This article describes weapons from Counter-Strike series. For map see Weapons Course. For game mode see Weapons Expert.

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The powerful AWP, one of the most infamous weapons of the Counter-Strike series.

The weapons in the Counter-Strike series form the basic framework for gameplay. There are a total of 25 weapons in most Counter-Strike games, and another 19 weapons added in Global Offensive, 10 of which are replacements of old weapons, giving a net total of 9 new weapons with wholly unique properties and roles and a combined total of 34 weapons.


Weapons are central to the combat in the Counter-Strike series. In most games, a player may only carry one primary weapon, one secondary weapon, and a melee weapon.

In Deleted Scenes only, the player can carry more than one primary and secondary weapon. However, unlike in Half-Life, if the player already has that weapon and the player attempts to pick up the same weapon, it won't give the player ammo unless the first same weapon has ran out of ammo. In that case, it will give the player the same new weapon with a single magazine.

All weapons are hitscan to simulate the fast and straight travel of bullets in real life, meaning that when the player fires, the game immediately calculates its landing position and determine if it hit a target or not, and how much damage it dealt. All weapons have damage dropoff at a distance, and will disappear entirely if the shot travels too far.[1][2]

Weapons can be dropped and picked up, except in special situations where the game does not allow so. A player's death will cause their equipped primary and secondary weapon to be dropped. In Global Offensive, it is also possible to directly replace a weapon on the player's hands with a on the weapon on the ground by pressing the interaction key on the weapon on the ground.


In Global Offensive, some weapons also fire tracers. The tracer appears as a small white flash that travels along the trajectory of the bullet. This is useful for the targets to identify the position of the attacking enemy and quickly retaliate against them.

Different weapons have different frequency of firing tracers. Some weapons like the M249 fire tracers on every shot. Some like the M4A4 fire tracers on every third shot. Other weapons and weapons with silencer equipped, like the Dual Berettas or the USP-S, never fire tracers.


On the buy menu, weapons are categorized by their types. In previous games, there are five categories on the buy menu for weapons: Pistols, Shotguns, SMG, Rifles, and Machine Guns. In Global Offensive, Shotguns and Machine Guns have been further combined into one "Heavy" category. For categorization purposes, this wiki will categorize weapons from a real-life standpoint.


The only melee weapon featured in the Counter-Strike games is the basic knife. The knife only works in very close range, but it is incredibly lethal and makes little noise. They are given on spawn and under most circumstances cannot be dropped. In Global Offensive, after the January 27, 2016 update, knives can be dropped in Counter-Strike: Global Offensive, if the command mp_drop_knife_enable is set to 1 (enabled).

The Machete, once planned to be a usable weapon, is seen by A.I Terrorists throughout the campaign of Counter-Strike: Condition Zero Deleted Scenes. This usable version was also cut from the original Counter-Strike and Counter-Strike: Condition Zero.

Counter-Strike: Global Offensive introduced cosmetic knives that function identically to the basic knife but can be only received by unboxing. In addition, there is a Gold Knife exclusive to the Arms Race gamemode, though its attributes also remain exactly the same as the basic knife.


Pistols (also known as handguns or sidearms) are the secondary weapons in the Counter-Strike series, as well as the first weapons that can be used at the beginning of a match or upon respawning after death.

Generally, pistols are weak when compared to primary weapons and have a low magazine capacity. Despite these limitations, they are accurate with little recoil and have comparably fast reload times, and it is considered better to pull them out rather than reload any primary weapon due to their fast draw animation.

Players will run at default speed using any pistol, Global Offensive excluded.

