
MP5-SD Guide for Counter-Strike 2
Damage, spray, the silencer, and when it is worth picking over the MP7.
The MP5-SD is the silenced alternative to the MP7: the same $1,400 price, the same 750 rounds a minute and the same spray pattern, with a built-in silencer and no tracers. Both sides can buy it, it pays $600 a kill, and it moves at 235 against the MP7's 220.
The trade-off is damage and accuracy on the move. With 28 a bullet instead of 30, it needs seven chest hits to kill an armoured opponent past about 4 metres, where the MP7 still kills in six, and its running inaccuracy is 40.6 against the MP7's 30.5. This page goes through the numbers, the spray, when to buy it, and the skins and cases.
September 2026
Weapon stats checked against CS2 build 1.41.7.6.
MP5-SD at a Glance
The full stat sheet, straight from the game.
Every number below comes from the game build of 18 March 2026. Two things define the MP5-SD: a built-in silencer and no tracers. It is the only silenced SMG in the game. Most of its numbers are close to the MP7's, and Valve buffed both together in January 2026. What it gives up is damage - 28 a bullet against the MP7's 30 - and accuracy on the move.
Damage and money
| Price | $1,400 |
| Kill reward | $600 |
| Side | CT and T |
| Base damage | 28 |
| Armour penetration | 62.5% |
| Headshot multiplier | 4x |
| Damage lost at 500 units | 13% |
| Wall penetration | 100% |
| One-tap range, helmet | None (70 damage) |
| One-tap range, no helmet | 407 u (about 10 m) |
Handling and ammo
| Rate of fire | 750 RPM |
| Magazine | 30 |
| Reserve | 90 (120 total) |
| Reload | 2.94 s (mag in at 1.97 s) |
| Deploy | 1.00 s |
| Mobility | 235 (knife is 250) |
| Tagging power | 100% |
| Accurate range, standing | 14.4 m |
| Running inaccuracy | 40.6 |
| Recoil | Set pattern |
| Console command | give weapon_mp5sd |
The weak spot is shooting on the move: 40.6 against the MP7's 30.5 and the MAC-10's 27.9. Standing still it is as accurate as the MP7, 14.4 metres, and it moves faster, 235 against 220. It also reloads a little quicker, 2.9 seconds against 3.1, even though the new magazine goes in later.
MP5-SD 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. The general rules behind these numbers are on the weapons hub.
Damage per bullet
| Hitbox | No armour | Armour | Bullets to kill, no armour | Bullets to kill, armour |
|---|---|---|---|---|
| Head | 112 | 70 | 1 | 2 |
| Chest and arms | 28 | 17.5 | 4 | 6 |
| Stomach | 35 | 21.9 | 3 | 5 |
| Legs | 21 | 21 | 5 | 5 |
The bullet counts up close are the same as the MP7's. The difference is how close to the edge they sit: six chest hits through armour add up to 105 here against the MP7's 112.5, so the MP5-SD loses that count much sooner.
Where the MP5-SD drops off
The MP5-SD loses 13% of its damage for every 500 units of distance, the same as the MP7 and the MP9. The bullet counts above hold only this far:
| Shot | Works up to |
|---|---|
| Head, helmet - 2 bullets | 1,208 u (about 31 m) |
| Head, no helmet - 1 bullet | 407 u (about 10 m) |
| Chest, no armour - 4 bullets | 407 u (about 10 m) |
| Stomach through armour - 5 bullets | 322 u (about 8 m) |
| Chest through armour - 6 bullets | 175 u (about 4.4 m) |
| Stomach, no armour - 3 bullets | 175 u (about 4.4 m) |
| Legs - 5 bullets | 175 u (about 4.4 m) |
Past each of those distances the count goes up by one. Damage is multiplied by 0.87 for every 500 units of distance, and it drops smoothly in between. Seven chest hits through armour kill out to 729 units, about 18.5 metres, and two headshots on an unhelmeted player out to about 73 metres.
What this means in a fight
Against a player without armour, four chest hits take 0.24 seconds at 750 rounds a minute, out to about 10 metres, then five, 0.32. Against kevlar, six take 0.40 seconds, but only inside about 4 metres; past that it needs seven, 0.48 - tied with the PP-Bizon for the slowest SMG through armour. The MP7 keeps six out to 11 metres. Two helmeted headshots kill out to 31 metres, 80 milliseconds apart.
MP5-SD Recoil & Spray
Where thirty bullets go, and how to pull them back.
The MP5-SD fires 750 rounds a minute, one bullet every 80 milliseconds. A full magazine of 30 is gone in a little over two seconds. The recoil pattern follows the same overall path every time you spray, which is why spray control can be learned. On top of it sits a little random spread that grows the longer you hold the trigger. It is the same pattern as the MP7's, so if you have learned one, you have learned both.
The dots show where each bullet goes if you hold the trigger and don't touch the mouse. The dashed line is where you aimed, and the white dot is the latest shot. The panel on the right is the mouse movement that cancels it - the same path turned upside down and mirrored. ×1 plays at real speed, ×0.5 and ×0.25 slow it down, and Step by step fires one bullet per click with Next shot.
The spray, shot by shot
- Shots 1-4. Barely move. The first four bullets land almost where you aimed.
- Shots 5-11. Up and to the right, furthest right at shot 11. Pull down and to the left.
- Shots 12-15. A swing back to the left, just past the middle. Pull right.
- Shots 16-21. A little higher, close to the middle. Keep a light pull down.
