
P2000 Guide for Counter-Strike 2
Damage, accuracy, the pistol round, and when to pick it over the USP-S.
The P2000 is the other CT starting pistol. It does the same 35 damage as the USP-S with the same 50.5% armour penetration, so one headshot kills an unhelmeted opponent out to about 45 metres. What it adds is ammo: 13 rounds a magazine and 65 in total, nearly double what the USP-S carries.
The trade is the silencer. The P2000 has none, so it is louder, it leaves tracers, and it is accurate to 22.1 metres against a silenced USP-S's 23.8. Against kevlar it needs six chest hits, the same as the USP-S. This page goes through the numbers, the accuracy, when to buy it, and the skins and cases.
September 2026
Weapon stats checked against CS2 build 1.41.7.6.
P2000 at a Glance
The full stat sheet, straight from the game.
Every number below comes from the game build of 18 March 2026. Two of them define the P2000: a 1,784-unit headshot and 65 rounds for the whole round. It kills an unhelmeted opponent with one bullet to the head out to about 45 metres, and it carries nearly twice the ammo of the USP-S to do it with.
Damage and money
| Price | $200 |
| Kill reward | $300 |
| Side | CT only |
| Base damage | 35 |
| Armour penetration | 50.5% |
| Headshot multiplier | 4x |
| Damage lost at 500 units | 9% |
| Wall penetration | 100% |
| One-tap range, helmet | None (70.7 damage) |
| One-tap range, no helmet | 1,784 u (about 45 m) |
Handling and ammo
| Rate of fire | 353 RPM (one shot every 0.17 s) |
| Magazine | 13 |
| Reserve | 52 (65 total) |
| Reload | 2.27 s (mag in at 0.97 s) |
| Deploy | 1.00 s |
| Mobility | 240 (knife is 250) |
| Tagging power | 50% |
| Accurate range, standing | 22.1 m |
| Running inaccuracy | 19.9 |
| Recoil | No set pattern |
| Console command | give weapon_hkp2000 |
Damage, armour penetration, fire rate and mobility are identical to the USP-S. The differences are ammo, sound and accuracy: 65 rounds against 36, no silencer, and 22.1 metres of accurate range against 23.8 silenced. On the move the P2000 is the better of the two, 19.9 against 20.3.
P2000 Damage & Armour
What one bullet does, and how many it takes.
Everything here assumes a full-health player at close range. Armour means kevlar on the body and a helmet on the head. Damage, armour penetration and falloff are identical to the USP-S - the two CT pistols differ only in ammo, sound and accuracy. The general rules are on the weapons hub.
Damage per bullet
| Hitbox | No armour | Armour | Bullets to kill, no armour | Bullets to kill, armour |
|---|---|---|---|---|
| Head | 140 | 70.7 | 1 | 2 |
| Chest and arms | 35 | 17.7 | 3 | 6 |
| Stomach | 43.75 | 22.1 | 3 | 5 |
| Legs | 26.25 | 26.25 | 4 | 4 |
Three chest hits without armour add up to 105, just over a kill, so that count holds only at short range - past it the chest takes four. Against kevlar the same three hits do 53, and it takes six. A single headshot kills an unhelmeted opponent almost anywhere you will meet one.
Where the P2000 drops off
The P2000 loses 9% of its damage for every 500 units of distance, the gentlest drop of any pistol together with the USP-S's:
| Shot | Works up to |
|---|---|
| Head, helmet - 2 bullets | 3,684 u (about 94 m) |
| Head, no helmet - 1 bullet | 1,784 u (about 45 m) |
| Chest, no armour - 4 bullets | 1,784 u (about 45 m) |
| Stomach through armour - 5 bullets | 1,046 u (about 27 m) |
| Chest through armour - 6 bullets | 560 u (about 14 m) |
| Legs - 4 bullets | 269 u (about 7 m) |
| Chest, no armour - 3 bullets | 269 u (about 7 m) |
Past each of those distances the count goes up by one. Damage is multiplied by 0.91 for every 500 units of distance, and it drops smoothly in between. Seven chest hits through armour kill out to 1,347 units, about 34 metres.
What this means in a fight
One headshot on the pistol round, three or four chest hits, six through kevlar - and 28 more bullets in reserve than the USP-S has to get there. At 0.17 seconds a shot, six chest hits take about a second, so against armour the head is still where the fight is decided.
P2000 Recoil & Accuracy
No pattern to learn, and 65 rounds to work with.
The P2000 has no set recoil pattern. Every shot after the first lands somewhere in a widening cone rather than along a path you can learn, which is why there is no spray viewer on this page. What you control is the pace: at up to 353 rounds a minute, slower tapping keeps the cone smaller while rapid tapping sends later shots wider.
Standing still
Accurate range is 22.1 metres. That is enough for any fight a pistol round produces, and it is where the P2000 is at its best: one headshot kills an unhelmeted opponent out to 45 metres, so the limit is your aim rather than the gun.
On the move
Running inaccuracy is 19.9 - better than a silenced USP-S's 20.3, and third best in the game after the Tec-9's 10.7 and the Glock-18's 17.6. The P2000 moves at 240, as fast as any gun except the knife.
