site&#039;&#039;&#039; benefits from strong positions with headshot-level cover&lt;br /&gt;
* &#039;&#039;&#039;B site&#039;&#039;&#039; defense relies on holding the limited entry points&lt;br /&gt;
* &#039;&#039;&#039;Aggressive pushes&#039;&#039;&#039; on A Ramp can catch Terrorists off guard&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Active Duty Maps]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Anubis&amp;diff=121</id>
		<title>Anubis</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Anubis&amp;diff=121"/>
		<updated>2026-02-21T16:39:23Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Anubis}}&lt;br /&gt;
&#039;&#039;&#039;Anubis&#039;&#039;&#039; is a bomb defusal map in [[Counter-Strike 2]] set in an ancient Egyptian temple complex along a canal waterway. It was brought into the competitive spotlight and has become a fixture of the active duty map pool, known for its unique water routes and temple-based combat.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Anubis features an Egyptian theme with temple interiors, canal waterways, and open courtyards. The map rewards teams that master mid control and make smart use of the canal routes. Precise utility usage and well-timed rotations are key to breaking open both bombsites.&lt;br /&gt;
&lt;br /&gt;
== Map Layout ==&lt;br /&gt;
&lt;br /&gt;
=== Key Areas ===&lt;br /&gt;
&lt;br /&gt;
==== A Site ====&lt;br /&gt;
* &#039;&#039;&#039;A Main&#039;&#039;&#039; - The primary T approach to A site&lt;br /&gt;
* &#039;&#039;&#039;A Connector&#039;&#039;&#039; - Route connecting mid to A site&lt;br /&gt;
* &#039;&#039;&#039;Palace&#039;&#039;&#039; - An interior area near A site&lt;br /&gt;
* &#039;&#039;&#039;Heaven&#039;&#039;&#039; - Elevated position overlooking A site&lt;br /&gt;
* &#039;&#039;&#039;Pillar&#039;&#039;&#039; - A support structure providing cover on site&lt;br /&gt;
&lt;br /&gt;
==== B Site ====&lt;br /&gt;
* &#039;&#039;&#039;B Main&#039;&#039;&#039; - The primary T approach to B site&lt;br /&gt;
* &#039;&#039;&#039;B Stairs&#039;&#039;&#039; - Steps leading to B site&lt;br /&gt;
* &#039;&#039;&#039;Canal/Boat&#039;&#039;&#039; - Water route near B site&lt;br /&gt;
* &#039;&#039;&#039;B Back Site&#039;&#039;&#039; - Rear area of B bombsite&lt;br /&gt;
&lt;br /&gt;
==== Mid ====&lt;br /&gt;
* &#039;&#039;&#039;Mid&#039;&#039;&#039; - The central contested area with sightlines to both sites&lt;br /&gt;
* &#039;&#039;&#039;Connector&#039;&#039;&#039; - Links mid to the bombsite areas&lt;br /&gt;
* &#039;&#039;&#039;Bridge&#039;&#039;&#039; - A crossing over the canal&lt;br /&gt;
* &#039;&#039;&#039;Water/Canal&#039;&#039;&#039; - Waterway running through the map&lt;br /&gt;
&lt;br /&gt;
== Key Callouts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Callout !! Location&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Main&#039;&#039;&#039; || Primary T route to A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Palace&#039;&#039;&#039; || Interior area near A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heaven&#039;&#039;&#039; || Elevated position above A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pillar&#039;&#039;&#039; || Cover structure on A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;B Main&#039;&#039;&#039; || Primary T route to B&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;B Stairs&#039;&#039;&#039; || Steps to B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Canal/Boat&#039;&#039;&#039; || Water route near B&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mid&#039;&#039;&#039; || Central contested area&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bridge&#039;&#039;&#039; || Canal crossing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Connector&#039;&#039;&#039; || Link between mid and sites&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
Anubis has evolved into a &#039;&#039;&#039;balanced map&#039;&#039;&#039; that rewards creative strategies and mid control.&lt;br /&gt;
&lt;br /&gt;
=== T-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Mid control&#039;&#039;&#039; is essential for enabling splits and gaining map presence&lt;br /&gt;
* &#039;&#039;&#039;Water routes&#039;&#039;&#039; provide alternative flanking options unique to this map&lt;br /&gt;
* &#039;&#039;&#039;A executes&#039;&#039;&#039; through Main and Connector are standard&lt;br /&gt;
&lt;br /&gt;
=== CT-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Mid denial&#039;&#039;&#039; with utility prevents T-side splits&lt;br /&gt;
* &#039;&#039;&#039;Heaven&#039;&#039;&#039; is a powerful defensive position for A site&lt;br /&gt;
* &#039;&#039;&#039;B site&#039;&#039;&#039; requires careful management of multiple approach angles&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Active Duty Maps]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Ancient&amp;diff=120</id>
		<title>Ancient</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Ancient&amp;diff=120"/>
		<updated>2026-02-21T16:39:23Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Ancient}}&lt;br /&gt;
&#039;&#039;&#039;Ancient&#039;&#039;&#039; is a bomb defusal map in [[Counter-Strike 2]] set among Mayan/Aztec-inspired jungle ruins. It was added to the competitive map pool to replace Dust II and has since become a staple of professional play, known for its emphasis on mid control and close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Ancient features a jungle temple environment with tight corridors, elevation changes, and a strategically vital mid area. The map rewards teams that can establish and maintain mid control, as it provides access to both bombsites and enables powerful split strategies.&lt;br /&gt;
&lt;br /&gt;
== Map Layout ==&lt;br /&gt;
&lt;br /&gt;
=== Key Areas ===&lt;br /&gt;
&lt;br /&gt;
==== A Site ====&lt;br /&gt;
* &#039;&#039;&#039;A Main&#039;&#039;&#039; - The primary T approach to A site&lt;br /&gt;
* &#039;&#039;&#039;A Short&#039;&#039;&#039; - Alternative route to A from mid&lt;br /&gt;
* &#039;&#039;&#039;Donut&#039;&#039;&#039; - A circular structure on A site&lt;br /&gt;
* &#039;&#039;&#039;Ramp&#039;&#039;&#039; - Elevation change leading to A site&lt;br /&gt;
* &#039;&#039;&#039;Totem&#039;&#039;&#039; - A carved pillar providing cover&lt;br /&gt;
&lt;br /&gt;
==== B Site ====&lt;br /&gt;
* &#039;&#039;&#039;B Main&#039;&#039;&#039; - The primary T approach to B site through a cave&lt;br /&gt;
* &#039;&#039;&#039;B Ramp&#039;&#039;&#039; - Stairs/ramp approach from mid to B site&lt;br /&gt;
* &#039;&#039;&#039;Pillar&#039;&#039;&#039; - Support structures on B site&lt;br /&gt;
* &#039;&#039;&#039;Back Site&#039;&#039;&#039; - The rear area of B bombsite&lt;br /&gt;
&lt;br /&gt;
==== Mid ====&lt;br /&gt;
* &#039;&#039;&#039;Mid&#039;&#039;&#039; - The central contested area&lt;br /&gt;
* &#039;&#039;&#039;Cave&#039;&#039;&#039; - Underground passage connecting areas&lt;br /&gt;
* &#039;&#039;&#039;Temple&#039;&#039;&#039; - A structure in the mid area&lt;br /&gt;
* &#039;&#039;&#039;Elbow&#039;&#039;&#039; - A turn in the mid corridors&lt;br /&gt;
&lt;br /&gt;
== Key Callouts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Callout !! Location&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Main&#039;&#039;&#039; || Primary T route to A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Short&#039;&#039;&#039; || Alternative A route from mid&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Donut&#039;&#039;&#039; || Circular structure on A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;B Main&#039;&#039;&#039; || Primary T route to B through cave&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;B Ramp&#039;&#039;&#039; || Stairs from mid area to B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mid&#039;&#039;&#039; || Central contested area&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cave&#039;&#039;&#039; || Underground connector passage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temple&#039;&#039;&#039; || Mid area structure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elbow&#039;&#039;&#039; || Corner/turn in mid area&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pillar&#039;&#039;&#039; || Cover on B site&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
Ancient is considered a &#039;&#039;&#039;relatively balanced map&#039;&#039;&#039; that has evolved significantly since its introduction. Mid control is the defining strategic battle.&lt;br /&gt;
&lt;br /&gt;
=== T-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Mid control&#039;&#039;&#039; opens routes to both sites and enables powerful split executes&lt;br /&gt;
* &#039;&#039;&#039;A Main pushes&#039;&#039;&#039; can be effective with coordinated utility&lt;br /&gt;
* &#039;&#039;&#039;B cave entries&#039;&#039;&#039; require careful clearing of close-range angles&lt;br /&gt;
&lt;br /&gt;
=== CT-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Mid presence&#039;&#039;&#039; is critical to prevent T-side splits&lt;br /&gt;
* &#039;&#039;&#039;Utility-heavy defense&#039;&#039;&#039; works well due to the tight corridors&lt;br /&gt;
* &#039;&#039;&#039;Retake capability&#039;&#039;&#039; is important as rotations through mid can be quick&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Active Duty Maps]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Overpass&amp;diff=119</id>
		<title>Overpass</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Overpass&amp;diff=119"/>
		<updated>2026-02-21T16:39:22Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Overpass}}&lt;br /&gt;
&#039;&#039;&#039;Overpass&#039;&#039;&#039; is a bomb defusal map in [[Counter-Strike 2]] set in a Berlin park area near a canal, overseen by a train overpass. It is known for its unique layout that gives CTs immediate access to the A bombsite and features diverse gameplay between its open A site and its underground B site.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Overpass features a distinctive layout where the CT spawn is positioned directly adjacent to the A bombsite, giving CTs an immediate defensive presence. The B site is located underground in a canal/tunnels area, creating a stark contrast between the open, utility-heavy A site and the close-quarters, aim-heavy B site. This duality makes Overpass one of the most strategically diverse maps in the pool.&lt;br /&gt;
&lt;br /&gt;
== Map Layout ==&lt;br /&gt;
&lt;br /&gt;
=== Key Areas ===&lt;br /&gt;
&lt;br /&gt;
==== A Site ====&lt;br /&gt;
* &#039;&#039;&#039;A Long&#039;&#039;&#039; - Extended corridor approach from T side&lt;br /&gt;
* &#039;&#039;&#039;Bathrooms/Restrooms&#039;&#039;&#039; - Interior route to A site&lt;br /&gt;
* &#039;&#039;&#039;Truck&#039;&#039;&#039; - A vehicle on A site providing cover&lt;br /&gt;
* &#039;&#039;&#039;Bank&#039;&#039;&#039; - An open area near A site&lt;br /&gt;
* &#039;&#039;&#039;Party&#039;&#039;&#039; - An area with festive decorations near A site&lt;br /&gt;
* &#039;&#039;&#039;Playground&#039;&#039;&#039; - Open area with play equipment near T approach&lt;br /&gt;
&lt;br /&gt;
==== B Site ====&lt;br /&gt;
* &#039;&#039;&#039;B Short&#039;&#039;&#039; - Quick route from mid area to B site&lt;br /&gt;
* &#039;&#039;&#039;B Long&#039;&#039;&#039; - Extended underground route through monster&lt;br /&gt;
* &#039;&#039;&#039;Monster&#039;&#039;&#039; - A tunnel entrance to B site area&lt;br /&gt;
* &#039;&#039;&#039;Graffiti&#039;&#039;&#039; - An underground area with street art near B site&lt;br /&gt;
* &#039;&#039;&#039;Pillar&#039;&#039;&#039; - Support columns on B site providing cover&lt;br /&gt;
* &#039;&#039;&#039;Water/Canal&#039;&#039;&#039; - The waterway running through the B area&lt;br /&gt;
* &#039;&#039;&#039;Heaven&#039;&#039;&#039; - Elevated position overlooking B site&lt;br /&gt;
&lt;br /&gt;
==== Mid/Connectors ====&lt;br /&gt;
* &#039;&#039;&#039;Connector&#039;&#039;&#039; - Links the A site area to B site area&lt;br /&gt;
* &#039;&#039;&#039;Fountain&#039;&#039;&#039; - A central feature in the park area&lt;br /&gt;
* &#039;&#039;&#039;Ivy/Stairs&#039;&#039;&#039; - Steps connecting areas near T approach&lt;br /&gt;
&lt;br /&gt;
== Key Callouts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Callout !! Location&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monster&#039;&#039;&#039; || Tunnel entrance to B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Connector&#039;&#039;&#039; || Link between A and B areas&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bathrooms&#039;&#039;&#039; || Interior route to A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Truck&#039;&#039;&#039; || Vehicle on A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Graffiti&#039;&#039;&#039; || Underground area near B&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heaven&#039;&#039;&#039; || Elevated B site position&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039; || Canal area near B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Playground&#039;&#039;&#039; || Open area near T approach&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bank&#039;&#039;&#039; || Open area near A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Party&#039;&#039;&#039; || Decorated area near A site&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
