CS2 Default AK-47 rifle displayed in the weapon inventory

AK-47 Guide for Counter-Strike 2

Damage, spray, price, and when it is the right buy.

The AK-47 is the rifle the whole T side is built around. It costs $2,700, does 36 damage, and one bullet to the head kills a player in a helmet out to 2,716 units - about 69 metres. No cheaper rifle can one-tap a helmeted opponent.

The trade-off is a spray pattern that climbs hard and moving accuracy that is close to useless. This page goes through the actual numbers, how the spray behaves, when the AK is worth it and when a Galil makes more sense, and then the skins and cases, if that is what you came for.

Last checked

September 2026

Weapon stats checked against CS2 build 1.41.7.6.

AK-47 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 matter more than the rest: 77.5% armour penetration and a 4x head multiplier. Together they are why one AK bullet to the head kills a helmeted opponent, which neither M4 can do at any range.

Damage and money

Price$2,700
Kill reward$300
SideT only
Base damage36
Armour penetration77.5%
A 4x headshot multiplier4x
Damage lost at 500 units2%
Wall penetration200%
One-tap range, helmet2,716 u (about 69 m)
One-tap range, no helmet9,025 u (about 229 m)

Handling and ammo

Rate of fire600 RPM
Magazine30
Reserve90 (120 total)
Reload2.43 s (mag in at 1.17 s)
Deploy1.00 s
Mobility215 (knife is 250)
Tagging power60%
Accurate range, standing21.7 m
Running inaccuracy182
RecoilSet pattern
Console commandgive weapon_ak47

The AK's main weakness here is running inaccuracy. At 182, it is almost double the M4A1-S (98) and about seventeen times the Tec-9's running inaccuracy. In practice, accurate AK fire requires you to stop moving before you shoot. The spray section below covers the movement and recoil control needed for sustained fire.

AK-47 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. If you want the general rules behind these numbers, the weapons hub covers hitboxes and armour for every gun.

Damage per bullet

Hitbox No armour Armour Bullets to kill, no armour Bullets to kill, armour
Head144111.611
Chest and arms3627.934
Stomach4534.933
Legs272744

Armour changes exactly one line in that table. Against a vest, chest shots go from three to four. A helmeted headshot still kills in one bullet, the stomach still takes three, and legs were never protected anyway. Kevlar against an AK buys you one extra bullet in one place.

Why the one-tap stops at 2,716 units

The AK loses 2% of its damage for every 500 units of distance. A headshot through a helmet starts at 111.6, so it has 11.6 points to spare. Those run out at 2,716 units, about 69 metres. Past that, a helmeted head needs a second bullet.

The same drop applies to every other shot, so each bullet count in the table has its own limit:

Shot Works up to
Head, no helmet - 1 bullet9,025 u (about 229 m)
Head through a helmet - 1 bullet2,716 u (about 69 m)
Chest through armour - 4 bullets2,716 u (about 69 m)
Chest, no armour - 3 bullets1,905 u (about 48 m)
Legs - 4 bullets1,905 u (about 48 m)
Stomach through armour - 3 bullets1,119 u (about 28 m)

Past each of those distances the count goes up by one. If you want to check it yourself, damage is multiplied by 0.98 for every 500 units of distance, and it drops smoothly in between.

What this means in a fight

Head first, always. But against armour, a body shot on the stomach is worth more than one on the chest: three bullets there kill through a vest, where the chest needs four. That only holds out to about 28 metres. Further away the stomach needs four too, and the difference is gone.

AK-47 Recoil & Spray

Where thirty bullets go, and how to pull them back.

The AK fires 600 rounds a minute, which is one bullet every 100 milliseconds. A full magazine of 30 is gone in about three 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.

The dots show where each bullet goes if you hold the trigger and do not touch the mouse. The dashed line is where you were aiming, and the white dot is the latest shot. At ×1 it plays at real speed, 100 ms between shots, which is how fast you have to react in a game. ×0.5 slows it to 200 ms and ×0.25 to 400 ms, so you can follow where the spray turns. Replay runs it again at the chosen speed.

