
CZ75-Auto Guide for Counter-Strike 2
Damage, the full-auto trigger, twelve rounds, and when $500 is worth it.
The CZ75-Auto is the only fully automatic pistol in CS2. It fires 600 rounds a minute - one bullet every 0.10 seconds - with 31 damage and 77.65% armour penetration, so an armoured opponent takes five chest hits, 0.40 seconds. Both sides can buy it for $500.
The trade-off is ammo and time. The magazine holds 12 rounds and the reserve 24, and only the R8 Revolver carries less, and it takes 1.83 seconds to pull out - the slowest deploy of any gun in the game. This page goes through the numbers, the recoil, when to buy it, and the skins and cases.
September 2026
Weapon stats checked against CS2 build 1.41.7.6.
CZ75-Auto 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 CZ75-Auto: 600 rounds a minute and 12 rounds a magazine. It is the only pistol that fires in full auto, and it empties itself in 1.1 seconds if you let it. What it gives up is ammo, deploy time and range.
Damage and money
| Price | $500 |
| Kill reward | $300 |
| Side | CT and T |
| Base damage | 31 |
| Armour penetration | 77.65% |
| Headshot multiplier | 4x |
| Damage lost at 500 units | 15% |
| Wall penetration | 100% |
| One-tap range, helmet | None (96.3 damage) |
| One-tap range, no helmet | 662 u (about 17 m) |
Handling and ammo
| Rate of fire | 600 RPM (one shot every 0.10 s) |
| Magazine | 12 |
| Reserve | 24 (36 total) |
| Reload | 2.73 s first, 2.83 s after |
| Deploy | 1.83 s |
| Mobility | 240 (knife is 250) |
| Tagging power | 50% |
| Accurate range, standing | 11.4 m |
| Running inaccuracy | 26.8 |
| Recoil | Set pattern |
| Console command | give weapon_cz75a |
Two numbers are worth pausing on. The helmeted headshot does 96.3 - under four points short of a kill, so the CZ75-Auto never one-taps a full buy. And it takes 1.83 seconds to pull out, the slowest deploy of any gun in CS2: swapping to it mid-fight is usually too slow. The reload is also odd - 2.73 seconds the first time and 2.83 after, because the spare magazine carried on the gun is used up after the first reload.
CZ75-Auto 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 | 124 | 96.3 | 1 | 2 |
| Chest and arms | 31 | 24.1 | 4 | 5 |
| Stomach | 38.75 | 30.1 | 3 | 4 |
| Legs | 23.25 | 23.25 | 5 | 5 |
The helmeted headshot misses by 3.7 damage, so against a full buy the CZ75-Auto always needs a second bullet. Everything else is close to the P250's counts - five chest hits through kevlar, four to the stomach - but arriving faster, because the gun fires every 0.10 seconds instead of 0.15.
Where the CZ75-Auto drops off
The CZ75-Auto loses 15% of its damage for every 500 units of distance:
| Shot | Works up to |
|---|---|
| Head, no helmet - 1 bullet | 662 u (about 17 m) |
| Chest, no armour - 4 bullets | 662 u (about 17 m) |
| Chest through armour - 5 bullets | 570 u (about 14 m) |
| Stomach through armour - 4 bullets | 570 u (about 14 m) |
| Legs - 5 bullets | 463 u (about 12 m) |
| Stomach, no armour - 3 bullets | 463 u (about 12 m) |
Past each of those distances the count goes up by one. Damage is multiplied by 0.85 for every 500 units of distance, and it drops smoothly in between. Six chest hits through armour kill out to 1,131 units, about 29 metres.
What this means in a fight
Up close the CZ75-Auto kills an armoured opponent in five chest hits, 0.40 seconds - faster than a P250 (0.60) or a Five-SeveN (0.45), and close to the Tec-9's 0.36. The catch is that five hits is nearly half the magazine, and there are only 12. Every fight is one magazine or a reload you probably don't have time for.
CZ75-Auto Recoil & Accuracy
Twelve rounds in 1.1 seconds, and what that does to your aim.
The CZ75-Auto is the only pistol with a set recoil pattern rather than random spread - but with 12 rounds in the magazine there is not much of a pattern to learn. Holding the trigger empties the gun in 1.1 seconds, and the last bullets land far from the first. There is no spray viewer on this page for that reason: a twelve-shot path is over before it becomes a shape.
Short bursts
Five chest hits kill an armoured opponent, four a bare one (see Damage & Armour). That is the length of burst the gun is built around - four or five rounds, then stop. Two of those bursts use most of the magazine.
Standing still