Overpass is generally considered a &#039;&#039;&#039;balanced map&#039;&#039;&#039; with a slight CT advantage due to the immediate A site access. The map rewards creative utility usage and innovative strategies.&lt;br /&gt;
&lt;br /&gt;
=== T-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;A site executes&#039;&#039;&#039; require heavy utility to clear CT positions on the immediately accessible site&lt;br /&gt;
* &#039;&#039;&#039;B site takes&#039;&#039;&#039; through Monster and Short require coordination and smoke coverage&lt;br /&gt;
* &#039;&#039;&#039;Connector control&#039;&#039;&#039; is key for mid-round rotations and information&lt;br /&gt;
&lt;br /&gt;
=== CT-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Immediate A site presence&#039;&#039;&#039; allows aggressive holds from the start of each round&lt;br /&gt;
* &#039;&#039;&#039;B site&#039;&#039;&#039; benefits from strong utility holds in the underground areas&lt;br /&gt;
* &#039;&#039;&#039;Rotation times&#039;&#039;&#039; are manageable, allowing flexible defensive setups&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Active Duty Maps]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Nuke&amp;diff=118</id>
		<title>Nuke</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Nuke&amp;diff=118"/>
		<updated>2026-02-21T16:37:58Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Nuke}}&lt;br /&gt;
&#039;&#039;&#039;Nuke&#039;&#039;&#039; is a bomb defusal map in [[Counter-Strike 2]] set in a nuclear power plant. It is unique among competitive maps for its vertically stacked bombsites, with the A bombsite located directly above the B bombsite, creating complex three-dimensional gameplay.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Nuke is the most teamwork-dependent map in the competitive pool. Its unique vertical layout means CTs can rotate extremely quickly between sites, while Terrorists must coordinate carefully to execute site takes. The map is heavily CT-sided in most metas, with teams often needing a strong T-side economy and utility usage to succeed.&lt;br /&gt;
&lt;br /&gt;
== Map Layout ==&lt;br /&gt;
&lt;br /&gt;
=== Key Areas ===&lt;br /&gt;
&lt;br /&gt;
==== A Site (Upper) ====&lt;br /&gt;
* &#039;&#039;&#039;Heaven&#039;&#039;&#039; - Elevated catwalk above A site (CT advantage position)&lt;br /&gt;
* &#039;&#039;&#039;Hell&#039;&#039;&#039; - Below Heaven, a lower position on A site&lt;br /&gt;
* &#039;&#039;&#039;Hut&#039;&#039;&#039; - A small structure providing cover on A site&lt;br /&gt;
* &#039;&#039;&#039;Squeaky&#039;&#039;&#039; - A door from lobby that makes noise when opened&lt;br /&gt;
* &#039;&#039;&#039;Main&#039;&#039;&#039; - The primary entrance to A site from T side&lt;br /&gt;
* &#039;&#039;&#039;Rafters&#039;&#039;&#039; - The ceiling structure above A site&lt;br /&gt;
&lt;br /&gt;
==== B Site (Lower) ====&lt;br /&gt;
* &#039;&#039;&#039;Ramp&#039;&#039;&#039; - The main T approach to B site going underground&lt;br /&gt;
* &#039;&#039;&#039;Vents&#039;&#039;&#039; - A vent system connecting upper areas to B site&lt;br /&gt;
* &#039;&#039;&#039;Tunnels/Secret&#039;&#039;&#039; - An alternative route from T side to B site&lt;br /&gt;
* &#039;&#039;&#039;Control Room&#039;&#039;&#039; - A room adjacent to B site&lt;br /&gt;
* &#039;&#039;&#039;Dark&#039;&#039;&#039; - A shadow area on B site&lt;br /&gt;
&lt;br /&gt;
==== Outside ====&lt;br /&gt;
* &#039;&#039;&#039;Outside/Yard&#039;&#039;&#039; - The open exterior area of the power plant&lt;br /&gt;
* &#039;&#039;&#039;Silo&#039;&#039;&#039; - Large cylindrical structures outside&lt;br /&gt;
* &#039;&#039;&#039;Garage&#039;&#039;&#039; - CT-side route to outside&lt;br /&gt;
* &#039;&#039;&#039;T Roof&#039;&#039;&#039; - Elevated position accessible from T side&lt;br /&gt;
&lt;br /&gt;
== Key Callouts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Callout !! Location&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heaven&#039;&#039;&#039; || Elevated catwalk above A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hell&#039;&#039;&#039; || Lower position below Heaven&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hut&#039;&#039;&#039; || Small structure on A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Squeaky&#039;&#039;&#039; || Noisy door entrance to A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ramp&#039;&#039;&#039; || Underground approach to B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vents&#039;&#039;&#039; || Vent system connecting floors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secret&#039;&#039;&#039; || Alternative route to B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Outside/Yard&#039;&#039;&#039; || Exterior area&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Silo&#039;&#039;&#039; || Cylindrical structures outside&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Garage&#039;&#039;&#039; || CT route to outside area&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
Nuke is traditionally the &#039;&#039;&#039;most CT-sided map&#039;&#039;&#039; in the pool. CTs can rotate between the stacked bombsites in seconds, making it extremely difficult for Terrorists to execute against organized defenses.&lt;br /&gt;
&lt;br /&gt;
=== T-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Outside control&#039;&#039;&#039; forces CT rotations and opens up A site attacks from multiple angles&lt;br /&gt;
* &#039;&#039;&#039;Ramp pushes&#039;&#039;&#039; to B site require heavy utility to clear defensive positions&lt;br /&gt;
* &#039;&#039;&#039;Vent drops&#039;&#039;&#039; from A site to B site allow mid-round rotations&lt;br /&gt;
* &#039;&#039;&#039;Faking&#039;&#039;&#039; is essential to pull CT utility before committing to a site&lt;br /&gt;
&lt;br /&gt;
=== CT-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Quick rotations&#039;&#039;&#039; between the stacked sites are the primary defensive advantage&lt;br /&gt;
* &#039;&#039;&#039;Heaven&#039;&#039;&#039; is the strongest defensive position on the map for A site&lt;br /&gt;
* &#039;&#039;&#039;Ramp hold&#039;&#039;&#039; with utility and crossfires denies the primary B site approach&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Active Duty Maps]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Inferno&amp;diff=117</id>
		<title>Inferno</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Inferno&amp;diff=117"/>
		<updated>2026-02-21T16:37:57Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Inferno}}&lt;br /&gt;
&#039;&#039;&#039;Inferno&#039;&#039;&#039; is a beloved bomb defusal map in [[Counter-Strike 2]] set in a picturesque Italian village. It is one of the oldest and most strategically rich maps in the game, known for its tight corridors, narrow chokepoints, and the critical battle for Banana control.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Inferno is a two-bombsite map that rewards team coordination, utility usage, and tactical play. The map features some of the tightest spaces in the competitive pool, making [[Utility Usage|grenade usage]] particularly impactful. The narrow alleys and open bombsites create a dynamic where both attack and defense require careful planning.&lt;br /&gt;
&lt;br /&gt;
== Map Layout ==&lt;br /&gt;
&lt;br /&gt;
=== Key Areas ===&lt;br /&gt;
&lt;br /&gt;
==== A Site ====&lt;br /&gt;
* &#039;&#039;&#039;A Short (Apartments)&#039;&#039;&#039; - Connects mid to A site through a building&lt;br /&gt;
* &#039;&#039;&#039;A Long (Arch)&#039;&#039;&#039; - A corridor from mid area to A site through Library&lt;br /&gt;
* &#039;&#039;&#039;Pit&#039;&#039;&#039; - A sunken area on A site providing cover&lt;br /&gt;
* &#039;&#039;&#039;Graveyard&#039;&#039;&#039; - Area behind A site with tombstones&lt;br /&gt;
* &#039;&#039;&#039;Balcony&#039;&#039;&#039; - Elevated position overlooking A site&lt;br /&gt;
* &#039;&#039;&#039;Library&#039;&#039;&#039; - Room connecting Arch side to A site&lt;br /&gt;
&lt;br /&gt;
==== B Site ====&lt;br /&gt;
* &#039;&#039;&#039;Banana&#039;&#039;&#039; - The critical corridor leading from T side to B site (the most contested area)&lt;br /&gt;
* &#039;&#039;&#039;Construction&#039;&#039;&#039; - CT-side entrance to B site (also called New Box)&lt;br /&gt;
* &#039;&#039;&#039;Dark&#039;&#039;&#039; - A shadowy corner in B site&lt;br /&gt;
* &#039;&#039;&#039;Fountain&#039;&#039;&#039; - The central feature of B site&lt;br /&gt;
* &#039;&#039;&#039;Spools&#039;&#039;&#039; - Cylindrical objects providing cover on B site&lt;br /&gt;
&lt;br /&gt;
==== Mid ====&lt;br /&gt;
* &#039;&#039;&#039;Second Mid (T Apartments)&#039;&#039;&#039; - T-side connector between A and B approaches&lt;br /&gt;
* &#039;&#039;&#039;Alt Mid&#039;&#039;&#039; - Alternative mid route&lt;br /&gt;
* &#039;&#039;&#039;Top Mid&#039;&#039;&#039; - Near T spawn connecting to Banana and A approaches&lt;br /&gt;
&lt;br /&gt;
== Key Callouts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Callout !! Location&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Banana&#039;&#039;&#039; || Critical corridor leading to B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pit&#039;&#039;&#039; || Sunken area on A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apartments/Apps&#039;&#039;&#039; || Building route from T side to A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arch&#039;&#039;&#039; || Archway route to A site from mid&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Library&#039;&#039;&#039; || Room connecting to A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Construction&#039;&#039;&#039; || CT entrance to B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Graveyard&#039;&#039;&#039; || Area behind A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Balcony&#039;&#039;&#039; || Elevated position on A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dark&#039;&#039;&#039; || Shadow corner on B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spools&#039;&#039;&#039; || Cover objects on B site&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
Inferno is traditionally considered &#039;&#039;&#039;slightly CT-sided&#039;&#039;&#039; due to the narrow chokepoints that CTs can hold with utility. The battle for Banana control is the defining strategic element of the map.&lt;br /&gt;
&lt;br /&gt;
=== T-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Banana control&#039;&#039;&#039; is essential for threatening B site and forcing CT rotations&lt;br /&gt;
* &#039;&#039;&#039;A executes&#039;&#039;&#039; through Apartments and/or Arch with coordinated smokes and flashes&lt;br /&gt;
* &#039;&#039;&#039;Banana fakes&#039;&#039;&#039; followed by A executes are a classic Inferno strategy&lt;br /&gt;
&lt;br /&gt;
=== CT-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Banana denial&#039;&#039;&#039; with molotovs, smokes, and HE grenades is the primary defensive strategy&lt;br /&gt;
* &#039;&#039;&#039;A site&#039;&#039;&#039; relies on crossfire positions from Pit, Balcony, and site&lt;br /&gt;
* &#039;&#039;&#039;Information plays&#039;&#039;&#039; through Banana determine defensive rotations&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Active Duty Maps]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Mirage&amp;diff=116</id>
		<title>Mirage</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Mirage&amp;diff=116"/>
		<updated>2026-02-21T16:37:57Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Mirage}}&lt;br /&gt;
&#039;&#039;&#039;Mirage&#039;&#039;&#039; is a classic bomb defusal map in [[Counter-Strike 2]] set in a Moroccan-inspired desert town. It is one of the most balanced and popular maps in the competitive map pool, known for its versatile mid control dynamics and strategic depth.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mirage features two bombsites connected by a strategically important mid area. The map rewards teams that can execute coordinated strategies, use [[Utility Usage|utility]] effectively, and win the battle for mid control. Mirage has been part of the active duty map pool for most of Counter-Strike history and is a favorite at all levels of play.&lt;br /&gt;
&lt;br /&gt;
== Map Layout ==&lt;br /&gt;
&lt;br /&gt;
=== Key Areas ===&lt;br /&gt;
&lt;br /&gt;
==== A Site ====&lt;br /&gt;
* &#039;&#039;&#039;A Ramp&#039;&#039;&#039; - The main T approach to A site through Palace/Ramp&lt;br /&gt;
* &#039;&#039;&#039;Palace&#039;&#039;&#039; - An elevated building that overlooks A site&lt;br /&gt;
* &#039;&#039;&#039;Tetris&#039;&#039;&#039; - A stack of boxes on A site used for cover&lt;br /&gt;
* &#039;&#039;&#039;Jungle&#039;&#039;&#039; - The connector from CT spawn to A site&lt;br /&gt;
* &#039;&#039;&#039;Stairs&#039;&#039;&#039; - Steps connecting Jungle to CT spawn&lt;br /&gt;
* &#039;&#039;&#039;Sandwich&#039;&#039;&#039; - A tight space between default and Firebox&lt;br /&gt;
&lt;br /&gt;
==== B Site ====&lt;br /&gt;