  • 228 Compact (P228) - (replaced with the P250 in Global Offensive)
  • Desert Eagle (Night Hawk .50c)
  • Dual Berettas (.40 Dual Elites) - Terrorist exclusive (available to both teams in Global Offensive)
  • Five-SeveN (ES Five-seven) - Counter-Terrorist exclusive
  • Glock-18 (9x19mm Sidearm) - Terrorist default pistol (Terrorist exclusive in Global Offensive )
  • K&M .45 Tactical (USP) - Counter-Terrorist default pistol (replaced with the P2000 in Global Offensive )
  • CZ75-Auto - A new automatic pistol *
  • P250 (replaces the P228 from previous games) *
  • P2000 - Counter-Terrorist default (replaces the USP from previous games) *
  • Tec-9 - Terrorist exclusive *
  • USP-S - Counter-Terrorist exclusive (Global Offensive iteration of the USP featured in previous games) *
  • R8 Revolver - A slow but extremely powerful handgun. *

* Exclusive to Global Offensive


Shotguns are a type of primary weapon featured in the Counter-Strike series. Instead of firing a single hitscan bullet, they fire several hitscan pellets in a single shot, each dealing its own damage, allowing shotguns to achieve high damage at close range. They are fairly cheap, costing less than most rifles and the M249.

There are only two shotguns in Counter-Strike prior to Global Offensive: the Leone 12 Gauge Super, utilizing a pump action firing mode, and the Leone YG1265 Auto Shotgun, utilizing a semi-automatic firing mode. Both shotguns suffer from heavy speed and range reduction, as well as being useless at long range, but excel at close-quarters combat and can deal extreme damage up close. In Global Offensive, the Leone 12 Gauge Super was replaced by the Nova, and 2 other shotguns were introduced. Most shotguns cannot fire underwater.

* Exclusive to Global Offensive


SMG, short for submachine guns, are a type of primary weapon featured in the Counter-Strike series. They are extremely cheap, costing below $2500.

Most submachine guns have a fast rate of fire, slight speed reduction, and low-moderate recoil, making them very good for short-distance combat. Unfortunately, submachine guns are outclassed by rifles at long range because the latter inflict more damage, have better armour penetration, less damage dropoff, and are more accurate.

* Exclusive to Global Offensive


Assault Rifles

Assault Rifles are a type of primary weapon featured in the Counter-Strike series. The assault rifles featured in the Counter-Strike series are fairly expensive weapons with very high damage and recoil, but have relative speed reduction. Most assault rifles are equipped to fight enemy combatants at medium to long range. Some of the assault rifles have unique features such as the FAMAS's burst-fire option and the M4A1's removeable silencer.

  • AK-47 (CV-47) - Terrorist exclusive
  • AUG (Bullpup) - Counter-Terrorist exclusive
  • FAMAS (Clarion 5.56) - Counter-Terrorist exclusive
  • IDF Defender (Galil) - Terrorist exclusive
  • Krieg 552 (SG 552) - Terrorist exclusive
  • Maverick M4A1 Carbine (M4) - Counter-Terrorist exclusive
  • Galil AR- Terrorist exclusive (replaces the IMI Galil from previous games) *
  • M4A1-S - Counter-Terrorist exclusive (Global Offensive iteration of the Maverick M4A1 Carbine) *
  • M4A4 - Counter-Terrorist exclusive (replaces the M4A1 from previous games) *
  • SG 553 - Terrorist exclusive (replaces the SG 552 from previous games) *

* Exclusive to Global Offensive

Sniper Rifles

Sniper Rifles, as their name suggests, are made for extreme-range combat situations. In the Counter-Strike series, there are two types of sniper rifles: bolt-action sniper rifles and semi-automatic rifles (nicknamed auto-snipers). The former inflict heavy damage at the cost of punishing inaccurate users, but the latter have a faster firing rate at the expense of lower damage. The Schmidt Scout, SSG 08, and the AWP are bolt-action rifles while the Krieg 550 Commando, SCAR-20, and the G3SG/1 are semi-automatic rifles.

To discourage hipfiring and close-quarters fighting with these weapons in general, the crosshair will not show up when using these weapons.

* Exclusive to Global Offensive

Machine Guns

Machine Guns are a type of primary weapon featured in the Counter-Strike series. As with sniper rifles, they are made for long-range heavy duty and defensive or suppression combat. Before Global Offensive, the M249 was the only machine gun in the multiplayer Counter-Strike games and was the most expensive weapon at $5750. The M249 is extremely heavy, although it has a fast firing rate and large magazine size. The M60 was expected to appear in the original Counter-Strike but was cut for unknown reasons. It later reappeared in the single-player campaign of Counter-Strike: Condition Zero Deleted Scenes. Furthermore, a mounted machine gun M2 Browning is available during the same campaign.

