Counter-Strike 2 Economy Guide
Understanding the economy is the foundation of CS2 strategy. Learn how money works, plan your buys, and master economy management to get the upper hand in competitive matches.
Economy Basics
Starting Money
$800
Every player starts with this amount each round
Win Reward
$3,250 / $3,500
T: $3,250 (includes bomb plant bonus). CT: $3,500 (defuse)
Loss Bonuses
$1,400 β $3,400+
1st: $1400, 2nd: $1900, 3rd: $2400, 4th: $2900, 5th+: $3400
Money Cap
$16,000
Maximum money you can hold. Excess is lost
Key Rules
- Loss bonus resets on round win: As soon as your team wins a round, the loss streak counter resets. The next loss goes back to $1,400.
- Kill rewards: Vary by weapon type. More valuable weapons give lower kill rewards to balance the economy.
- Bomb plant bonus (T): Planting the bomb awards an additional $800 to all T players in the first half.
- Defuse bonus (CT): Completing a defuse doesn't give extra moneyβyou get the same $3,500 as any round win.
Interactive Round-by-Round Tracker
Click rounds below to toggle between Win (green) and Loss (red). The tracker calculates your team's total money based on economy rules.
Common Economy Scenarios
Scenario 1: Lost Pistol, Lost Force Buy
You lose pistol round and lose the force buy on round 2. What's your economy?
| Round | Result | Money Earned | Team Total | Buy Type |
|---|---|---|---|---|
| 1 | Loss | $1,400 | $2,200 | Pistol |
| 2 | Loss | $1,900 | $4,100 | Force |
| 3 | Loss | $2,400 | $6,500 | Full Eco |
| 4 | Win | $3,500 | $10,000 | Full Buy |
After 3 losses, you have $6,500. Save for round 4 full buy. If you can win round 4, you'll have $10,000+ for sustained buys.
Scenario 2: Won Pistol
CT side wins the pistol round. Do you force buy round 2 or eco for round 3?
| Round | Strategy A: Force Buy | Strategy B: Save |
|---|---|---|
| 1 (Win) | $3,500 + $800 = $4,300 | $3,500 + $800 = $4,300 |
| 2 (Assumed Loss) | Spend $2,000 β $2,300 + $1,400 = $3,700 | Spend $0 β $4,300 + $1,400 = $5,700 |
| 3 (Buy) | $3,700 β Half Buy | $5,700 β Full Buy + Utility |
Strategy B is stronger: Saving round 2 guarantees a full buy round 3. Most pro teams prefer this after winning pistol to ensure control of round 3.
Scenario 3: 2-0 Lead Then Lost
You go up 2-0 but lose round 3. Do you still have money for a buy?
| Round | Result | Money Earned | Team Total | Status |
|---|---|---|---|---|
| 1 | Win | $3,500 | $4,300 | Full Buy |
| 2 | Win | $3,500 | $7,800 | Full Buy |
| 3 | Loss | $1,400 | $9,200 | Full Buy |
| 4 | --- | --- | $9,200+ | Full Buy Comfortable |
Even after a loss at 2-0, you have $9,200+ for a comfortable full buy. This is why winning the first two rounds is so valuableβyou can absorb a loss and still buy.
Scenario 4: Lost Pistol, Won Force Buy
T side loses pistol but wins the force buy on round 2. Loss bonus resets!
| Round | Result | Money Earned | Loss Streak | Team Total |
|---|---|---|---|---|
| 1 | Loss | $1,400 | 1st Loss | $2,200 |
| 2 | Win | $3,250 + Kills | RESET to 0 | $5,450+ |
| 3 | Loss | $1,400 | Back to 1st Loss | $6,850+ |
Winning round 2 resets the loss bonus. You go back to $1,400 for the next loss, not $1,900. This is huge for economy planning after a won force buy.
Buy Round Guide by Money Threshold
$0 - $1,500: Full Eco
Not enough for meaningful buys. Save up.
CT Side
- Pistol (USP-S)
- Utility only (no armor)
- Goal: Survive and farm money
T Side
- Pistol (P250) + Kevlar
- Utility for site execute
- Goal: Win with utility and positioning
$1,500 - $2,500: Force/Half Buy
Enough to get armor and light weapons. High risk, high reward.