* &#039;&#039;&#039;B Apartments&#039;&#039;&#039; - The main T route to B site through a series of rooms&lt;br /&gt;
* &#039;&#039;&#039;B Short&#039;&#039;&#039; - A short connector from mid to B site&lt;br /&gt;
* &#039;&#039;&#039;Van&#039;&#039;&#039; - A vehicle on B site providing cover&lt;br /&gt;
* &#039;&#039;&#039;Bench&#039;&#039;&#039; - A seating area used for playing post-plant&lt;br /&gt;
* &#039;&#039;&#039;Market&#039;&#039;&#039; - A room connecting CT spawn to B site&lt;br /&gt;
&lt;br /&gt;
==== Mid ====&lt;br /&gt;
* &#039;&#039;&#039;Top Mid&#039;&#039;&#039; - The T-side entrance to mid&lt;br /&gt;
* &#039;&#039;&#039;Window&#039;&#039;&#039; - A room overlooking mid (CT side)&lt;br /&gt;
* &#039;&#039;&#039;Connector&#039;&#039;&#039; - A passage from mid to A Short/A site&lt;br /&gt;
* &#039;&#039;&#039;Underpass&#039;&#039;&#039; - A lower route from mid to B Short&lt;br /&gt;
&lt;br /&gt;
== Key Callouts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Callout !! Location&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Palace&#039;&#039;&#039; || Building overlooking A site from T side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jungle&#039;&#039;&#039; || A site connector from CT spawn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Connector&#039;&#039;&#039; || Mid passage to A site area&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Window&#039;&#039;&#039; || CT window overlooking mid&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apartments/Apps&#039;&#039;&#039; || T-side building route to B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Underpass&#039;&#039;&#039; || Lower passage from mid to B&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Top Mid&#039;&#039;&#039; || T-side entrance to mid&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Van&#039;&#039;&#039; || Vehicle on B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tetris&#039;&#039;&#039; || Box stack on A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bench&#039;&#039;&#039; || Seating area on B site&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
Mirage is considered one of the most balanced maps in the pool. Mid control is the central strategic battle: the team that controls mid gains access to rotations, flanks, and split executes.&lt;br /&gt;
&lt;br /&gt;
=== T-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Mid control&#039;&#039;&#039; opens up A Short splits and B Short pushes&lt;br /&gt;
* &#039;&#039;&#039;A executes&#039;&#039;&#039; using smoke, flash, and molotov to isolate Jungle, Stairs, and CT&lt;br /&gt;
* &#039;&#039;&#039;B rushes&#039;&#039;&#039; through Apartments can overwhelm defenders with speed&lt;br /&gt;
&lt;br /&gt;
=== CT-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Window AWP&#039;&#039;&#039; controls mid and limits T aggression&lt;br /&gt;
* &#039;&#039;&#039;A site&#039;&#039;&#039; typically held by 2 players with utility for Ramp and Palace&lt;br /&gt;
* &#039;&#039;&#039;B site&#039;&#039;&#039; held by 1-2 players with smoke and molotov for Apartments&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Active Duty Maps]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Dust_II&amp;diff=115</id>
		<title>Dust II</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Dust_II&amp;diff=115"/>
		<updated>2026-02-21T16:37:56Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with comprehensive content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Dust II}}&lt;br /&gt;
&#039;&#039;&#039;Dust II&#039;&#039;&#039; is the most iconic map in [[Counter-Strike 2]] and the entire Counter-Strike franchise. Set in a Middle Eastern desert environment, it is renowned for its balanced layout, long sightlines, and emphasis on pure aim duels. Dust II has been a staple of competitive Counter-Strike since its creation over two decades ago.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Dust II is a bomb defusal map featuring two bombsites (A and B) connected by a central mid area. The map is characterized by its open spaces, long angles, and relatively simple layout that rewards mechanical skill over complex strategy. It returned to the CS2 active duty map pool in 2025 after a brief absence and remains one of the most played maps at all levels.&lt;br /&gt;
&lt;br /&gt;
== Map Layout ==&lt;br /&gt;
&lt;br /&gt;
=== Key Areas ===&lt;br /&gt;
&lt;br /&gt;
==== T Spawn and Upper Tunnels ====&lt;br /&gt;
Terrorists spawn in the southeast corner and can access both bombsites through multiple routes. &#039;&#039;&#039;Upper Tunnels&#039;&#039;&#039; (also called T Ramp) leads to B site, while &#039;&#039;&#039;Long Doors&#039;&#039;&#039; and &#039;&#039;&#039;Mid&#039;&#039;&#039; provide access to the A site.&lt;br /&gt;
&lt;br /&gt;
==== A Site ====&lt;br /&gt;
The A bombsite is located on an elevated platform accessible via &#039;&#039;&#039;A Long&#039;&#039;&#039; and &#039;&#039;&#039;A Short&#039;&#039;&#039; (Catwalk). Key positions include:&lt;br /&gt;
* &#039;&#039;&#039;A Long&#039;&#039;&#039; - A long corridor from T spawn providing the longest sightline on the map&lt;br /&gt;
* &#039;&#039;&#039;A Short (Catwalk)&#039;&#039;&#039; - A shorter route from mid that leads to an elevated position overlooking the site&lt;br /&gt;
* &#039;&#039;&#039;A Platform&#039;&#039;&#039; - The main planting area&lt;br /&gt;
* &#039;&#039;&#039;Goose&#039;&#039;&#039; - A corner behind the bombsite used for after-plant positions&lt;br /&gt;
* &#039;&#039;&#039;Car&#039;&#039;&#039; - A vehicle providing cover near A Long&lt;br /&gt;
&lt;br /&gt;
==== B Site ====&lt;br /&gt;
The B bombsite is an enclosed area accessed through &#039;&#039;&#039;B Tunnels&#039;&#039;&#039; and &#039;&#039;&#039;B Doors&#039;&#039;&#039;. Key positions include:&lt;br /&gt;
* &#039;&#039;&#039;B Tunnels (Lower)&#039;&#039;&#039; - The main T approach to B site&lt;br /&gt;
* &#039;&#039;&#039;B Platform&#039;&#039;&#039; - The elevated planting area&lt;br /&gt;
* &#039;&#039;&#039;B Window&#039;&#039;&#039; - A window overlooking the bombsite&lt;br /&gt;
* &#039;&#039;&#039;B Closet&#039;&#039;&#039; - A corner position near the site&lt;br /&gt;
* &#039;&#039;&#039;B Back Site&#039;&#039;&#039; - The rear area of the bombsite&lt;br /&gt;
&lt;br /&gt;
==== Mid ====&lt;br /&gt;
Mid is the central area connecting CT spawn to both bombsites. Key positions include:&lt;br /&gt;
* &#039;&#039;&#039;Mid Doors&#039;&#039;&#039; - Double doors that provide a long sightline from T spawn to CT mid&lt;br /&gt;
* &#039;&#039;&#039;CT Mid&#039;&#039;&#039; - The CT side of mid, connecting to B site and A Short&lt;br /&gt;
* &#039;&#039;&#039;Xbox&#039;&#039;&#039; - A box used to boost players up to A Short from mid&lt;br /&gt;
&lt;br /&gt;
== Key Callouts ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Callout !! Location&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Long&#039;&#039;&#039; || The corridor from T spawn leading to A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Short/Cat&#039;&#039;&#039; || Catwalk from mid to A site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mid Doors&#039;&#039;&#039; || Double doors in mid (famous AWP angle)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;B Tunnels&#039;&#039;&#039; || Underground passage to B site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CT Spawn&#039;&#039;&#039; || Counter-Terrorist spawn area&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pit&#039;&#039;&#039; || Sunken area at the end of A Long&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Xbox&#039;&#039;&#039; || Box in mid used for boosts to Short&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goose&#039;&#039;&#039; || Corner behind A bombsite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Car&#039;&#039;&#039; || Vehicle near A Long entrance to site&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Window&#039;&#039;&#039; || Window overlooking B site&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
Dust II is traditionally considered a &#039;&#039;&#039;T-sided map&#039;&#039;&#039; due to the Terrorist ability to quickly apply pressure to both sites and exploit the long sightlines with the [[AK-47]]. The CT side relies heavily on [[AWP]] presence at mid doors and disciplined utility usage to delay pushes.&lt;br /&gt;
&lt;br /&gt;
=== T-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;A Long control&#039;&#039;&#039; is fundamental, often involving smoke at Long Doors and a flash over&lt;br /&gt;
* &#039;&#039;&#039;B splits&#039;&#039;&#039; using upper and lower tunnels to overwhelm the site&lt;br /&gt;
* &#039;&#039;&#039;Mid-to-B&#039;&#039;&#039; pushes through CT mid after taking mid control&lt;br /&gt;
&lt;br /&gt;
=== CT-Side Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;AWP at mid doors&#039;&#039;&#039; is one of the most iconic positions in Counter-Strike&lt;br /&gt;
* &#039;&#039;&#039;A Long hold&#039;&#039;&#039; with an AWP or rifle at Pit or A site&lt;br /&gt;
* &#039;&#039;&#039;B site&#039;&#039;&#039; typically held by 1-2 players with utility to delay pushes&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Dust II was originally created by David Johnston and first appeared in Counter-Strike 1.1&lt;br /&gt;
* It is the most played map in Counter-Strike history&lt;br /&gt;
* The mid doors AWP duel is one of the most iconic moments in any round of Counter-Strike&lt;br /&gt;
* Dust II was rebuilt from scratch for CS2 using the Source 2 engine&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Active Duty Maps]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Sawed-Off&amp;diff=114</id>
		<title>Sawed-Off</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Sawed-Off&amp;diff=114"/>
		<updated>2026-02-21T16:36:29Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Sawed-Off}}&lt;br /&gt;
The &#039;&#039;&#039;Sawed-Off&#039;&#039;&#039; is a pump-action [[Weapons|shotgun]] exclusive to the Terrorist side in [[Counter-Strike 2]]. It has the shortest effective range of any shotgun but deals devastating damage at point-blank range.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $1,100, the Sawed-Off is a T-exclusive shotgun that packs enormous damage at close range. Its wide pellet spread means it is devastating within a few meters but almost useless beyond that. The Sawed-Off has 75% armor penetration and can one-shot opponents at point-blank, making it a viable ambush weapon on eco rounds.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $1,100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 32 (per pellet)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pellets&#039;&#039;&#039; || 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 71 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 75%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 7 / 32&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || Incremental (per shell)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 210 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The Sawed-Off has the &#039;&#039;&#039;highest per-pellet damage&#039;&#039;&#039; of any shotgun at 32 per pellet.&lt;br /&gt;
* &#039;&#039;&#039;Extremely short range&#039;&#039;&#039; limits the Sawed-Off to point-blank ambush plays.&lt;br /&gt;
* &#039;&#039;&#039;$900 kill reward&#039;&#039;&#039; provides excellent economic return if you can score kills.&lt;br /&gt;
* Use the Sawed-Off to &#039;&#039;&#039;ambush CTs&#039;&#039;&#039; from unexpected positions where they push into your range.&lt;br /&gt;
* &#039;&#039;&#039;75% armor penetration&#039;&#039;&#039; is decent, allowing one-shot kills on armored opponents at very close range.&lt;br /&gt;
* The Sawed-Off is &#039;&#039;&#039;T exclusive&#039;&#039;&#039;. On CT side, use the [[MAG-7]] or [[Nova]] instead.&lt;br /&gt;
* Consider pairing with a [[Utility Usage|flashbang]] to close the distance safely.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Shotguns]]&lt;br /&gt;
[[Category:Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=XM1014&amp;diff=113</id>
		<title>XM1014</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=XM1014&amp;diff=113"/>
		<updated>2026-02-21T16:36:28Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:XM1014}}&lt;br /&gt;
The &#039;&#039;&#039;XM1014&#039;&#039;&#039; is a semi-automatic [[Weapons|shotgun]] available to both teams in [[Counter-Strike 2]]. It is the only fully automatic shotgun in the game, capable of rapid follow-up shots that other shotguns cannot match.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $2,000, the XM1014 is the most expensive shotgun. Its semi-automatic action allows much faster follow-up shots compared to pump-action shotguns like the [[Nova]]. The XM1014 also has the best armor penetration of any shotgun at 80%, making it the most effective shotgun against armored opponents at close range.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $2,000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 20 (per pellet)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pellets&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 171 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 80%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 7 / 32&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || Incremental (per shell)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 215 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* &#039;&#039;&#039;Semi-automatic fire&#039;&#039;&#039; allows rapid follow-up shots that pump shotguns cannot match.&lt;br /&gt;