Eventually, the introduction of the Negev in Global Offensive brought the total number of available machine guns to two. This machine gun is considerably more deadly, due to its larger magazine capacity and higher rate of fire than the M249. It is also much cheaper and becomes more accurate under constant fire.

In addition, some custom maps and beta maps feature the M2 Browning Machine Gun placement, and Deleted Scenes features the M60.

† Exclusive to Deleted Scenes
* Exclusive to Global Offensive


Main article: Skins


Introduced alongside the Arms Deal in Counter-Strike: Global Offensive, inspecting was added to give the player the ability to view a weapon from the inventory or while in-game. Only weapons can be inspected; the gold knife and all equipment cannot be inspected.

From the inventory screen a player's weapons can be inspected by right clicking on the weapon and selecting the inspect option. Doing so will play an animation of the stationary weapon within a display case, while the camera pans 180 degrees back and forth.

In-game, using the default key, [F] will play an animation of the player "inspecting" the weapon by looking at all sides before returning to the normal ready state. This animation is only visible to the player, and will not be seen by other players or spectators. Additionally, the player can fire the weapon at any point during the animation, causing it to immediately stop and switch to the firing animation.

Unlike other weapons, inspecting most shotguns while reloading will interrupt the animation. After the player is done inspecting (without firing), the reload animation will continue.

Inspecting a scoped rifle will not prevent a user from using the scope. Noteworthy, the player cannot inspect such weapons when scoped in.

Flipped weapon viewmodels


Right-handed viewmodel of AK-47 (CV-47) in Counter-Strike. Note the left-facing ejection port.

Counter-Strike is one of the earliest and most infamous examples of having weapon view models that appears to be weapons intended for left-hand use when used in the right hand mode (and vice versa), despite having correct, right-handed world models.

In reality, most of the weapons featured in Counter-Strike do not have left-hand variants due to the majority of the users being right-handed. Even if they do exist, using a left-hand weapon with the right hand will cause many inconveniences, such as having the user being showered by the ejected cartridges due to the ejector port being on the left side. This can cause severe burns in real life as the ejected cartridges may fly towards the person who is using the weapon (in which this serious issue is reflected with left-handed infantry who had to wield weapons meant for right-handed individuals). This also results in extremely awkward bolt pulls in bolt-action rifles since the nondominant left hand holding the front of the weapon now needs to move back and pull the left-facing bolt back towards the user's chest.

The cause of this is because that the modeler of the weapons, Minh Le, had a preference to originally create left-handed view models instead of right-handed view models, as he is left-handed.[3] The weapon models had always been modeled correctly for right-hand use, but left-handed view models were created before right-handed view models with these correct models. Due to the majority of the players being right-handed, players were confused by the left-handed view models. So the option of flipping the view model was added. In order to save time and resources, the right-handed view model is a mirror of the left-handed view model, thus causing the aforementioned problems.

The problem repeats in Counter-Strike: Condition Zero, Counter-Strike: Source (though some weapons, such as the MAC-10, are correctly portrayed), and even in Left 4 Dead 2's International Weapons port of Source weapons. In Global Offensive, the problem is fixed - weapons are correctly shown in the right-handed mode, although the left-handed mode is still just a simple mirror of the right-handed mode.

In a way, Counter-Strike inspired some other games to do the same, like Far Cry 2 and the S.T.A.L.K.E.R. series.