Step by step stops the animation and lets you fire one bullet per click with Next shot. The number of each new bullet appears next to it, and the counter in the corner shows how far into the magazine you are. The numbers match the shot-by-shot list below. Reset clears it back to zero, and pressing Step by step again returns to the animation. On a desktop you can also hover over any dot to see which shot it was.

The spray, shot by shot

  • Shots 1-5. Almost straight up. Pull straight down.
  • Shots 6-9. Still climbing, drifting a little to the left. Keep pulling down and ease slightly to the right.
  • Shots 10-15. The climb nearly stops and the spray jumps hard to the right. Pull left.
  • Shots 16-26. Swings back to the left, furthest out around shot 20. Pull right.
  • Shots 27-30. Back to the right again. Pull left.

From shot 10 on, the spray barely goes higher. Everything after that is side to side.

How to actually use it

The first nine shots are the part worth drilling. Past that the spray is moving sideways and the random spread has grown, so even a perfect pull lands wider. Get the pull-down right and most sprays are over before the sideways part starts.

Spray control will not make the AK accurate on the move. The AK's running inaccuracy is 182, the second worst in the game after the AWP, so a spray fired while walking goes wherever it likes. Stop first. Tapping the opposite movement key - counter-strafing - brings you to a stop faster. Just letting go of the key leaves you sliding for a moment, and shots during that slide still count as moving.

As a rule: single taps at long range with a short pause between them so the gun settles, bursts of three to five at medium range, and a full spray only up close.

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, so the pattern above is still the one you are fighting.

To drill it, set up a private server with infinite ammo. The commands are in the practice commands reference.

When to Buy the AK-47

What a real AK round costs, and when a cheaper buy wins.

The AK costs $2,700, but that is never what an AK round actually costs. The gun on its own is half a buy.

What a full buy adds up to

Item Price
AK-47$2,700
Kevlar + helmet$1,000
Smoke$300
Molotov$400
Flashbang$200
Total$4,600

Below that, something has to go. Drop grenades first, then think about the gun. The armour is the last thing to cut.

AK with no armour, or Galil with full armour?

This is the round where people get it wrong. For $2,700 you can have an AK and nothing else. For $2,800 you can have a Galil with kevlar and a helmet. Same money, very different fights:

AK-47, no armour ($2,700) Galil + full armour ($2,800)
Your one-tap on a helmetYesNo (93 damage)
Your bullets to kill, armoured chest45
Enemy M4 headshot on youKills you (132)You live (92)
Enemy M4A4 bullets to kill you, chest45
Enemy AK bullets to kill you, chest34

The AK gives you the one-tap, while the Galil with full armour gives you much more survivability. An M4 no longer kills you with one headshot, and the M4A4 needs five chest hits instead of four. With $2,800, the Galil and full armour is the better buy in most rounds.

Picking up an AK as a CT

CTs cannot buy an AK, but they can pick one up, and it is often worth dropping your own rifle for. Neither M4 can one-tap a helmet at any range. The AK does it out to 2,716 units. If a T dies with one on the ground and you are holding an M4 you bought for $2,900, swapping is usually the right call.

Dropping one for a teammate

If you have $7,000 and a teammate has $1,500, buy yours, then buy a second AK and drop it. $2,700 turns their round from a pistol into a rifle, and one teammate with no gun hurts more than you having one less grenade.

AK-47 vs Other Rifles

What the AK does better, and what it gives up.

Every rifle in CS2 is better than the AK at something. None of them do what it does at $2,700: one-tap a helmet out to 69 metres and kill an armoured body in four. It also has the fastest reload of any rifle, 2.43 seconds. The table below has all the numbers side by side. Here is what they mean in practice.

vs M4A4

This is the fight the AK has most often. The M4A4 shoots faster (666 RPM), moves faster, is more accurate on the move and carries 150 rounds. It loses where it counts: it cannot one-tap a helmet at any range, and through armour it needs five body shots to the AK's four. With every bullet landing, that is 0.36 seconds against 0.30. More on it in the M4A4 guide.