* &#039;&#039;&#039;80% armor penetration&#039;&#039;&#039; is the highest of any shotgun, effective against armored opponents.&lt;br /&gt;
* At &#039;&#039;&#039;$2,000&#039;&#039;&#039;, it is expensive for a shotgun. Consider whether an SMG would serve better.&lt;br /&gt;
* &#039;&#039;&#039;Rapid fire at close range&#039;&#039;&#039; can overwhelm opponents before they can react.&lt;br /&gt;
* &#039;&#039;&#039;$900 kill reward&#039;&#039;&#039; makes it profitable despite the higher purchase price.&lt;br /&gt;
* The XM1014 is effective for &#039;&#039;&#039;holding rushes&#039;&#039;&#039; at close range due to its rapid semi-auto fire.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Shotguns]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=MAG-7&amp;diff=112</id>
		<title>MAG-7</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=MAG-7&amp;diff=112"/>
		<updated>2026-02-21T16:36:28Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MAG-7}}&lt;br /&gt;
The &#039;&#039;&#039;MAG-7&#039;&#039;&#039; is a magazine-fed [[Weapons|shotgun]] exclusive to the Counter-Terrorist side in [[Counter-Strike 2]]. It is the only shotgun with a detachable magazine, allowing faster reloads and making it the preferred CT shotgun for holding close-range positions.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $1,300, the MAG-7 is a CT-exclusive shotgun that excels at close range. Its magazine-fed design means it reloads all rounds at once (unlike pump/tube-fed shotguns that reload one shell at a time), giving it a practical advantage in combat. The MAG-7 can one-shot opponents at close range and offers a generous $900 kill reward.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $1,300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Counter-Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 30 (per pellet)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pellets&#039;&#039;&#039; || 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 71 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 75%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 5 / 32&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 2.3 seconds (full mag)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 225 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* &#039;&#039;&#039;Magazine-fed reload&#039;&#039;&#039; means all 5 rounds are reloaded at once, unlike shell-by-shell shotguns.&lt;br /&gt;
* &#039;&#039;&#039;$900 kill reward&#039;&#039;&#039; provides excellent economic value.&lt;br /&gt;
* &#039;&#039;&#039;75% armor penetration&#039;&#039;&#039; is better than the [[Nova]], making the MAG-7 more effective against armored opponents.&lt;br /&gt;
* &#039;&#039;&#039;One-shot kills&#039;&#039;&#039; at point-blank range are reliable with center-mass hits.&lt;br /&gt;
* Only &#039;&#039;&#039;5 rounds&#039;&#039;&#039; in the magazine, so make each shot count.&lt;br /&gt;
* Hold &#039;&#039;&#039;tight angles&#039;&#039;&#039; on CT defense, especially on sites like B on [[Inferno]] or short on [[Dust II]].&lt;br /&gt;
* The MAG-7 is &#039;&#039;&#039;CT exclusive&#039;&#039;&#039;. The Terrorist equivalent for close range would be the [[Sawed-Off]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Shotguns]]&lt;br /&gt;
[[Category:Counter-Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Nova&amp;diff=111</id>
		<title>Nova</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Nova&amp;diff=111"/>
		<updated>2026-02-21T16:36:27Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Nova}}&lt;br /&gt;
The &#039;&#039;&#039;Nova&#039;&#039;&#039; is a pump-action [[Weapons|shotgun]] available to both teams in [[Counter-Strike 2]]. It is the cheapest shotgun and offers the highest kill reward of any weapon category, making it a popular choice for building economy on anti-eco rounds.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $1,050, the Nova is the most affordable shotgun. Its defining feature is the &#039;&#039;&#039;$900 kill reward&#039;&#039;&#039;, the highest of any weapon except the [[Knife]]. This makes the Nova extremely profitable: just two kills pay for the weapon three times over. However, the Nova has the lowest armor penetration of any shotgun (50%) and is ineffective at any range beyond close quarters.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $1,050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 26 (per pellet)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pellets&#039;&#039;&#039; || 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 68 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 50%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 8 / 32&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || Incremental (per shell)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 220 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The &#039;&#039;&#039;$900 kill reward&#039;&#039;&#039; is the highest of any gun. Two Nova kills earn $1,800 from a $1,050 investment.&lt;br /&gt;
* &#039;&#039;&#039;Close range only&#039;&#039;&#039;. The Nova is useless beyond a few meters due to pellet spread and low armor penetration.&lt;br /&gt;
* &#039;&#039;&#039;Hold tight corners&#039;&#039;&#039; where enemies must push into your lethal range.&lt;br /&gt;
* &#039;&#039;&#039;Aim for the head&#039;&#039;&#039; at close range. A full headshot pellet spread can one-shot opponents.&lt;br /&gt;
* The Nova has &#039;&#039;&#039;low armor penetration&#039;&#039;&#039; (50%), making it weak against armored opponents at any range.&lt;br /&gt;
* Purchase on &#039;&#039;&#039;anti-eco rounds&#039;&#039;&#039; when you expect unarmored opponents and want maximum economic return.&lt;br /&gt;
* &#039;&#039;&#039;Reload between engagements&#039;&#039;&#039; since the pump action is slow and the Nova reloads one shell at a time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Shotguns]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=G3SG1&amp;diff=110</id>
		<title>G3SG1</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=G3SG1&amp;diff=110"/>
		<updated>2026-02-21T16:36:26Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:G3SG1}}&lt;br /&gt;
The &#039;&#039;&#039;G3SG1&#039;&#039;&#039; is a semi-automatic [[Weapons|sniper rifle]] exclusive to the Terrorist side in [[Counter-Strike 2]]. It is the Terrorist counterpart to the CT [[SCAR-20]], offering the same rapid semi-automatic fire for holding or taking angles.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $5,000, the G3SG1 is the most expensive Terrorist weapon. Like the [[SCAR-20]], it fires semi-automatically and can rapidly dispatch opponents with two body shots or one headshot. The G3SG1 is effective for holding aggressive angles on the Terrorist side, but its extreme cost and stigma make it a rare sight in competitive play.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $5,000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 240 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 82.5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 20 / 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 4.7 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 210 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The G3SG1 is the Terrorist equivalent of the [[SCAR-20]] with similar performance characteristics.&lt;br /&gt;
* &#039;&#039;&#039;Semi-automatic fire&#039;&#039;&#039; allows rapid follow-up shots for quick double-kills.&lt;br /&gt;
* &#039;&#039;&#039;Two body shots&#039;&#039;&#039; kill any opponent. One headshot is always lethal.&lt;br /&gt;
* At &#039;&#039;&#039;$5,000&#039;&#039;&#039;, it is a poor economic investment with only a &#039;&#039;&#039;$100 kill reward&#039;&#039;&#039;.&lt;br /&gt;
* Consider using the G3SG1 to &#039;&#039;&#039;hold mid control&#039;&#039;&#039; or &#039;&#039;&#039;aggressive angles&#039;&#039;&#039; on the T side.&lt;br /&gt;
* The &#039;&#039;&#039;longer reload time&#039;&#039;&#039; (4.7s vs 3.1s for the SCAR-20) is a notable disadvantage.&lt;br /&gt;
* Purchase only when you have a &#039;&#039;&#039;comfortable economic lead&#039;&#039;&#039; and can afford to lose the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Sniper Rifles]]&lt;br /&gt;
[[Category:Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=SCAR-20&amp;diff=109</id>
		<title>SCAR-20</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=SCAR-20&amp;diff=109"/>
		<updated>2026-02-21T16:36:26Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:SCAR-20}}&lt;br /&gt;
The &#039;&#039;&#039;SCAR-20&#039;&#039;&#039; is a semi-automatic [[Weapons|sniper rifle]] exclusive to the Counter-Terrorist side in [[Counter-Strike 2]]. Also known as the &#039;&#039;&#039;Auto Sniper&#039;&#039;&#039;, it can fire rapidly without needing to cycle a bolt, making it extremely powerful for holding defensive positions.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $5,000, the SCAR-20 is the most expensive CT weapon. Unlike the bolt-action [[AWP]], the SCAR-20 fires semi-automatically, allowing rapid follow-up shots. It can two-shot kill most opponents and one-shot headshot at all ranges. The SCAR-20 is devastating on defense but its extreme price and the stigma of being considered a &amp;quot;noob weapon&amp;quot; limit its use.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $5,000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Counter-Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 240 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 82.5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 20 / 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 3.1 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 210 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The SCAR-20 fires &#039;&#039;&#039;semi-automatically&#039;&#039;&#039;, allowing rapid follow-up shots unlike the bolt-action [[AWP]].&lt;br /&gt;
* &#039;&#039;&#039;Two body shots&#039;&#039;&#039; kill any opponent, and one-shot headshots are lethal at any range.&lt;br /&gt;
* The 20-round magazine allows you to &#039;&#039;&#039;engage multiple targets&#039;&#039;&#039; without reloading.&lt;br /&gt;
* At &#039;&#039;&#039;$5,000&#039;&#039;&#039;, it is extremely expensive and a bad purchase economically with its &#039;&#039;&#039;$100 kill reward&#039;&#039;&#039;.&lt;br /&gt;
* Use the SCAR-20 on &#039;&#039;&#039;defense&#039;&#039;&#039; to hold long angles where its rapid fire overwhelms pushes.&lt;br /&gt;
* &#039;&#039;&#039;Do not buy the SCAR-20 on attack&#039;&#039;&#039;. Its slow movement and high cost make it impractical for taking sites.&lt;br /&gt;
* The T-side equivalent is the [[G3SG1]], which has identical stats but is $5,000 as well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Sniper Rifles]]&lt;br /&gt;
[[Category:Counter-Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=SSG_08&amp;diff=108</id>
		<title>SSG 08</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=SSG_08&amp;diff=108"/>
		<updated>2026-02-21T16:36:25Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:SSG 08}}&lt;br /&gt;
The &#039;&#039;&#039;SSG 08&#039;&#039;&#039; (commonly called the &#039;&#039;&#039;Scout&#039;&#039;&#039;) is a bolt-action [[Weapons|sniper rifle]] available to both teams in [[Counter-Strike 2]]. It is the cheapest sniper rifle in the game and is known for its exceptional mobility and ability to one-shot headshot unarmored opponents.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $1,700, the SSG 08 is the budget sniper option, costing less than a third of the [[AWP]]. While it cannot match the AWP&#039;s one-shot body kill capability, the Scout offers unique advantages: the fastest movement speed of any scoped weapon, high jumping accuracy, and the ability to one-shot headshot opponents without helmets.&lt;br /&gt;
&lt;br /&gt;
The SSG 08 is a popular eco and force-buy weapon, and its jumping accuracy makes it unique among all weapons in the game.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $1,700&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 88&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 48 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 85%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 10 / 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 3.7 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 230 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Headshot Multiplier&#039;&#039;&#039; || 4x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The SSG 08 has &#039;&#039;&#039;exceptional jumping accuracy&#039;&#039;&#039;, allowing jump-shots that no other weapon can replicate.&lt;br /&gt;