- Shots 22-24. Out to the right and slightly lower. Pull left and ease off the pull down.
- Shots 25-30. The spray stays to the right, furthest out at shot 29. Hold the correction to the left.
From shot 21 on, the spray stops climbing and even drops a little. The first half is one diagonal pull, down and to the left; the rest is mostly sideways.
How to actually use it
The first eleven shots are the part worth drilling - a straight pull down that turns into down and to the left. That covers the four chest hits an unarmoured player needs, and the six or seven an armoured one needs (see Damage & Armour).
Spray control will not make the MP5-SD accurate on the move. Its running inaccuracy is 40.6, a lot worse than the MP7's 30.5. Tapping the opposite movement key - counter-strafing - brings you to a stop faster than just letting go of the key.
The accurate range is 14.4 metres standing. Past that, short bursts at head height work better than a spray - two helmeted headshots still kill out to 31 metres.
Did the spray change in 2026?
No. In April 2026 Valve changed how the screen moves when you fire, so it feels closer to CS:GO. Where the bullets land stayed the same. I also checked the pattern offline, on a private server, against my own Logitech G HUB Lua script for the MP5-SD: its mouse path lines up with these 30 shots, which come from a recording of the MP7. I don't recommend using scripts like this in Competitive or Premier.
When to Buy the MP5-SD
Anti-eco, force buys, and when it is worth taking over the MP7.
The MP5-SD does the same two jobs as the other SMGs - anti-eco and force buys - and both sides can buy it. What it adds is the silencer and no tracers. What it costs is damage compared with the MP7 at the same price.
Against an eco
Against players with pistols and no armour, four chest hits or one headshot kill out to about 10 metres, and every kill pays $600. Three kills pay $1,800, more than the gun cost. The same three kills with a rifle pay $900.
What a force buy adds up to
| Item | Price |
|---|---|
| MP5-SD | $1,400 |
| Kevlar + helmet | $1,000 |
| Smoke | $300 |
| Flashbang | $200 |
| Total | $2,900 |
The same as the MP7, and $100 more than a Galil with the same armour ($2,800). How that stacks up against the rifles is the same as for the MP7, covered in the MP7 guide.
MP5-SD or MP7
For the same $1,400, the MP7 has the better numbers: six chest hits through armour out to about 11 metres against the MP5-SD's 4, and 30.5 running inaccuracy against 40.6. The MP5-SD moves faster, 235 against 220, reloads a little quicker, 2.9 seconds against 3.1, and it is silenced with no tracers. Take the MP5-SD when not giving away your position matters more than the kill speed - holding a spot on your own, or playing for a flank.
MP5-SD vs Other SMGs
What the MP5-SD does better, and what it gives up.
The MP5-SD wins on stealth and mobility, and loses on damage against armour and accuracy on the move. How much that matters depends on who you compare it with. The table below has all the numbers side by side.
vs MP7
The same price, fire rate and spray. Their full comparison is in When to Buy above. On top of that, the MP7's 30 damage lets it one-tap an unhelmeted head out to about 17 metres, where the MP5-SD manages 10. Details in the MP7 guide.
vs MP9
$150 cheaper and CT only. Past about 4 metres both need seven chest hits through armour, but the MP9 fires faster, 857 rounds a minute, so it kills in 0.42 seconds against 0.48. It is a little more accurate standing still, 15.9 metres against 14.4, and on the move, 38.6 against 40.6, and it moves at 240. It carries 90 rounds to the MP5-SD's 120. Details in the MP9 guide.
vs MAC-10
$350 cheaper and T only. The MAC-10 is far better on the move, 27.9 against 40.6, and kills through armour in seven hits in 0.45 seconds. The MP5-SD is more accurate standing still, 14.4 metres against 11.0, and loses 13% of its damage every 500 units against 20%. Details in the MAC-10 guide.
vs UMP-45
$200 cheaper. The UMP-45 kills through armour in five chest hits, 0.36 seconds, up to about 6 metres, then six chest hits in 0.45 seconds out to about 14 metres - faster than the MP5-SD's seven throughout that range. It holds only 25 rounds, reloads in 3.4 seconds against 2.9, and is a little worse on the move, 43.2 against 40.6. Details in the UMP-45 guide.
vs P90
$950 more, with 50 rounds a magazine and 857 rounds a minute. It kills through armour in six chest hits, 0.35 seconds, up to about 6 metres, then seven, 0.42. It pays only $300 a kill, and on the move it is worse, 45.7 against 40.6. Details in the P90 guide.
The PP-Bizon has its own guide: PP-Bizon. For the step up in price, see the FAMAS and Galil AR guides.
SMG Stats Table
All seven SMGs side by side, with the MP5-SD already open.
This is the same table as on the weapons hub, but filtered down to SMGs. The MP5-SD row is open with its damage per hitbox and full stats, and it is already ticked for comparison with the MP7, MP9 and UMP-45. Untick any of them, or tick the MAC-10, P90 or PP-Bizon 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.
MP5-SD Skins & Cases
MP5-SD skins by market listings and price, and where they come from.
Three ways to look at MP5-SD 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.