No silencer
Unlike the USP-S, the P2000 has nothing to attach: its shots are loud and leave tracers, so a missed shot tells the other team roughly where you are. The 65 rounds are the compensation - you can afford to take a fight you are not certain about.
Stopping before you shoot
Low running inaccuracy still loses to standing still. Tapping the opposite movement key - counter-strafing - brings you to a stop faster than just letting go of the key.
When to Buy the P2000
The pistol round, the $200 buy-back, and when the USP-S is the better default.
Every CT starts the pistol round with either the P2000 or the USP-S - you pick which one in the loadout, and both cost $200 to buy back later.
The pistol round
With $800 the two common CT buys are kevlar ($650) or a defuse kit plus utility. Against unarmoured Ts the P2000 kills with one headshot out to 45 metres or three chest hits up close. If the Ts buy armour, it takes six chest hits up to about 14 metres and seven past that, so the head is where the round is decided.
P2000 or USP-S
Same price, same damage, same armour penetration, same one-headshot range. The P2000 brings 13 rounds a magazine and 65 in total against 12 and 36, and slightly better accuracy on the move. The USP-S brings the silencer, no tracers and 23.8 metres of accurate range against 22.1. If you expect a lot of fights, or you tend to run out of ammo before the round ends, the P2000 is the safer default.
Buying it back
At $200 it is the cheapest CT gun to replace. A P2000 plus kevlar costs $850, which is less than any SMG on its own.
On a force buy
Once the Ts have armour, six chest hits is the problem, and 65 rounds do not fix it. For $300 the P250 gets 64% through armour instead of 50.5%, and for $500 the Five-SeveN gets 91%. If you have $300 spare on a force buy, that changes the fight more than a grenade does.
P2000 vs Other Pistols
What the P2000 does better, and what it gives up.
The P2000 stands out for its ammo reserve and solid accuracy while moving, and loses on everything to do with armour. The table below has all ten pistols side by side.
vs USP-S
The other CT starting pistol, at the same $200. How the two compare is in When to Buy above. Details in the USP-S guide.
vs Glock-18
The T side's starting pistol, also $200. It does 30 damage against the P2000's 35, gets 47% through armour against 50.5%, and one-taps an unhelmeted head only out to 14 metres against 45. It carries 20 rounds a magazine and 80 in total against 13 and 65, and it has a burst mode. On the move the Glock is slightly better, 17.6 against 19.9. Details in the Glock-18 guide.
vs P250
$300 and available to both sides. 38 damage with 64% armour penetration: five chest hits through kevlar against the P2000's six, and a headshot kills an unhelmeted opponent out to about 50 metres against 45. It holds 13 rounds and 52 in total, and it is accurate to only 13.7 metres against 22.1. Details in the P250 guide.
vs CZ75-Auto
$500 and available to both sides. Fully automatic at 600 rounds a minute, 31 damage with 77.65% armour penetration - five chest hits through kevlar. The catch is ammo: 12 rounds a magazine and 36 in total, where the P2000 has 65. It is accurate to 11.4 metres against 22.1. Details in the CZ75-Auto guide.
Pistol Stats Table
All ten pistols side by side, with the P2000 already open.
This is the same table as on the weapons hub, but filtered down to pistols. The P2000 row is open with its damage per hitbox and full stats, and it is already ticked for comparison with the USP-S, Glock-18 and P250. Untick any of them, or tick the Five-SeveN, Tec-9, CZ75-Auto, Dual Berettas, Desert Eagle or R8 Revolver instead - up to four at a time.
Click a column header to sort. The full table with all 36 weapons is on the weapons hub.
Click any weapon for damage per hitbox, full stats and variants.
| Weapon | Type | Price | Kill $ | Damage | Armour pen | RPM | Mag | Total ammo | HS kill vs helmet |
|---|
Comparing 0 of 4
Stats from the CS2 Weapon Spreadsheet, game build of 18 March 2026. Shotgun damage is per pellet. Headshot ranges are converted from game units at 39.4 units per metre. Zeus and knife values come from the game files rather than the sheet.
P2000 Skins & Cases
P2000 skins by market listings and price, and where they come from.
Three ways to look at P2000 skins. Most listed are the ones with the most offers across the markets I track, in other words the ones currently offered most often. Most expensive are the skins that stay expensive even in their cheapest wear. Cheapest are the ones that stay cheap even in their best wear. Prices update every 15 minutes, and the range on each card runs from the cheapest variant to the most expensive one, wear and StatTrak included.