* At &#039;&#039;&#039;$1,700&#039;&#039;&#039;, it is an excellent &#039;&#039;&#039;eco round sniper&#039;&#039;&#039; when the team cannot afford an AWP.&lt;br /&gt;
* &#039;&#039;&#039;One-shot headshot&#039;&#039;&#039; against helmeted opponents at close-medium range, and always against unarmored opponents.&lt;br /&gt;
* Body shots deal around &#039;&#039;&#039;88 damage&#039;&#039;&#039; against unarmored opponents, requiring a follow-up shot.&lt;br /&gt;
* The &#039;&#039;&#039;fast movement speed&#039;&#039;&#039; (230 units/s) makes the Scout the most mobile sniper rifle.&lt;br /&gt;
* &#039;&#039;&#039;Jump peek&#039;&#039;&#039; with the Scout from elevated positions for unexpected angles.&lt;br /&gt;
* The &#039;&#039;&#039;$300 kill reward&#039;&#039;&#039; is much higher than the AWP&#039;s $100, making it more economically viable.&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
The SSG 08 is commonly purchased on second-round force buys (after winning the pistol round) as it provides sniper capability at a fraction of the AWP&#039;s cost. It is also popular on eco rounds where a skilled player can pick up crucial kills. The Scout&#039;s jumping accuracy makes it a constant threat on positions with elevated cover.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Sniper Rifles]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=SG_553&amp;diff=107</id>
		<title>SG 553</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=SG_553&amp;diff=107"/>
		<updated>2026-02-21T16:35:05Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:SG 553}}&lt;br /&gt;
The &#039;&#039;&#039;SG 553&#039;&#039;&#039; (commonly called the &#039;&#039;&#039;Krieg&#039;&#039;&#039;) is a scoped assault rifle exclusive to the Terrorist side in [[Counter-Strike 2]]. It is the only weapon in the game with 100% armor penetration, meaning bullets deal the same damage to armored and unarmored targets.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $3,000, the SG 553 is more expensive than the [[AK-47]] ($2,700) but offers unique advantages: 100% armor penetration, a built-in scope, and the ability to one-shot headshot at any range. The scope provides excellent long-range accuracy, making the SG 553 versatile across all engagement distances.&lt;br /&gt;
&lt;br /&gt;
Despite these advantages, the SG 553 is less popular than the AK-47 due to its higher cost, different spray pattern, and slower fire rate.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $3,000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 545 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 100%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 30 / 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 2.8 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 210 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* &#039;&#039;&#039;100% armor penetration&#039;&#039;&#039; means armor provides zero damage reduction against the SG 553.&lt;br /&gt;
* The &#039;&#039;&#039;built-in scope&#039;&#039;&#039; is excellent for long-range engagements.&lt;br /&gt;
* The SG 553 can &#039;&#039;&#039;one-shot headshot&#039;&#039;&#039; helmeted opponents at all ranges.&lt;br /&gt;
* The spray pattern is &#039;&#039;&#039;diagonal&#039;&#039;&#039; (pulls down-right), unlike the AK-47 which pulls down-left then right.&lt;br /&gt;
* At &#039;&#039;&#039;$3,000&#039;&#039;&#039;, it costs $300 more than the AK-47. The extra cost buys the scope and armor penetration.&lt;br /&gt;
* &#039;&#039;&#039;Slower fire rate&#039;&#039;&#039; (545 RPM vs 600) means losing spray duels to the AK-47 at close range.&lt;br /&gt;
* Consider the SG 553 on maps with &#039;&#039;&#039;long sightlines&#039;&#039;&#039; where the scope provides an advantage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Rifles]]&lt;br /&gt;
[[Category:Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=AUG&amp;diff=106</id>
		<title>AUG</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=AUG&amp;diff=106"/>
		<updated>2026-02-21T16:35:04Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:AUG}}&lt;br /&gt;
The &#039;&#039;&#039;AUG&#039;&#039;&#039; is a scoped assault rifle exclusive to the Counter-Terrorist side in [[Counter-Strike 2]]. It offers a built-in scope for improved long-range accuracy, making it a versatile alternative to the [[M4A4]] and [[M4A1-S]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $3,300, the AUG is the most expensive CT assault rifle. Its built-in scope provides improved accuracy at long range, making it effective on maps with long sightlines. The AUG offers 90% armor penetration (the highest of any CT rifle) and a 30-round magazine, but its higher price and slightly slower fire rate when scoped make it a situational choice.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $3,300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Counter-Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 28&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 600 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 90%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 30 / 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 3.8 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 220 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The &#039;&#039;&#039;built-in scope&#039;&#039;&#039; provides excellent long-range accuracy. Use it on maps like [[Dust II]] and [[Overpass]].&lt;br /&gt;
* &#039;&#039;&#039;90% armor penetration&#039;&#039;&#039; is the highest of any CT rifle, making body shots more effective than with the M4.&lt;br /&gt;
* The AUG is &#039;&#039;&#039;$200-400 more&#039;&#039;&#039; than the M4 rifles. Consider whether the scope justifies the extra cost.&lt;br /&gt;
* &#039;&#039;&#039;Unscoped accuracy&#039;&#039;&#039; is still good for close/medium range engagements.&lt;br /&gt;
* The scope &#039;&#039;&#039;reduces fire rate slightly&#039;&#039;&#039; and limits your field of view. Do not scope in close quarters.&lt;br /&gt;
* The AUG is strong on &#039;&#039;&#039;long-range positions&#039;&#039;&#039; but the [[M4A1-S]] may be better overall due to its lower cost.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Rifles]]&lt;br /&gt;
[[Category:Counter-Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Galil_AR&amp;diff=105</id>
		<title>Galil AR</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Galil_AR&amp;diff=105"/>
		<updated>2026-02-21T16:35:03Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Galil AR}}&lt;br /&gt;
The &#039;&#039;&#039;Galil AR&#039;&#039;&#039; is a budget assault rifle exclusive to the Terrorist side in [[Counter-Strike 2]]. It is the cheapest T-side rifle, offering an affordable alternative to the [[AK-47]] on tight economy rounds.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $1,800, the Galil AR is the most affordable rifle in the game. It provides a significant upgrade over SMGs and pistols while costing $900 less than the [[AK-47]]. The Galil AR features a 35-round magazine (5 more than the AK-47) and manageable recoil, making it a reliable force-buy weapon.&lt;br /&gt;
&lt;br /&gt;
However, the Galil AR cannot one-shot headshot helmeted opponents (unlike the [[AK-47]]), which is its primary disadvantage. Players will always prefer the AK-47 when the economy allows.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $1,800&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 667 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 77.5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 35 / 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 3.0 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 215 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The Galil AR is the ideal &#039;&#039;&#039;force-buy rifle&#039;&#039;&#039; for Terrorists, offering rifle performance at SMG pricing.&lt;br /&gt;
* &#039;&#039;&#039;35-round magazine&#039;&#039;&#039; gives you 5 more rounds than the [[AK-47]], helpful in extended fights.&lt;br /&gt;
* &#039;&#039;&#039;Cannot one-shot headshot&#039;&#039;&#039; helmeted opponents, unlike the AK-47. Aim for headshot + body shot combos.&lt;br /&gt;
* At &#039;&#039;&#039;$1,800&#039;&#039;&#039;, it is only $750 more than the [[MAC-10]] but offers dramatically better range and damage.&lt;br /&gt;
* &#039;&#039;&#039;Armor penetration&#039;&#039;&#039; (77.5%) matches the AK-47, meaning body shots are similarly effective.&lt;br /&gt;
* Purchase the Galil AR when you &#039;&#039;&#039;cannot afford an AK-47&#039;&#039;&#039; but need more firepower than an SMG.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Rifles]]&lt;br /&gt;
[[Category:Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=FAMAS&amp;diff=104</id>
		<title>FAMAS</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=FAMAS&amp;diff=104"/>
		<updated>2026-02-21T16:35:02Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:FAMAS}}&lt;br /&gt;
The &#039;&#039;&#039;FAMAS&#039;&#039;&#039; is a budget assault rifle exclusive to the Counter-Terrorist side in [[Counter-Strike 2]]. It is the cheapest CT rifle and provides a cost-effective option when the [[Economy System|economy]] does not allow for an [[M4A4]] or [[M4A1-S]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $2,050, the FAMAS is the entry-level CT rifle, significantly cheaper than the [[M4A4]] ($3,100) and [[M4A1-S]] ($2,900). It features a unique burst-fire mode alongside its standard automatic fire, giving players flexibility in engagement range. While it lacks the damage and accuracy of the premium CT rifles, the FAMAS provides much better performance than SMGs and pistols against armored opponents.&lt;br /&gt;
&lt;br /&gt;
The FAMAS is commonly purchased on force-buy rounds or when the CT economy is recovering from a series of losses.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $2,050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Counter-Terrorists&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 667 RPM (auto) / 800 RPM (burst)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 70%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 25 / 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 3.3 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 220 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The FAMAS &#039;&#039;&#039;burst-fire mode&#039;&#039;&#039; fires 3 rounds rapidly and is effective at long range.&lt;br /&gt;
* At &#039;&#039;&#039;$2,050&#039;&#039;&#039;, it is ideal for &#039;&#039;&#039;force-buy rounds&#039;&#039;&#039; when you cannot afford an M4.&lt;br /&gt;
* The 25-round magazine is &#039;&#039;&#039;5 fewer than the M4A4&#039;&#039;&#039;, so trigger discipline matters.&lt;br /&gt;
* &#039;&#039;&#039;Armor penetration&#039;&#039;&#039; (70%) matches the M4 rifles, meaning it performs reasonably against armored opponents.&lt;br /&gt;
* &#039;&#039;&#039;Switch between burst and auto&#039;&#039;&#039; based on engagement range: burst for long range, auto for close/medium.&lt;br /&gt;
* The FAMAS cannot one-shot headshot helmeted opponents, similar to the [[M4A4]] and [[M4A1-S]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Rifles]]&lt;br /&gt;
[[Category:Counter-Terrorist Weapons]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=MP5-SD&amp;diff=103</id>
		<title>MP5-SD</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=MP5-SD&amp;diff=103"/>
		<updated>2026-02-21T16:35:02Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MP5-SD}}&lt;br /&gt;
The &#039;&#039;&#039;MP5-SD&#039;&#039;&#039; is a silenced submachine gun available to both teams in [[Counter-Strike 2]]. It shares its equipment slot with the [[MP7]] and offers suppressed fire that makes it harder for enemies to locate the shooter.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $1,500, the MP5-SD is the silenced alternative to the [[MP7]]. Its integrated suppressor eliminates bullet tracers and reduces firing sound, providing a stealthy option for holding positions or flanking. The trade-off is slightly lower damage compared to the MP7, but the stealth advantages can be significant in the right situations.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $1,500&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 750 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 62.5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 30 / 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 3.1 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 235 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The silencer &#039;&#039;&#039;removes tracers&#039;&#039;&#039; and reduces sound, making it hard for enemies to locate you.&lt;br /&gt;
* The MP5-SD deals &#039;&#039;&#039;slightly less damage&#039;&#039;&#039; than the [[MP7]] but offers stealth advantages.&lt;br /&gt;
* Use the MP5-SD for &#039;&#039;&#039;flanking&#039;&#039;&#039; or &#039;&#039;&#039;holding angles&#039;&#039;&#039; where enemies do not expect an SMG.&lt;br /&gt;
* &#039;&#039;&#039;$600 kill reward&#039;&#039;&#039; provides strong economic value on anti-eco rounds.&lt;br /&gt;
* The MP5-SD is particularly effective on &#039;&#039;&#039;eco defense&#039;&#039;&#039; where you can catch attackers off guard.&lt;br /&gt;