  • Weapons in retail versions of Counter-Strike would disappear if dropped on the ground and the round restarted. In older games, they would remain on the ground regardless thus players could retrieve a firearm from a killed player at the next round.
  • If you hit secondary fire while a shotgun is reloading, the animation will pause.
  • In older betas, discarding a weapon causes it to be lost permanently.
  • Sometimes in Counter-Strike and Condition Zero, there is a bug where the player can carry more than one secondary or primary weapon. (However, some maps can also grant players this ability). If this bug occurs, the fast switch for that category will be disabled and require the player to select a weapon in that list, much like in Half-Life.
    • If this bug occurs, the player cannot purchase ammo for the first weapon in that category; the player can only purchase ammo for the second weapon that he can get in the respective category. The only way to get ammo for the first weapon is by picking up a weapon from either primary or secondary. (If you have two secondary weapons, you will have to pick up a primary and vice versa (provided that the killed player doesn't have a primary weapon)).
  • In Source and Global Offensive, it is possible to see the inactive weapons another player is equipped with on their models:
    • The player's primary weapon is on the model's back.
      • In Global Offensive, submachine guns are not placed on the model's back as a Counter-Terrorist. Instead, they are hung in front of the model's chest.
    • The player's knife is hung on the model's belt in Global Offensive.
    • In Source, players' secondary weapon is carried in a pistol holster.
      • If the player has the Dual Berettas, that player will receive an extra pistol holster on the left leg. It will disappear when the player is killed or has dropped the weapons.
    • In Global Offensive, as a Counter-Terrorist, the player's secondary weapon is in a pistol holster on the model's right leg. As a Terrorist, it is stuffed in the model's trousers from behind.
  • Most of the firearms in Counter-Strike were renamed possibly due to legal/licensing issues (e.g. the Desert Eagle becoming the Nighthawk .50C). The case continues in Source.
    • In Global Offensive, most names of the firearms are now accurate, and the company names are simply omitted. However, all inscriptions bearing the company name present on weapon models are intentionally altered.
  • Regardless of the player's choice of left-handed or right-handed viewmodels, all players wield the weapons right-handed in third-person view.
  • In several beta maps like Forest, Desert, etc, there are mounted machine guns available. Due to serious balance issues with such guns, maps featuring them are removed.
  • The inspect weapon animation is only visible to the player, Spectators and GOTV viewers in first person, but not in third person perspective.
    • Additionally, the inspect weapon animation is only visible to the player in the first person view, and is not visible to the player when using a third person perspective.
  • An outdated in-game tip incorrectly instructs the player to hold the inspect key to view the animation.
  • In Global Offensive, all pump-action shotguns reuse the pump sound of the Pump Shotgun and the Chrome Shotgun from the Left 4 Dead series. Also, all weapons reuse the draw sounds from Left 4 Dead series' weapons as well.
  • Most pistols' reloading animation involve the magazine dropping free instead of being taken out manually.
  • In Global Offensive, the cartridge icons representing the current number of bullets in the magazine are rifle cartridges, regardless of the weapon used.
  • Prior to Source, it was possible to fire most weapons even if their respective draw and reload animations had not completed. This was fixed in Source and Global Offensive.
    • In Global Offensive, one can "fast-draw" right before the reload animation is complete. This is done by switching to another weapon and back when the ammunition counter has changed. It doesn't speed up the reload rate for all weapons but does help to get out of scope mode without having to cycle through the zoom (this only applies to bolt-action sniper rifles).
  • In Global Offensive, bots do not purchase weapons that were added in updates. They can however use it after they were controlled by human players and the next rounds starts.
    • Furthermore, in all games, bots do not use burst fire mode for the Glock-18 and the FAMAS. However, they do use it if these weapons were set to burst mode before bots retrieved them. In CS:GO, this can be done by controlling a bot and setting the weapon to burst mode. As a note, bots with the FAMAS rifle on burst mode will have a notable advantage at long ranges due to increased accuracy.
  • Due to the way the weapons are animated and programmed in the Counter-Strike series, there are several notable discrepancies between how the weapons function in Counter-Strike and real life:
    • Closed bolt weapons do not track an extra round in the chamber.
    • Most reloads always end with a cock, even when such an act is unnecessary.
    • Weapons do not lock back when all the rounds in the magazine were fired.
    • In Counter-Strike: Global Offensive, most weapons are cocked once when drawn (e.g. the slide on a pistol is pulled once, the pump on a pump-action shotgun is pumped once), but they do not eject a round when doing so.

See also


  3. Counter-Strike: - News Archive - Older News. Archived from the original on 2001-06-10.

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