Heavy CS2 Skins

Heavy weapons occupy a specialist niche in CS2. Shotguns deliver devastating close-range damage with the game's most generous kill rewards ($900), making them powerful anti-eco choices in tight spaces. Machine guns offer suppressive fire with massive magazines, and the Zeus x27 taser rounds out the category as a $200 guaranteed-kill gadget. While rarely seen in professional play, heavy weapons can be devastatingly effective when used in the right positions — and few purchases print money faster when the read is right.

Nova

Both
$1050Price
26Damage
68RPM
8/32Mag/Reserve
50%Armor Pen
220Move Speed

The Nova is the people's shotgun: $1,050 for a pump-action that one-shots at close range and pays a game-highest $900 per kill. On anti-eco rounds in tight map areas, no purchase converts kills into next-round rifles more efficiently.

45 skinsView Details →

XM1014

Both
$2000Price
20Damage
171RPM
7/32Mag/Reserve
80%Armor Pen
215Move Speed

The XM1014 is the semi-automatic shotgun: no pump, no mercy, seven shells as fast as you can click. At $2,000 it is the premium option in the class, trading the one-shot ceiling of the pump shotguns for follow-up speed that forgives a first shot's bad spread.

44 skinsView Details →

MAG-7

CT
$1300Price
30Damage
71RPM
5/32Mag/Reserve
75%Armor Pen
225Move Speed

The MAG-7 is the CT-only shotgun with the hardest punch in the class — 30 damage per pellet, enough to routinely one-shot armored attackers at close range. Five shells, a magazine reload, and the standard $900 shotgun kill reward make it the competitive scene's only regularly-sighted heavy weapon.

37 skinsView Details →

Sawed-Off

T
$1100Price
32Damage
68RPM
7/32Mag/Reserve
75%Armor Pen
210Move Speed

The Sawed-Off is T-side's point-blank specialist: the highest close-range damage of any shotgun compressed into the shortest effective range of any gun in CS2. Inside touching distance it deletes armored CTs in one blast; three steps further back it might as well be a flashlight.

34 skinsView Details →

M249

Both
$5200Price
32Damage
750RPM
100/200Mag/Reserve
80%Armor Pen
195Move Speed

The M249 is CS2's most expensive primary at $5,200 — a 100-round belt-fed machine gun that costs more than an AWP and appears in serious matches roughly never. It exists at the intersection of overwhelming suppression and overwhelming impracticality.

25 skinsView Details →

Negev

Both
$1700Price
35Damage
800RPM
150/200Mag/Reserve
75%Armor Pen
195Move Speed

The Negev is CS2's area-denial machine: $1,700 for 150 rounds and a mechanic no other gun has — the longer you hold the trigger, the more accurate it gets, until the spray becomes a laser. It doesn't hold angles so much as abolish them.

25 skinsView Details →

Zeus x27

Both
$200Price
500Damage
0RPM
1/0Mag/Reserve
100%Armor Pen
220Move Speed

The Zeus x27 is CS2's taser: a $200 gadget that kills any enemy in one hit, through any armor, at knife-adjacent range. Since Valve gave it a 30-second recharge instead of single use, it has evolved from a meme into a quietly serious pocket pick for eco rounds and corner ambushes.

7 skinsView Details →

Buying Guide: Heavy

The MAG-7 ($1,300, CT-only) is the premier competitive shotgun — its one-shot capability at close range makes it lethal for holding tight corners on CT-side. The Nova ($1,050) is the budget option available to both sides, great for boosting economy at $900 per kill, while the XM1014 ($2,000) trades one-shot power for semi-automatic follow-ups that handle armored, multi-man pushes. The Sawed-Off ($1,100, T-only) is the point-blank extremist. Among machine guns, the Negev ($1,700) is a suppression tool that becomes laser-accurate after its initial spray, useful for denying rushes through choke points; the M249 ($5,200) is priced out of serious play. The Zeus x27 ($200) deserves a line of its own: one hit kills through any armor at near-knife range, and it recharges after 30 seconds.

Where Shotguns Actually Work

Shotgun success is a mapping exercise: they earn their $900-per-kill premium only where geometry guarantees fights inside about eight metres. Classic real estate includes B tunnels and close-corner site holds on Dust2, banana and apartment fights on Inferno, and any post-smoke push where attackers emerge blind at arm's length. In those spaces a MAG-7 or Nova doesn't just compete with rifles — it beats them, because spread and one-shot damage forgive the flick aim that close surprises demand.

The discipline is refusing every other fight. A shotgun crossing open ground is a free kill for any rifle, so shotgun rounds are played almost entirely pre-positioned: pick the corner at freeze time, commit, and let the enemy's route decide whether you were a genius. Anti-eco rounds lower the bar — against unarmored opponents even mid-range pellet hits add up fast, which is why shotguns are the highest-profit anti-eco buys in the game.

Machine Guns and the Zeus

The Negev redefined its role when Valve cut it to $1,700: it is no longer a joke buy but a chokepoint veto. Its unique mechanic — accuracy that improves the longer you hold the trigger — turns predictable rushes into shooting-gallery rounds, at the cost of 195 u/s movement and a reload measured in geological time. The M249 offers similar suppression at three times the price and is bought about as often as that sentence suggests.

The Zeus x27 became a serious item the day it started recharging: $200, its own equipment slot, and a guaranteed kill on any corner ambush executed within its short range. Eco-round Zeus kills convert directly into captured rifles, which is the real reward — the $100 kill payout is a rounding error next to a stolen M4. Model shotgun pellet damage and Zeus range scenarios in the damage calculator before trusting either in a clutch.

Frequently Asked Questions

When should I buy a shotgun in CS2?
Shotguns shine on anti-eco rounds in close-quarter positions (like holding B tunnels on Dust 2 or banana on Inferno). They are also viable force-buy options when you need the $900 kill reward to rebuild economy. Never buy shotguns when expecting long-range engagements.
Is the Negev viable in competitive CS2?
The Negev is situationally powerful. At $1,700, it provides a 150-round magazine that becomes laser-accurate after the initial spray-up period. It excels at denying narrow choke points and can suppress rushes single-handedly. However, its slow movement and loud audio make rotation difficult.
What is the best shotgun in CS2?
The MAG-7 is the best competitive shotgun for CT-side due to its reliable one-shot kill potential and reasonable fire rate. The XM1014 (auto-shotgun) offers the fastest follow-up shots. The Sawed-Off has the tightest spread but is T-side only with very limited range.
Why do shotguns give $900 kill reward?
The high kill reward ($900 vs $300 for rifles) compensates for shotguns' severe range limitations. Valve designed this to incentivize aggressive close-quarter play during anti-eco rounds and to help teams recover economy through risky positioning.
Is the Zeus x27 worth buying?
At $200 in its own equipment slot, increasingly yes. One hit kills through any armor at close range, it recharges 30 seconds after use, and a Zeus kill on an eco round hands you the victim's rifle. It punishes predictable corner-clearing habits — the better your read on enemy movement, the more it pays.
Nova, MAG-7, XM1014, or Sawed-Off — which shotgun should I buy?
MAG-7 if you're CT and can spend $1,300 — its per-pellet damage one-shots most reliably. Nova ($1,050) for both-sides value and pure anti-eco farming. XM1014 ($2,000) when you expect armored or multi-man pushes and want semi-auto follow-ups. Sawed-Off only for T-side plans that guarantee point-blank fights, because nothing else in the game falls off harder with range.