Lifted Spirits
$0.05 - $0.52
View prices →
Gnarled
$0.05 - $0.76
View prices →
Sure Grip
$0.05 - $0.70
View prices →
Wicked Sick
$2.33 - $15.50
View prices →
Marsh
$0.02 - $0.11
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Urban Hazard
$0.08 - $0.91
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Acid Etched
$0.43 - $6.96
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Amber Fade
$0.38 - $23.25
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Ocean Foam
$81.77 - $289.98
View prices →
Silver
from $71.07
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Fire Elemental
$65.00 - $177.99
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Chainmail
$37.15 - $59.98
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Scorpion
$30.11 - $37.93
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Corticera
$15.12 - $69.00
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Dispatch
$12.61 - $18.98
View prices →Woodsman
$11.84 - $33.42
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Marsh
$0.02 - $0.11
View prices →
Coral Halftone
$0.11 - $0.35
View prices →
Lifted Spirits
$0.05 - $0.52
View prices →
Grip Tape
$0.11 - $0.59
View prices →
Royal Baroque
$0.12 - $0.64
View prices →
Sure Grip
$0.05 - $0.70
View prices →
Gnarled
$0.05 - $0.76
View prices →
Urban Hazard
$0.08 - $0.91
View prices →All of them, with a price for every wear, are on the P2000 skins page.
Cases with P2000 skins
Every case that can drop a P2000 skin, newest first. The number under each case is how many P2000 skins it holds.
P2000 skins that never came from a case
Some P2000 skins come from map collections, operations, or the Armory instead of cases. Collections marked "souvenir" also come in souvenir packages from Majors.
Browse all CS2 cases and all collections, or check what your own skins are worth with the Inventory Value Calculator.
Common P2000 Mistakes
Small habits that cost rounds, and what the numbers say instead.
Aiming at the body
One headshot kills an unhelmeted opponent out to 45 metres. A chest takes three hits up close, four past 7 metres, and six against kevlar up to about 14 metres, then seven. On a pistol round that difference decides the fight. The numbers are in Damage & Armour.
Treating 65 rounds as a licence to spray
The ammo is the P2000's advantage, but there is still no pattern to control: at 353 rounds a minute the cone opens with every shot. More bullets in reserve means you can take more fights, not that you can rapid-tap through one.
Fighting armour with it
Six chest hits through kevlar is about a second of shooting and half a magazine. Once the Ts have armour, $300 for a P250 or $500 for a Five-SeveN does more than any amount of extra ammo. More in When to Buy.
Forgetting it is loud
The P2000 has no silencer and leaves tracers, so a missed shot gives away roughly where you are. That is the price of the extra ammo, and it is worth thinking about before taking a long shot you are not sure of.
Reloading after every fight
Since the 18 March 2026 update, a reload throws away whatever is left in the magazine and takes a full one from your reserve. The P2000 has four spare magazines of 13, so an early reload costs less here than on most guns - but it still costs something.
Shooting on the move
Running inaccuracy is 19.9, third best in the game, which makes shooting while moving tempting. Standing still is still more accurate: tapping the opposite movement key - counter-strafing - brings you to a stop faster than just letting go of the key.
More Pistols
The other nine pistols in CS2, starting with the other CT default.
USP-S
A fan favorite from Counter-Strike: Source, the Silenced USP Pistol has a detachable silencer that gives shots less recoil while suppressing attention-getting noise.
Read the guide →
Glock-18
The Glock 18 is a serviceable first-round pistol that works best against unarmored opponents and is capable of firing three-round bursts.

P250
A low-recoil firearm with a high rate of fire, the P250 is a relatively inexpensive choice against armored opponents.

Five-SeveN
Highly accurate and armor-piercing, the pricy Five-Seven is a slow-loader that compensates with a generous 20-round magazine and forgiving recoil.

CZ75-Auto
A fully automatic variant of the CZ75, the CZ75-Auto is another inexpensive choice against armored opponents. But with very little ammo provided, strong trigger discipline is required.

Desert Eagle
As expensive as it is powerful, the Desert Eagle is an iconic pistol that is difficult to master but surprisingly accurate at long range.