Dirt Drop
$0.01 - $1.27
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Necro Jr.
$0.05 - $0.58
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Liquidation
$0.05 - $1.12
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Lime Hex
$0.01 - $0.03
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Savannah Halftone
$0.03 - $0.05
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Kitbash
$0.28 - $2.37
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Neon Squeezer
$0.02 - $0.29
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Snow Splash
$0.02 - $1.73
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Oxide Oasis
$102.86 - $149.90
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Autumn Twilly
$5.26 - $12.85
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Phosphor
$3.67 - $22.82
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Bamboo Garden
$2.36 - $3.68
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Nitro
$1.72 - $9.73
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Acid Wash
$0.77 - $3.77
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Gauss
$0.43 - $3.87
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Condition Zero
$0.37 - $4.93
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Lime Hex
$0.01 - $0.03
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Savannah Halftone
$0.03 - $0.05
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Picnic
$0.02 - $0.16
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Gold Leaf
$0.05 - $0.28
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Neon Squeezer
$0.02 - $0.29
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Lab Rats
$0.20 - $0.37
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Necro Jr.
$0.05 - $0.58
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Desert Strike
$0.09 - $1.08
View prices →All of them, with a price for every wear, are on the MP5-SD skins page.
Cases with MP5-SD skins
Every case that can drop an MP5-SD skin, newest first. The number under each case is how many MP5-SD skins it holds.
MP5-SD skins that never came from a case
Some MP5-SD 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 MP5-SD Mistakes
Small habits that cost rounds, and what the numbers say instead.
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 MP5-SD has three spare magazines of 30, so a reload with ten rounds still in the gun throws away a third of a magazine. How this habit caught me out is in the AK-47 guide.
The second reload mistake is reloading when you are not safe. From pressing R to being able to shoot again the MP5-SD needs 2.9 seconds. Only reload when you are sure nobody can swing on you for about three seconds.
Waiting for a one-tap
A helmeted headshot does 70 damage, so the MP5-SD never kills with one bullet to a helmeted head. Two headshots kill out to 31 metres. Without a helmet, one headshot kills out to about 10 metres.
Taking it over the MP7 without a reason
At the same $1,400, the MP7 kills an armoured player in six chest hits out to 11 metres, where the MP5-SD needs seven past 4, and it is much more accurate on the move. The MP5-SD is worth it when the silencer and no tracers change the round - not by default. More in When to Buy.
Taking long fights
Past about 4 metres the MP5-SD needs seven chest hits through armour, and past 18.5 metres eight. Past 31 metres two helmeted headshots are no longer enough. Pick spots where the fight starts close. The numbers are in Damage & Armour.
Spraying all thirty
After the eleventh bullet the MP5-SD spray swings left, then right, and the random spread keeps growing. Seven chest hits kill an armoured opponent, so the first half of the magazine is what matters. The spray section shows where the rest go.
Shooting on the move
The MP5-SD's running inaccuracy is 40.6, a lot worse than the MP7's 30.5 even though it moves faster. A spray on the move goes wide. Stop first: tapping the opposite movement key - counter-strafing - brings you to a stop faster than just letting go of the key.
More SMGs
The other six SMGs in CS2, starting with the MP5-SD's unsilenced twin.
MP7
Versatile but expensive, the German-made MP7 SMG is the perfect choice for high-impact close-range combat.
Read the guide →
MP9
Manufactured in Switzerland, the cutting-edge MP9 SMG is an ergonomic polymer weapon favored by private security firms.

MAC-10
Essentially a box that bullets come out of, the MAC-10 SMG boasts a high rate of fire, with poor spread accuracy and high recoil as trade-offs.

UMP-45
The misunderstood middle child of the SMG family, the UMP45's small magazine is the only drawback to an otherwise versatile close-quarters automatic.

P90
Easily recognizable for its unique bullpup design, the P90 is a great weapon to shoot on the move due to its high-capacity magazine and low recoil.

PP-Bizon
The Bizon SMG is low-damage, but offers a uniquely designed high-capacity drum magazine that reloads quickly.