Accurate range is 11.4 metres, the shortest of any pistol. Past that the CZ75-Auto is guessing, no matter how still you stand: the Tec-9 and P2000 reach 22.1 metres, the Deagle 24.6.
On the move
Running inaccuracy is 26.8 - better than the P250's 31.1 and far better than the Five-SeveN's 51.1, but nowhere near the Tec-9's 10.7. It moves at 240, as fast as any gun except the knife.
Stopping and switching
Tapping the opposite movement key - counter-strafing - brings you to a stop faster than just letting go of the key. Switching to the CZ75-Auto is the slow part: 1.83 seconds to deploy, so it has to be in your hands before the fight starts.
When to Buy the CZ75-Auto
Force buys, anti-eco, and the cost of twelve rounds.
The CZ75-Auto costs $500, the same as a Tec-9 or a Five-SeveN, and both sides can buy it. What it offers over them is rate of fire; what it asks for is planning, because 12 rounds and a 1.83-second deploy leave no room for improvising.
What it changes
Up close it kills an armoured opponent in five chest hits, 0.40 seconds - quicker than a P250 (0.60) and a Five-SeveN (0.45). Against a bare opponent four hits take 0.30 seconds. In a corridor fight that speed decides who wins; past 11.4 metres the gun stops being accurate at all.
On a force buy
With armour ($1,000) a CZ75-Auto round costs $1,500, the same as a Tec-9 or Five-SeveN round and $750 less than an MP9 with armour. It fits rounds where you expect one close fight and can pick where it happens.
Against an eco
Against players with no armour the extra penetration does nothing, and a $300 P250 one-taps an unhelmeted head out to 50 metres where the CZ manages 17. Save the $200.
When not to buy it
If the round needs a gun you can swap to mid-fight, hold a long angle with, or take more than two fights with, the CZ75-Auto is the wrong pistol: 1.83 seconds to deploy, 11.4 metres of accurate range, 36 rounds in total. A Tec-9 or Five-SeveN covers all three better for the same money.
CZ75-Auto vs Other Pistols
What the CZ75-Auto does better, and what it gives up.
The CZ75-Auto stands out for rate of fire, and loses on ammo, range and deploy time. The table below has all ten pistols side by side.
vs Tec-9
The T side's $500 pistol. 33 damage with 90.6% armour penetration - four chest hits through kevlar against the CZ's five - and a helmet one-tap inside 9.6 metres, which the CZ never gets. It is accurate to 22.1 metres against 11.4, carries 18 rounds a magazine and 72 in total against 12 and 36, and has the lowest running inaccuracy in the game, 10.7 against 26.8. The CZ fires faster, 600 rounds a minute against 500. Details in the Tec-9 guide.
vs Five-SeveN
The CT side's $500 pistol. 32 damage with 91.15% armour penetration - four chest hits against five - and a helmet one-tap inside 9 metres. It carries 20 rounds a magazine and 60 in total, and is accurate to 13.7 metres. The CZ kills marginally faster up close, 0.40 seconds against 0.45, and is much better on the move, 26.8 against 51.1. Details in the Five-SeveN guide.
vs P250
$200 cheaper and available to both sides. 38 damage with 64% armour penetration: five chest hits through kevlar, the same as the CZ, but taking 0.60 seconds against 0.40. It loses only 10% of its damage every 500 units against 15%, one-taps an unhelmeted head out to 50 metres against 17, and holds 13 rounds and 52 in total. Details in the P250 guide.
vs Dual Berettas
$300 and the other pistol built around volume: 38 damage with 57.5% armour penetration, five chest hits through kevlar up close, 30 rounds before a reload and 500 rounds a minute. They are accurate to 16.9 metres against the CZ's 11.4, but lose 21% of their damage every 500 units against 15%. Details in the Dual Berettas guide.
Pistol Stats Table
All ten pistols side by side, with the CZ75-Auto already open.
This is the same table as on the weapons hub, but filtered down to pistols. The CZ75-Auto row is open with its damage per hitbox and full stats, and it is already ticked for comparison with the Tec-9, Five-SeveN and P250. Untick any of them, or tick the Glock-18, USP-S, P2000, 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.
CZ75-Auto Skins & Cases
CZ75-Auto skins by market listings and price, and where they come from.
Three ways to look at CZ75-Auto 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.