vs M4A1-S

Closer to the AK than most people think. At 38 damage it also kills an armoured body in four hits - but only inside about 500 units, roughly 13 metres. Past that it needs five, because it loses 6% of its damage every 500 units where the AK loses 2%. Its 3.475x head multiplier means no one-tap on a helmet. The silencer hides its tracers, so it is harder to tell where the shots come from, and 20 rounds a magazine (80 in total) gives it less sustained fire through smoke than the AK. See the M4A1-S guide.

vs Galil AR

The Galil is the AK you buy when you can't afford the AK. It is $900 cheaper, has the same armour penetration and five more rounds a magazine. What it lacks is six points of damage, and those six points cost it the helmet one-tap and one extra body shot through armour. It is a bit easier to use on the move, but less accurate standing still, and slower to reload. When the Galil is the right call is covered in When to Buy above, and the rest is in the Galil AR guide.

vs SG 553

The SG 553 is the only gun where armour does nothing at all: 100% penetration. It one-taps a helmet out to 4,512 units, about 115 metres, and the scope makes long angles much easier to hold. It costs $300 more, fires slower (545 RPM) and scoped you move at 150. In a quick fight up close the AK is better. Holding a long angle, the SG 553 is. Details in the SG 553 guide.

The FAMAS and AUG are the CT answers to the Galil and SG 553, so they are compared on their own pages: FAMAS and AUG.

Rifle Stats Table

All seven rifles side by side, with the AK already open.

This is the same table as on the weapons hub, but filtered down to rifles. The AK-47 row is open with its damage per hitbox and full stats, and it is already ticked for comparison with the M4A4, M4A1-S and Galil AR. Untick any of them, or tick the SG 553, FAMAS or AUG 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

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.

AK-47 Skins & Cases

AK-47 skins by market listings and price, and where they come from.

Three ways to look at AK-47 skins. Most listed are the ones with the most offers across the markets we track, in other words, the ones currently offered most often across the markets I track. 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.

All of them, with a price for every wear, are on the AK-47 skins page.

Cases with AK-47 skins

Every case that can drop an AK skin, newest first. The number under each case is how many AK skins it holds.

AK-47 skins that never came from a case

Some AK 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 AK-47 Mistakes

Small habits that cost rounds, and what the numbers say instead.

None of these are exotic. Most of them I have done myself, some of them for years.

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 AK carries three spare magazines. Reloading after every kill is no longer just lost time - it also costs bullets.

This one got me properly. For a few evenings, tired after work, I kept running dry in the middle of rounds and couldn't work out why. Then it clicked: every automatic R after a kill, after a spray, even after a couple of short bursts, was binning 15 or 20 rounds. Now I only reload when there are a couple left. And when I hit R out of habit anyway, I tap Q twice straight away. I have bind "q" "lastinv", so that switches to my last weapon and back and cancels the reload before the magazine is gone. The patch notes say nothing about cancelling a reload, so take this as what works in my testing, not as an official rule. How to set up a bind like that is in the binds guide.

The second reload mistake is reloading when you are not safe. Beginners do it all the time, and plenty of better players too - some even reload in the middle of a rush. From pressing R to being able to shoot again the AK needs 2.43 seconds. I don't reload unless I am sure nobody can swing on me for about three seconds.

Shooting on the move

The AK's running inaccuracy is 182, the second worst in the game after the AWP. A spray while walking goes wherever it wants. The fix is counter-strafing: let go of the movement key and tap the opposite one for a moment. That cancels your momentum and you stop almost at once. Just letting go leaves you sliding, and shots during the slide still count as moving. For the AK it matters more than for any other rifle: 182 is the highest running inaccuracy of all seven.

How important is it? Important enough that Valve drew a line around it. In July 2024 Razer added Snap Tap to its Huntsman V3 Pro keyboards - a feature that always gives priority to the last pressed of two opposite keys, which made direction changes, and with them counter-strafes, cleaner than most hands can manage. A month later, on 19 August 2024, Valve answered with Side-stepping Skill: automation that replaces coordination is no longer allowed, and the patch notes named hardware-assisted counter-strafing directly as something that now gets you kicked from Valve official servers.