* Choose between the MP5-SD and [[MP7]] based on whether you value &#039;&#039;&#039;stealth&#039;&#039;&#039; or &#039;&#039;&#039;raw damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:SMGs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=MP7&amp;diff=102</id>
		<title>MP7</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=MP7&amp;diff=102"/>
		<updated>2026-02-21T16:35:01Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:MP7}}&lt;br /&gt;
The &#039;&#039;&#039;MP7&#039;&#039;&#039; is a submachine gun available to both teams in [[Counter-Strike 2]]. It is a well-rounded SMG that offers a balance of damage, accuracy, and fire rate, making it a solid mid-tier option in the SMG category.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $1,500, the MP7 is a versatile SMG that performs well at close to medium range. It shares its equipment slot with the [[MP5-SD]] and offers higher damage and fire rate in exchange for the MP5-SD&#039;s silencer. The MP7 is a dependable choice for anti-eco rounds and force buys.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $1,500&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 29&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 750 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 62.5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 30 / 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 3.1 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 220 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The MP7 is a &#039;&#039;&#039;well-rounded SMG&#039;&#039;&#039; suitable for most close to medium range situations.&lt;br /&gt;
* &#039;&#039;&#039;$600 kill reward&#039;&#039;&#039; makes it economically profitable on anti-eco rounds.&lt;br /&gt;
* The MP7 offers &#039;&#039;&#039;better accuracy&#039;&#039;&#039; than the [[MAC-10]] or [[MP9]] at medium range.&lt;br /&gt;
* It shares its slot with the [[MP5-SD]]. Choose the MP7 for raw firepower or the MP5-SD for stealth.&lt;br /&gt;
* &#039;&#039;&#039;Burst fire&#039;&#039;&#039; at medium range for best results. The MP7 rewards controlled shooting.&lt;br /&gt;
* At &#039;&#039;&#039;$1,500&#039;&#039;&#039;, it is pricier than the MAC-10/MP9 but cheaper than the [[P90]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:SMGs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=PP-Bizon&amp;diff=101</id>
		<title>PP-Bizon</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=PP-Bizon&amp;diff=101"/>
		<updated>2026-02-21T16:35:00Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:PP-Bizon}}&lt;br /&gt;
The &#039;&#039;&#039;PP-Bizon&#039;&#039;&#039; is a submachine gun available to both teams in [[Counter-Strike 2]]. It features the largest magazine of any SMG at 64 rounds but suffers from poor armor penetration, making it one of the weakest weapons against armored opponents.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $1,400, the PP-Bizon offers a massive 64-round magazine that allows extended fire without reloading. However, its 63% armor penetration and 27 base damage make it largely ineffective against armored opponents. The PP-Bizon is most useful on anti-eco rounds where opponents lack armor, where its enormous magazine and decent fire rate can overwhelm multiple enemies.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $1,400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 27&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 750 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 63%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 64 / 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 2.4 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 240 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The &#039;&#039;&#039;64-round magazine&#039;&#039;&#039; is the largest of any SMG, ideal for extended engagements.&lt;br /&gt;
* &#039;&#039;&#039;Weak against armor&#039;&#039;&#039; makes the Bizon ineffective on rounds where opponents can buy.&lt;br /&gt;
* Use the PP-Bizon exclusively on &#039;&#039;&#039;anti-eco rounds&#039;&#039;&#039; where opponents are unarmored.&lt;br /&gt;
* The &#039;&#039;&#039;$600 kill reward&#039;&#039;&#039; provides good economic value when used on the right rounds.&lt;br /&gt;
* &#039;&#039;&#039;Spray freely&#039;&#039;&#039; since the large magazine forgives missed shots.&lt;br /&gt;
* Consider the [[MAC-10]] or [[MP9]] instead, as they offer similar performance at lower cost.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:SMGs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=P90&amp;diff=100</id>
		<title>P90</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=P90&amp;diff=100"/>
		<updated>2026-02-21T16:35:00Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:P90}}&lt;br /&gt;
The &#039;&#039;&#039;P90&#039;&#039;&#039; is a submachine gun available to both teams in [[Counter-Strike 2]]. Known for its enormous 50-round magazine and low recoil, the P90 is the most beginner-friendly weapon in the game, though it comes at a premium price for an SMG.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $2,350, the P90 is the most expensive SMG and approaches rifle pricing. Its defining characteristics are a massive 50-round magazine and very low recoil, making it easy to use for players of all skill levels. The P90 is excellent for holding rushes and spraying through smoke, as its large magazine allows sustained fire that other weapons cannot match.&lt;br /&gt;
&lt;br /&gt;
However, the P90 is considered suboptimal at higher levels of play due to its low damage, poor armor penetration, and the fact that a rifle can be purchased for a similar price.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $2,350&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 26&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 857 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 69%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 50 / 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 3.3 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 230 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The &#039;&#039;&#039;50-round magazine&#039;&#039;&#039; allows continuous fire that can hold off entire rushes.&lt;br /&gt;
* &#039;&#039;&#039;Low recoil&#039;&#039;&#039; makes the P90 easy to spray, even for beginners.&lt;br /&gt;
* The P90 is effective when &#039;&#039;&#039;spraying through smoke&#039;&#039;&#039; due to its large magazine.&lt;br /&gt;
* At &#039;&#039;&#039;$2,350&#039;&#039;&#039;, the P90 is expensive for an SMG. Consider whether a [[FAMAS]] or [[Galil AR]] would be a better use of your money.&lt;br /&gt;
* The P90 has only a &#039;&#039;&#039;$300 kill reward&#039;&#039;&#039; (unlike the $600 of other SMGs), making it less economically efficient.&lt;br /&gt;
* &#039;&#039;&#039;Running accuracy&#039;&#039;&#039; is good, allowing aggressive play, but at medium-long range you will lose to rifles.&lt;br /&gt;
* The P90 is strongest in &#039;&#039;&#039;close-quarters combat&#039;&#039;&#039; and on maps with tight corridors.&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
The P90 is rarely seen in professional play but is popular in lower-ranked matchmaking. At higher levels, players prefer rifles for their superior damage and accuracy. The P90 is sometimes called the &amp;quot;noob weapon&amp;quot; due to its ease of use, but in the right situation (close quarters, smoke spam, anti-eco), it can be effective.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:SMGs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=UMP-45&amp;diff=99</id>
		<title>UMP-45</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=UMP-45&amp;diff=99"/>
		<updated>2026-02-21T16:34:59Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Expand article with detailed stats and tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:UMP-45}}&lt;br /&gt;
The &#039;&#039;&#039;UMP-45&#039;&#039;&#039; is a submachine gun available to both teams in [[Counter-Strike 2]]. It bridges the gap between SMGs and rifles, offering the highest base damage of any SMG with respectable armor penetration at a budget-friendly price.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
At $1,200, the UMP-45 is an affordable weapon that offers rifle-like damage characteristics in an SMG package. Its 35 base damage and 65% armor penetration make it the hardest-hitting SMG, capable of dealing meaningful damage even against armored opponents. However, it trades fire rate and mobility for this power, making it slower than other SMGs.&lt;br /&gt;
&lt;br /&gt;
The UMP-45 occupies a unique niche as a budget rifle substitute on force-buy rounds, where its performance against armored opponents exceeds that of other SMGs.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Statistic !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Price&#039;&#039;&#039; || $1,200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team&#039;&#039;&#039; || Both&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage&#039;&#039;&#039; || 35&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Rate&#039;&#039;&#039; || 666 RPM&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor Penetration&#039;&#039;&#039; || 65%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magazine Size&#039;&#039;&#039; || 25 / 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload Time&#039;&#039;&#039; || 3.5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || 230 units/s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kill Reward&#039;&#039;&#039; || $600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage Tips ==&lt;br /&gt;
* The UMP-45 has the &#039;&#039;&#039;highest base damage&#039;&#039;&#039; of any SMG, making it effective against armored opponents at close-medium range.&lt;br /&gt;
* The &#039;&#039;&#039;$600 kill reward&#039;&#039;&#039; makes it economically profitable, similar to other SMGs.&lt;br /&gt;
* Unlike the [[MAC-10]] and [[MP9]], the UMP-45 is &#039;&#039;&#039;viable at medium range&#039;&#039;&#039; due to its higher damage per shot.&lt;br /&gt;
* The &#039;&#039;&#039;slower fire rate&#039;&#039;&#039; compared to other SMGs means you must be more precise with your aim.&lt;br /&gt;
* Consider the UMP-45 as a &#039;&#039;&#039;budget rifle&#039;&#039;&#039; on force-buy rounds when you cannot afford an [[AK-47]] or [[M4A1-S]].&lt;br /&gt;
* &#039;&#039;&#039;Burst fire&#039;&#039;&#039; at medium range for best accuracy. The UMP-45 rewards controlled shooting over spraying.&lt;br /&gt;
* The weapon has significant &#039;&#039;&#039;damage falloff&#039;&#039;&#039; at longer ranges, so avoid long-distance engagements.&lt;br /&gt;
&lt;br /&gt;
== Competitive Meta ==&lt;br /&gt;
The UMP-45 saw heavy use in previous Counter-Strike metas when its armor penetration was even higher. While it has been balanced over time, it remains a solid force-buy option for both teams, particularly when the [[Economy System|economy]] does not allow for a full rifle purchase but players want something more capable than a pistol.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:SMGs]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Wingman_(Game_Mode)&amp;diff=98</id>
		<title>Wingman (Game Mode)</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Wingman_(Game_Mode)&amp;diff=98"/>
		<updated>2026-02-21T16:33:21Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Add comprehensive article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Wingman}}&lt;br /&gt;
&#039;&#039;&#039;Wingman&#039;&#039;&#039; is a 2v2 ranked game mode in [[Counter-Strike 2]] played on smaller sections of standard maps. It provides a fast-paced competitive experience that emphasizes individual skill and coordination with a single partner.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Wingman is the 2v2 counterpart to the 5v5 [[Competitive (Game Mode)|Competitive]] mode. Matches are played on condensed versions of maps, typically featuring a single bombsite. With only two players per team, every kill and every play has an outsized impact on the round. Wingman is ranked with its own separate skill groups.&lt;br /&gt;
&lt;br /&gt;
== Rules and Format ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Players&#039;&#039;&#039; || 2v2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rounds to Win&#039;&#039;&#039; || 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total Rounds&#039;&#039;&#039; || Up to 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Round Time&#039;&#039;&#039; || 1:30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomb Timer&#039;&#039;&#039; || 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bombsites&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ranked&#039;&#039;&#039; || Yes (separate skill groups)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Maps ==&lt;br /&gt;
Wingman uses smaller versions of existing maps, typically featuring one bombsite. The map pool rotates and includes select versions of popular competitive maps as well as Wingman-specific map sections.&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