CT Side
- FamasRevolver/Pistol + Full Armor
- Kevlar for all players
- Minimal utility
- Success chance: 30-40%
T Side
- P250 / Five-SeveN + Kevlar
- Mac-10 or MP9 (if $2000+)
- Basic utility for site
- Success chance: 25-35%
$2,500 - $3,700: Half Buy / Transition Buy
Enough for SMGs with armor. Better balance of offense and economy preservation.
CT Side
- Famas + Full Armor (all players)
- Or: SMG (MP9) for some players
- Limited utility (nades only)
- Save ~$400-600 per player for next round
T Side
- Mac-10 / MP9 + Full Armor
- Some players upgrade to SMG spray
- Economy utility (smokes, molotovs)
- Success chance: 35-45%
$3,700 - $4,750: Full Buy (Rifles)
Enough for full rifle setup with armor and utility. Standard competitive buy.
CT Side
- M4A4 or M4A1-S + Full Armor (all)
- Pistol (USP-S)
- Full utility: Smokes, flashes, molotov, HE
- Success chance: 60-70%
T Side
- AK-47 + Full Armor (all)
- P250 (secondary)
- Full utility for site execute
- Success chance: 65-75%
$4,750+: Full Buy + AWP
Premium setup with sniper rifle(s). Highest firepower.
CT Side (Typical)
- 1x AWP (Awper role, strong players)
- 3x M4A4/M4A1-S + Full Armor
- Utility: Heavy smokes and flashes to support AWP
- Success chance: 70-80%
T Side (Typical)
- 1-2x AWP for entry fraggers
- 3-2x AK-47 + Full Armor
- Execute utility: Molotovs, flashes, smokes
- Success chance: 70-85%
Kill Reward Chart
Kill rewards help fund your buys. Higher-cost weapons award lower kill bonuses to maintain economy balance.
| Weapon Category | Examples | Kill Reward | Notes |
|---|---|---|---|
| Rifles | AK-47, M4A4, M4A1-S, FAMAS | $300 | Most common weapons. Balanced reward |
| Sniper Rifles | AWP Dragon Lore | $300 | Expensive, low kill reward |
| SMGs | Mac-10, MP9, UMP-45 | $600 | Cheap weapons, higher kill reward |
| Shotguns | XM1014, MAG-7 | $900 | Specialized, highest weapon-based reward |
| Utilities | HE, Flash, Smoke, Molotov | $300 | Per kill with each utility |
| Knife | Knife, Melee | $1,500 | Highest single-kill reward. High risk! |
| Bomb/Defuse | C4 (T), Defuse Kit (CT) | $300 | Per kill while holding bomb/kit |
Kill Reward Strategy Tips
- SMG kills are valuable: Getting kills with Mac-10/MP9 earns $600 per kill vs. $300 for rifles. This is why force buys can workβif you win a few kills, you fund the next round.
- Knife kills are risky: $1,500 is tempting but only for aggressive players with high skill. A whiffed knife usually means death.
- Bomb plant bonus: T side gets +$800 for planting the bomb (separate from round win). This is in addition to the $3,250 round win.
- Grenade kills help: Each utility kill is $300. Molotov kills, flashbang stuns, HE damage all count.
Frequently Asked Questions
What is the maximum amount of money I can have in CS2? +
The maximum money cap in CS2 is $16,000. Any money earned beyond this amount is lost, so it's important to manage your economy properly and spend down when you're approaching the cap.
When does the loss bonus streak reset? +
Your loss bonus streak resets as soon as your team wins a round. This means if you had 4 losses in a row ($3400 bonus) and then win a round, the next loss will only give you $1400 (back to 1st loss bonus).
How much money do you get for a kill? +
Kill rewards vary by weapon type: rifles ($300), SMGs ($600), shotguns ($900), snipers ($300), knife ($1500), and grenades ($300 per kill). Utility items like bomb/defuse also grant $300 per kill.
What's the difference between a "force buy" and a "half buy"? +
A force buy (around $1500-$2400) is when your team spends most of your remaining money to get guns/armor despite being low on funds, banking on winning the round or getting kills. A half buy ($2500-$3700) is a middle ground where you buy some weapons but save some money for next round.
Why do pros sometimes eco on round 2 after winning pistol? +
After winning pistol, some teams prefer to full eco round 2 (buy nothing) to save money for a guaranteed full buy on round 3, which is stronger than a half buy. This only works if you're confident you can win round 2 with utility/pistols or if you plan to lose it intentionally.