CS2 patch notes from 19 August 2024 with the input automation changes
CS2 patch notes, 19 August 2024 - the input changes

What that update changed for scripts and binds is in my CS2 scripting guide. CS 1.6 never had a rule like that, and there I wrote a counter-strafe script that stops you the moment you let go of a key. In CS2 the same thing has to come from your hands.

Aiming at the chest out of habit

The one-tap through a helmet is the whole point of this gun. A crosshair parked at chest height throws that advantage away and makes you rely on body shots instead. Keep it at head height and let the chest be what you hit when you miss. The numbers are in Damage & Armour.

The two tests below were run offline on a private server, for measurement and learning only. I do not recommend using gameplay automation in CS2 Competitive or Premier modes.

Thinking crouching reduces recoil

It doesn't. Crouching tightens the random spread - the reference sheet gives the AK an accurate range of 21.7 metres standing and 28.2 metres crouched - but the recoil pattern stays exactly the same.

Logitech G HUB Lua script showing AK-47 and M4A1 recoil pattern settings
Lua script used to test the AK-47 recoil pattern in Logitech G HUB

I checked it with a Lua script in Logitech G HUB. It moves the mouse along the AK pattern - the same movement a practised hand makes, just without the mistakes. It even adds a random 21–25 ms between mouse steps, so the timing is never exactly the same twice. Standing or crouched, the spray lands in the same place - you can see it in the clip below. If crouching changed the recoil, the same mouse path would work in one stance and miss in the other.

Separately, the compensation angles from my console AK-47 training script, added up shot by shot, draw the pattern in the spray viewer above almost point for point. The same update is why the classic jump throw bind stopped working - how I got around it is in my jump throw guide.

Dust2, T Spawn: 30 rounds crouched (left group), then 30 standing (right group). Same spray twice. Turn the sound on if you want it.
Two AK-47 spray groups on a wall at T Spawn on Dust2, one fired crouched and one standing
Crouched (left) and standing (right) - the same pattern

In CS 1.6 this was different - on the GoldSrc engine crouching really did change the spray, and plenty of habits from those days still float around. CS2 is a different engine, and here it does not.

Tapping too fast

Every shot adds a bit of spread that takes time to fade. According to the reference sheet, the AK needs 0.37 seconds standing to recover completely. To see what that means in practice, I tapped at a wall on Dust2 from Pit to Goose, which is well over half the map, with two rhythms. A quick mouse click is normally held for about 30-70 ms, so both macros hold the button for a short click and then wait. The first macro holds the button for 60 ms and then waits 320 ms, so it fires every ~380 ms - a little slower than the 0.37 seconds from the sheet. The second fires every ~260 ms.

Logitech G HUB with AK-47 tap macros assigned to the side buttons of a G502 HERO
AK-47 Taps 380 on G4 and Taps 260 on G5
G HUB macro AK-47 Taps 380: button down, 60 ms, button up, 320 ms, then repeat
60 ms click and 320 ms pause - one shot every 380 ms

The 0.37 seconds is the full accuracy recovery time after one shot. The extra spread fades gradually, so most of the penalty is gone well before then. Distance changes how much that remaining spread affects the shot: the same small angle is only a few centimetres at 10 metres, but much wider across the map.

Dust2, Pit to Goose: taps every 380 ms, then every 260 ms. Turn the sound on to hear the rhythm.
AK-47 tap groups on the gate at Goose on Dust2, a wide one and a tight one
Taps every 260 ms (wider group) and every 380 ms (tighter group)

Both groups landed on the gate, but the difference is easy to see. At 380 ms the shots stay together, at 260 ms they spread out noticeably. At this distance it is worth waiting for the full reset. The closer the target, the less it matters, and at short range the faster rhythm is fine. You don't need a macro for any of this - the point is the timing, and it can be learned by hand. How macros like these are set up is in my Logitech G HUB guide.

Full spraying at long range

After about the tenth bullet the AK spray moves sideways and the random spread has grown. At long range that is wasted ammo - and after March 2026 ammo matters more than it used to. Tap or burst instead, as in the spray section.

Buying the AK with no armour

For $100 more you can have a Galil with full armour, and in most rounds that is the better buy. The full comparison is in When to Buy the AK-47.

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