* &#039;&#039;&#039;Communication is everything&#039;&#039;&#039; in 2v2. Call every piece of information to your partner.&lt;br /&gt;
* &#039;&#039;&#039;Trade kills&#039;&#039;&#039; immediately. If your partner dies, you must be in position to refrag.&lt;br /&gt;
* &#039;&#039;&#039;Utility is critical&#039;&#039;&#039; since well-placed smokes and flashes can win rounds outright.&lt;br /&gt;
* &#039;&#039;&#039;Learn the smaller map layouts&#039;&#039;&#039; as they differ from the full competitive versions.&lt;br /&gt;
* &#039;&#039;&#039;Eco management&#039;&#039;&#039; is simplified with only two players, but still important. Coordinate buys.&lt;br /&gt;
* Wingman is excellent &#039;&#039;&#039;practice for clutch situations&#039;&#039;&#039; since you frequently find yourself in 1v1 or 1v2 scenarios.&lt;br /&gt;
* &#039;&#039;&#039;AWP usage&#039;&#039;&#039; is powerful in Wingman due to the smaller map areas and limited angles to cover.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Arms_Race_(Game_Mode)&amp;diff=97</id>
		<title>Arms Race (Game Mode)</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Arms_Race_(Game_Mode)&amp;diff=97"/>
		<updated>2026-02-21T16:33:21Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Add comprehensive article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Arms Race}}&lt;br /&gt;
&#039;&#039;&#039;Arms Race&#039;&#039;&#039; is a fast-paced, free-for-all game mode in [[Counter-Strike 2]] where players progress through a sequence of weapons by getting kills. The first player to get a kill with every weapon in the rotation wins.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Arms Race (formerly known as Gun Game in community servers) is a casual, high-action mode that cycles players through the entire CS2 weapon arsenal. Each kill advances the player to the next weapon in the sequence. The weapons typically progress from powerful rifles to weaker pistols, ending with the [[Knife]] as the final weapon. The first player to complete the full weapon cycle wins the match.&lt;br /&gt;
&lt;br /&gt;
== Rules and Format ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Players&#039;&#039;&#039; || Up to 10 (free-for-all)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Objective&#039;&#039;&#039; || Get a kill with each weapon&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Respawns&#039;&#039;&#039; || Instant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Weapon Progression&#039;&#039;&#039; || Automatic on kill&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Final Weapon&#039;&#039;&#039; || [[Knife]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039; || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How It Works ==&lt;br /&gt;
# All players start with the same weapon&lt;br /&gt;
# Getting a kill advances you to the next weapon in the sequence&lt;br /&gt;
# The weapon sequence generally goes from powerful to weak:&lt;br /&gt;
#* Assault Rifles and Snipers (early)&lt;br /&gt;
#* SMGs and Shotguns (middle)&lt;br /&gt;
#* Pistols (late)&lt;br /&gt;
#* [[Knife]] (final weapon)&lt;br /&gt;
# The first player to get a knife kill wins the match&lt;br /&gt;
# Getting killed by a knife &#039;&#039;&#039;demotes&#039;&#039;&#039; you back one weapon level&lt;br /&gt;
&lt;br /&gt;
== Tips for Arms Race ==&lt;br /&gt;
* &#039;&#039;&#039;Adapt quickly&#039;&#039;&#039; to each new weapon. You need to be competent with every weapon category.&lt;br /&gt;
* &#039;&#039;&#039;Avoid dying to knives&#039;&#039;&#039; as it sets you back one weapon level.&lt;br /&gt;
* &#039;&#039;&#039;Play aggressively&#039;&#039;&#039; to maintain momentum through the weapon progression.&lt;br /&gt;
* Arms Race is excellent for &#039;&#039;&#039;learning all weapons&#039;&#039;&#039; in the game since it forces you to use them all.&lt;br /&gt;
* &#039;&#039;&#039;Sound awareness&#039;&#039;&#039; is important as players respawn around you constantly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Deathmatch_(Game_Mode)&amp;diff=96</id>
		<title>Deathmatch (Game Mode)</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Deathmatch_(Game_Mode)&amp;diff=96"/>
		<updated>2026-02-21T16:33:20Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Add comprehensive article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Deathmatch}}&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039; is a free-for-all practice mode in [[Counter-Strike 2]]. It focuses entirely on aim and combat, with no objectives, no economy, and instant respawns, making it the primary warm-up and practice mode for most players.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Deathmatch removes all strategic elements of CS2 and distills the experience down to pure shooting mechanics. Players spawn with full equipment, respawn instantly after dying, and score points by getting kills. The mode is time-limited rather than round-based, and players can switch weapons freely during the match.&lt;br /&gt;
&lt;br /&gt;
Deathmatch is widely considered the most important practice tool in CS2 for improving raw aim, [[Spray Patterns and Recoil Control|spray control]], and [[Movement Mechanics|movement mechanics]].&lt;br /&gt;
&lt;br /&gt;
== Rules and Format ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Players&#039;&#039;&#039; || Up to 16 (free-for-all or team-based)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Match Duration&#039;&#039;&#039; || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Respawns&#039;&#039;&#039; || Instant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039; || None (free weapons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armor&#039;&#039;&#039; || Free (Kevlar + Helmet)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Objective&#039;&#039;&#039; || Most kills wins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Deathmatch Effectively ==&lt;br /&gt;
Deathmatch is not just about playing casually. Here is how to use it as an effective practice tool:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warm up before competitive&#039;&#039;&#039; by playing 10-15 minutes of Deathmatch to activate your aim.&lt;br /&gt;
* &#039;&#039;&#039;Practice specific weapons&#039;&#039;&#039; by choosing a single weapon (like the [[AK-47]] or [[Desert Eagle]]) and using it exclusively.&lt;br /&gt;
* &#039;&#039;&#039;Focus on headshots&#039;&#039;&#039; rather than winning. Aim only for the head to build muscle memory.&lt;br /&gt;
* &#039;&#039;&#039;Practice counter-strafing&#039;&#039;&#039; by consciously stopping before each shot (see [[Movement Mechanics]]).&lt;br /&gt;
* &#039;&#039;&#039;Do not worry about dying.&#039;&#039;&#039; Deathmatch is about reps, not results.&lt;br /&gt;
* &#039;&#039;&#039;Practice spray transfers&#039;&#039;&#039; by engaging multiple enemies in sequence.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Use Deathmatch to learn &#039;&#039;&#039;weapon [[Spray Patterns and Recoil Control|spray patterns]]&#039;&#039;&#039; in a live environment.&lt;br /&gt;
* &#039;&#039;&#039;Community Deathmatch servers&#039;&#039;&#039; often provide a better practice experience than official servers.&lt;br /&gt;
* Vary between &#039;&#039;&#039;headshot-only practice&#039;&#039;&#039; and normal Deathmatch for well-rounded improvement.&lt;br /&gt;
* Deathmatch is also useful for &#039;&#039;&#039;learning map layouts&#039;&#039;&#039; and common angles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Casual_(Game_Mode)&amp;diff=95</id>
		<title>Casual (Game Mode)</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Casual_(Game_Mode)&amp;diff=95"/>
		<updated>2026-02-21T16:33:19Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Add comprehensive article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Casual}}&lt;br /&gt;
&#039;&#039;&#039;Casual&#039;&#039;&#039; is a relaxed, unranked game mode in [[Counter-Strike 2]]. It provides a lower-stakes environment for players to practice, learn maps, and enjoy the game without the pressure of ranked play.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Casual mode is designed for players who want to experience the core bomb defusal gameplay of CS2 without the competitive pressure. It features larger team sizes, simplified economy rules, and no ranking impact. Casual is an excellent mode for beginners to learn the game and for experienced players to warm up or try new strategies.&lt;br /&gt;
&lt;br /&gt;
== Rules and Format ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Players&#039;&#039;&#039; || 10v10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rounds to Win&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Round Time&#039;&#039;&#039; || 2:15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomb Timer&#039;&#039;&#039; || 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Freeze Time&#039;&#039;&#039; || 15 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Free Armor&#039;&#039;&#039; || Yes (Kevlar + Helmet)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team Damage&#039;&#039;&#039; || Disabled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defuse Kit&#039;&#039;&#039; || Free for CTs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Key Differences from Competitive ==&lt;br /&gt;
* &#039;&#039;&#039;Free armor and defuse kits&#039;&#039;&#039; remove economic complexity&lt;br /&gt;
* &#039;&#039;&#039;10v10 format&#039;&#039;&#039; means more chaotic and less strategic gameplay&lt;br /&gt;
* &#039;&#039;&#039;No rank impact&#039;&#039;&#039; allows stress-free play&lt;br /&gt;
* &#039;&#039;&#039;Team damage disabled&#039;&#039;&#039; prevents accidental teamkills&lt;br /&gt;
* &#039;&#039;&#039;Shorter matches&#039;&#039;&#039; (8 rounds to win vs 13 in competitive)&lt;br /&gt;
* &#039;&#039;&#039;Players can join mid-match&#039;&#039;&#039; to fill open slots&lt;br /&gt;
&lt;br /&gt;
== Who Should Play Casual ==&lt;br /&gt;
* &#039;&#039;&#039;New players&#039;&#039;&#039; learning CS2 maps and mechanics for the first time&lt;br /&gt;
* &#039;&#039;&#039;Returning players&#039;&#039;&#039; refreshing their knowledge after a break&lt;br /&gt;
* &#039;&#039;&#039;Anyone&#039;&#039;&#039; looking for a low-pressure, quick gaming experience&lt;br /&gt;
* Players wanting to &#039;&#039;&#039;test new settings&#039;&#039;&#039; or &#039;&#039;&#039;learn new maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Premier_(Game_Mode)&amp;diff=94</id>
		<title>Premier (Game Mode)</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Premier_(Game_Mode)&amp;diff=94"/>
		<updated>2026-02-21T16:33:19Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Add comprehensive article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Premier}}&lt;br /&gt;
&#039;&#039;&#039;Premier&#039;&#039;&#039; is the flagship ranked game mode in [[Counter-Strike 2]]. It features a global numerical rating system, a map veto phase, and overtime, making it the closest experience to professional tournament play available in matchmaking.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Premier mode is the primary competitive experience in CS2, replacing the old CS:GO Global Matchmaking as the definitive ranked mode. It uses a numerical CS Rating (similar to an ELO system) that ranges from 0 to 35,000+, providing a precise measurement of player skill. Premier also features a map veto phase at the start of each match, simulating the tournament experience.&lt;br /&gt;
&lt;br /&gt;
== Rules and Format ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Players&#039;&#039;&#039; || 5v5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rounds to Win&#039;&#039;&#039; || 13 (regulation)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Overtime&#039;&#039;&#039; || Yes (MR3, $10,000 start)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Round Time&#039;&#039;&#039; || 1:55&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomb Timer&#039;&#039;&#039; || 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Freeze Time&#039;&#039;&#039; || 15 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Map Selection&#039;&#039;&#039; || Veto system (pick/ban)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CS Rating System ==&lt;br /&gt;
Premier uses a numerical rating divided into color tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color !! Rating Range !! Approximate CS:GO Equivalent&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#808080;color:white;&amp;quot; | &#039;&#039;&#039;Grey&#039;&#039;&#039; || 0 - 4,999 || Silver - Gold Nova I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#87CEEB;&amp;quot; | &#039;&#039;&#039;Light Blue&#039;&#039;&#039; || 5,000 - 9,999 || Gold Nova II - Master Guardian&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#4169E1;color:white;&amp;quot; | &#039;&#039;&#039;Blue&#039;&#039;&#039; || 10,000 - 14,999 || Master Guardian - DMG&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#9370DB;&amp;quot; | &#039;&#039;&#039;Purple&#039;&#039;&#039; || 15,000 - 19,999 || Legendary Eagle - Supreme&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FF69B4;&amp;quot; | &#039;&#039;&#039;Pink&#039;&#039;&#039; || 20,000 - 24,999 || Global Elite level&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FF4500;color:white;&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039; || 25,000 - 29,999 || Top tier&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#FFD700;&amp;quot; | &#039;&#039;&#039;Gold&#039;&#039;&#039; || 30,000+ || Elite (top 0.001%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rating Distribution ==&lt;br /&gt;
