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. Browse every gun in the CS2 weapon database, compare damage with the damage calculator, learn the sprays from the recoil patterns reference, or price finishes in the skins database.

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
71RPM
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
150Move 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.