Honey Paisley
$0.01 - $2.80
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Pink Pearl
$0.01 - $0.02
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Circaetus
$0.18 - $1.70
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Copper Fiber
$0.03 - $0.21
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Distressed
$0.10 - $1.15
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Tacticat
$0.90 - $3.86
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Tigris
$1.56 - $6.50
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Imprint
$0.18 - $2.27
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Chalice
$252.69 - $950.00
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Victoria
$62.60 - $220.88
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Emerald Quartz
$56.60 - $87.40
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Emerald
$20.95 - $36.67
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The Fuschia Is Now
$13.41 - $43.69
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Xiangliu
$10.13 - $28.42
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Tread Plate
$5.78 - $9.51
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Slalom
$4.24 - $10.68
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Pink Pearl
$0.01 - $0.02
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Copper Fiber
$0.03 - $0.21
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Midnight Palm
$0.21 - $0.99
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Distressed
$0.10 - $1.15
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Tuxedo
$0.17 - $1.39
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Circaetus
$0.18 - $1.70
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Silver
$1.29 - $1.85
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Framework
$0.12 - $2.00
View prices →All of them, with a price for every wear, are on the CZ75-Auto skins page.
Cases with CZ75-Auto skins
Every case that can drop a CZ75-Auto skin, newest first. The number under each case is how many CZ75-Auto skins it holds.
CZ75-Auto skins that never came from a case
Some CZ75-Auto 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 CZ75-Auto Mistakes
Small habits that cost rounds, and what the numbers say instead.
Switching to it mid-fight
Deploy takes 1.83 seconds, the slowest of any gun in CS2. If the CZ75-Auto is not already in your hands when the fight starts, it will not be in time. More in Recoil & Accuracy.
Emptying the magazine into one opponent
Five chest hits kill an armoured player, four a bare one. Twelve rounds means two of those bursts, so a held trigger is most of your ammo on one target - and the reload takes about 2.8 seconds.
Taking fights past 11 metres
Accurate range is 11.4 metres, the shortest of any pistol. A Tec-9 or P2000 stays accurate to 22.1. If the angle is long, the CZ is the wrong gun for it. The numbers are in Damage & Armour.
Counting on the helmet headshot
A helmeted headshot does 96.3 damage - 3.7 short of a kill. Against a full buy the CZ75-Auto always needs a second bullet, where a Tec-9 or Five-SeveN one-taps inside 9 metres.
Buying it against an eco
Armour penetration is wasted on opponents without armour, and a $300 P250 reaches much further. The CZ is for close fights against full buys. More in When to Buy.
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 CZ75-Auto has two spare magazines of 12, so an early reload can throw away up to nearly a third of your ammo for the round.
More Pistols
The other nine pistols in CS2, starting with the two at the same price.
Tec-9
An ideal pistol for the Terrorist on the move, the Tec-9 is lethal in close quarters and features a high magazine capacity.
Read the guide →
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.

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

Dual Berettas
Firing two large-mag Berettas at once will lower accuracy and increase load times. On the bright side, you'll get to fire two large-mag Berettas at once.

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.

P2000
Accurate and controllable, the German-made P2000 is a serviceable first-round pistol that works best against unarmored opponents.