The majority of CS2 Premier players fall within the Light Blue (5,000-9,999) and Blue (10,000-14,999) tiers. Less than 1% of players break into the 20,000+ range, and reaching Gold (30,000+) is an extremely rare achievement.&lt;br /&gt;
&lt;br /&gt;
== Map Veto Phase ==&lt;br /&gt;
Before each Premier match, both teams participate in a map veto:&lt;br /&gt;
# Each team alternately bans maps from the active duty pool&lt;br /&gt;
# The remaining map is played&lt;br /&gt;
# A coin flip determines which team gets first pick of starting side&lt;br /&gt;
&lt;br /&gt;
This system rewards players who are versatile across all maps in the [[Dust II|active duty pool]].&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
Premier operates on a seasonal basis, with each season lasting approximately 6 months. At the start of a new season, players must complete placement matches to establish their initial rating for that season.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Season 4&#039;&#039;&#039; (current as of 2026) started on January 19, 2026.&lt;br /&gt;
&lt;br /&gt;
== Tips for Premier ==&lt;br /&gt;
* &#039;&#039;&#039;Learn all maps&#039;&#039;&#039; in the active duty pool since you cannot control which map is played.&lt;br /&gt;
* &#039;&#039;&#039;Warming up&#039;&#039;&#039; before matches improves performance. Use [[Deathmatch (Game Mode)|Deathmatch]] to practice aim.&lt;br /&gt;
* &#039;&#039;&#039;Communicate actively&#039;&#039;&#039; with your team, especially during the map veto phase.&lt;br /&gt;
* Winning rounds &#039;&#039;&#039;consecutively&#039;&#039;&#039; has a larger impact on rating than individual round wins.&lt;br /&gt;
* &#039;&#039;&#039;CS Rating&#039;&#039;&#039; reflects long-term skill. Focus on improvement rather than individual match results.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Competitive_(Game_Mode)&amp;diff=93</id>
		<title>Competitive (Game Mode)</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Competitive_(Game_Mode)&amp;diff=93"/>
		<updated>2026-02-21T16:33:18Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Add comprehensive article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Competitive}}&lt;br /&gt;
&#039;&#039;&#039;Competitive&#039;&#039;&#039; is a ranked game mode in [[Counter-Strike 2]] that uses map-specific skill groups to track player performance. It is one of two main ranked modes alongside [[Premier (Game Mode)|Premier]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Competitive mode is the traditional ranked matchmaking experience from CS:GO, updated for CS2. Unlike [[Premier (Game Mode)|Premier]], Competitive assigns separate skill groups (ranks) for each map, allowing players to track their performance on individual maps. There is no map veto phase; instead, players select which maps they want to queue for before searching for a match.&lt;br /&gt;
&lt;br /&gt;
== Rules and Format ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Players&#039;&#039;&#039; || 5v5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rounds to Win&#039;&#039;&#039; || 13&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total Rounds&#039;&#039;&#039; || Up to 24 (no overtime)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Round Time&#039;&#039;&#039; || 1:55&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bomb Timer&#039;&#039;&#039; || 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Freeze Time&#039;&#039;&#039; || 15 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buy Time&#039;&#039;&#039; || 20 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Side Switch&#039;&#039;&#039; || After 12 rounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranking System ==&lt;br /&gt;
Competitive mode uses the traditional CS:GO ranking system with 18 skill groups:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Ranks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Silver&#039;&#039;&#039; || Silver I, Silver II, Silver III, Silver IV, Silver Elite, Silver Elite Master&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gold Nova&#039;&#039;&#039; || Gold Nova I, Gold Nova II, Gold Nova III, Gold Nova Master&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Master Guardian&#039;&#039;&#039; || Master Guardian I, Master Guardian II, Master Guardian Elite, Distinguished Master Guardian&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eagle+&#039;&#039;&#039; || Legendary Eagle, Legendary Eagle Master, Supreme Master First Class, The Global Elite&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each map has its own separate rank, meaning a player could be Global Elite on [[Dust II]] but Gold Nova on [[Ancient]].&lt;br /&gt;
&lt;br /&gt;
== How It Differs from Premier ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature !! Competitive !! [[Premier (Game Mode)|Premier]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rank Type&#039;&#039;&#039; || Skill groups (per map) || CS Rating (global number)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Map Selection&#039;&#039;&#039; || Player chooses maps to queue || Map veto phase&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Overtime&#039;&#039;&#039; || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pick/Ban&#039;&#039;&#039; || No || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips for Competitive Mode ==&lt;br /&gt;
* &#039;&#039;&#039;Select maps you know well&#039;&#039;&#039; since you can choose exactly which maps to queue for.&lt;br /&gt;
* Your rank on each map is &#039;&#039;&#039;independent&#039;&#039;&#039;, so focus on improving map-by-map.&lt;br /&gt;
* &#039;&#039;&#039;Communication&#039;&#039;&#039; with teammates is essential for coordinating strategies and [[Economy System|economy]].&lt;br /&gt;
* &#039;&#039;&#039;Learn utility lineups&#039;&#039;&#039; for your favorite maps. See [[Utility Usage]] for details.&lt;br /&gt;
* Competitive mode is a good &#039;&#039;&#039;stepping stone&#039;&#039;&#039; to Premier for newer players.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
	<entry>
		<id>https://counterstrikewiki.com/index.php?title=Armor_and_Damage_System&amp;diff=92</id>
		<title>Armor and Damage System</title>
		<link rel="alternate" type="text/html" href="https://counterstrikewiki.com/index.php?title=Armor_and_Damage_System&amp;diff=92"/>
		<updated>2026-02-21T16:31:51Z</updated>

		<summary type="html">&lt;p&gt;Maintenance script: Add comprehensive article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Armor and Damage System}}&lt;br /&gt;
The &#039;&#039;&#039;Armor and Damage System&#039;&#039;&#039; is a core mechanic in [[Counter-Strike 2]] that governs how damage is calculated, how armor reduces incoming damage, and how different body parts take different amounts of damage.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Damage in CS2 is determined by a combination of the weapon&#039;s base damage, the distance to the target, the body part hit, and whether the target is wearing armor. Understanding these mechanics helps players make informed decisions about weapon purchases, aim placement, and [[Economy System|economic strategy]].&lt;br /&gt;
&lt;br /&gt;
== Armor Types ==&lt;br /&gt;
&lt;br /&gt;
=== Kevlar Vest ($650) ===&lt;br /&gt;
The &#039;&#039;&#039;Kevlar Vest&#039;&#039;&#039; protects the chest, stomach, and arms from damage. It reduces incoming bullet and grenade damage based on the weapon&#039;s armor penetration value. The vest also nearly eliminates &#039;&#039;&#039;aimpunch&#039;&#039;&#039; (screen shake when hit) for body shots.&lt;br /&gt;
&lt;br /&gt;
=== Kevlar + Helmet ($1,000) ===&lt;br /&gt;
The &#039;&#039;&#039;Kevlar + Helmet&#039;&#039;&#039; adds head protection to the vest. The helmet is critically important because it prevents one-shot headshot kills from most weapons. Without a helmet, even an [[M4A4]] can kill with a single headshot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you already have a vest with 100 armor points, you can buy just the helmet upgrade for &#039;&#039;&#039;$350&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Weapons That Can One-Shot Through Helmet ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[AK-47]]&#039;&#039;&#039; || One-shot headshot at all ranges&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[SG 553]]&#039;&#039;&#039; || One-shot headshot at all ranges&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Desert Eagle]]&#039;&#039;&#039; || One-shot headshot at close-medium range&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[AWP]]&#039;&#039;&#039; || One-shot kill to any body part (except legs)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[SSG 08]]&#039;&#039;&#039; || Only against unarmored opponents (headshot)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[SCAR-20]] / [[G3SG1]]&#039;&#039;&#039; || One-shot headshot at most ranges&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How Damage Is Calculated ==&lt;br /&gt;
The damage formula in CS2 works as follows:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Base damage&#039;&#039;&#039; is determined by the weapon&lt;br /&gt;
# &#039;&#039;&#039;Range modifier&#039;&#039;&#039; reduces damage over distance (each weapon has a different falloff)&lt;br /&gt;
# &#039;&#039;&#039;Hitbox multiplier&#039;&#039;&#039; is applied based on where the bullet hits&lt;br /&gt;
# &#039;&#039;&#039;Armor reduction&#039;&#039;&#039; is applied if the target has armor covering that hitbox&lt;br /&gt;
&lt;br /&gt;
=== Hitbox Multipliers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hitbox !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Head&#039;&#039;&#039; || 4x (most weapons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chest / Arms&#039;&#039;&#039; || 1x&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stomach&#039;&#039;&#039; || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Legs&#039;&#039;&#039; || 0.75x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Leg shots are never reduced by armor, as armor does not protect the legs. However, the 0.75x multiplier means leg shots deal less base damage.&lt;br /&gt;
&lt;br /&gt;
=== Armor Damage Reduction ===&lt;br /&gt;
When a bullet hits an armored hitbox, the damage is multiplied by the weapon&#039;s &#039;&#039;&#039;armor penetration&#039;&#039;&#039; percentage. For example:&lt;br /&gt;
* [[AK-47]] base damage: 36, armor penetration: 77.5%&lt;br /&gt;
* Armored chest shot: 36 x 1.0 (chest) x 0.775 (armor) = &#039;&#039;&#039;27 damage&#039;&#039;&#039;&lt;br /&gt;
* Unarmored chest shot: 36 x 1.0 = &#039;&#039;&#039;36 damage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Armor Points ==&lt;br /&gt;
Armor starts at &#039;&#039;&#039;100 points&#039;&#039;&#039; when purchased. Each hit that is absorbed by armor reduces the armor value. However, &#039;&#039;&#039;as long as armor points remain above 0, the full damage reduction applies&#039;&#039;&#039;. There is no difference between 100 armor and 1 armor in terms of protection.&lt;br /&gt;
&lt;br /&gt;
Armor is typically damaged by approximately 2 points for every 1 point of damage absorbed. A player can go many rounds without needing to rebuy armor if they take limited damage.&lt;br /&gt;
&lt;br /&gt;
== Aimpunch ==&lt;br /&gt;
&#039;&#039;&#039;Aimpunch&#039;&#039;&#039; is the screen shake effect that occurs when a player takes damage. Armor dramatically reduces aimpunch:&lt;br /&gt;
* &#039;&#039;&#039;Without armor:&#039;&#039;&#039; Severe aimpunch that makes accurate shooting nearly impossible&lt;br /&gt;
* &#039;&#039;&#039;With vest:&#039;&#039;&#039; 95% reduction in aimpunch for body shots&lt;br /&gt;
* &#039;&#039;&#039;With helmet:&#039;&#039;&#039; Near-complete elimination of aimpunch for headshots&lt;br /&gt;
&lt;br /&gt;
This is one of the primary reasons armor is considered essential on buy rounds.&lt;br /&gt;
&lt;br /&gt;
== Economic Considerations ==&lt;br /&gt;
* &#039;&#039;&#039;Kevlar Vest&#039;&#039;&#039; ($650) should be purchased on &#039;&#039;&#039;every buy round&#039;&#039;&#039;, even force buys.&lt;br /&gt;
* &#039;&#039;&#039;Helmet&#039;&#039;&#039; ($350 upgrade or $1,000 full) is essential against weapons that cannot one-shot headshot through helmet (like the [[M4A4]] and [[M4A1-S]]).&lt;br /&gt;
* On CT side, if the enemy team is using only [[AK-47]]s and [[AWP]]s, some players skip the helmet since these weapons kill through helmet anyway, saving $350.&lt;br /&gt;
* On [[Economy System|eco rounds]], not buying armor allows faster economy recovery but significantly reduces survivability.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
</feed>