CS2 Damage Calculator
Calculate weapon damage with armor penetration
Damage per Shot
111
Shots to Kill (100 HP)
1
Shots to Kill (100 HP + Armor)
1
Time to Kill (1 shot)
Instant
How It Works
- Base Damage: Each weapon's per-bullet damage from the CS2 weapon data (AK-47: 36, M4A4: 33, AWP: 115)
- Hitbox Multiplier: Head ×4, chest/arms ×1, stomach ×1.25, legs ×0.75 (legs ignore armor)
- Armor Penetration: Hits on a protected hitbox are multiplied by the weapon's armor penetration (e.g. AK-47 77.5%). Kevlar covers the body; only a helmet covers the head
- Distance Falloff: Damage × RangeModifier^(distance ÷ 500 units) — snipers barely fall off, SMGs and shotguns fall off fast
- Time to Kill: (shots − 1) × 60 ÷ RPM, assuming every shot lands on the selected hitbox
Frequently Asked Questions
How does armor affect damage in CS2?
When a protected hitbox is hit, damage is multiplied by the weapon's armor penetration value. The AK-47 has 77.5% armor penetration, so it deals 77.5% of its base damage against armor. Kevlar protects the chest, arms, and stomach; only a helmet protects the head; legs are never protected by armor.
What is the headshot multiplier in CS2?
Headshots deal 4× base damage before armor. Against a helmet, the weapon's armor penetration is then applied — an AK-47 headshot deals 36 × 4 = 144 raw damage, reduced to 111 through a helmet (77.5% armor penetration), which is still a one-shot kill. The M4A4 deals 33 × 4 × 0.70 ≈ 92 against a helmet, leaving the target alive.
Does distance affect damage?
Yes. Damage is multiplied by the weapon's RangeModifier for every 500 game units of distance (damage × RangeModifier^(distance/500)). Snipers like the AWP (0.99) barely lose damage over range, rifles lose a few percent, while SMGs (0.75–0.85) and shotguns (0.70) fall off steeply.
What are the hitbox damage multipliers in CS2?
Head ×4, chest and arms ×1, stomach ×1.25, and legs ×0.75. Leg shots are never reduced by armor, but they also never benefit from a multiplier above 1.