
Dual Berettas Guide for Counter-Strike 2
Damage, thirty rounds, and what $300 buys against players without armour.
The Dual Berettas are the $300 pistol built around volume: 30 rounds before a reload, 90 in total, and 500 rounds a minute. Each bullet does 38 damage, the same as a P250, so an opponent without armour takes three chest hits and one headshot kills out to about 23 metres.
The trade-off is armour and reload time. At 57.5% armour penetration each bullet drops to 21.9 through kevlar, so a full-buy opponent takes five chest hits up close and six past about 5 metres. Reloading both guns takes 3.77 seconds, the slowest of any pistol. 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.
Dual Berettas 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 Dual Berettas: 30 rounds a magazine and 57.5% armour penetration. No pistol carries more ammo before a reload, and none above $200 gets less through kevlar. That is the gun: a lot of bullets that armour takes the sting out of.
Damage and money
| Price | $300 |
| Kill reward | $300 |
| Side | CT and T |
| Base damage | 38 |
| Armour penetration | 57.5% |
| Headshot multiplier | 4x |
| Damage lost at 500 units | 21% |
| Wall penetration | 100% |
| One-tap range, helmet | None (87.4 damage) |
| One-tap range, no helmet | 888 u (about 23 m) |
Handling and ammo
| Rate of fire | 500 RPM (one shot every 0.12 s) |
| Magazine | 30 (15 a gun) |
| Reserve | 60 (90 total) |
| Reload | 3.77 s (rounds in at 2.90 s) |
| Deploy | 1.00 s |
| Mobility | 240 (knife is 250) |
| Tagging power | 50% |
| Accurate range, standing | 16.9 m |
| Running inaccuracy | 26.9 |
| Recoil | No set pattern |
| Console command | give weapon_elite |
The weak spot is the reload: the full animation takes 3.77 seconds, the longest of any pistol, though the rounds are back in at 2.90 seconds. The 30 rounds are what stand between you and that animation. Accuracy sits in the middle of the pack - 16.9 metres standing, 26.9 on the move - and the gun moves at 240, as fast as any except the knife.
Dual Berettas 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 | 152 | 87.4 | 1 | 2 |
| Chest and arms | 38 | 21.9 | 3 | 5 |
| Stomach | 47.5 | 27.3 | 3 | 4 |
| Legs | 28.5 | 28.5 | 4 | 4 |
Without armour the Dual Berettas hit like a P250: 38 a bullet, three chest hits, one headshot. Kevlar is where they fall behind: 21.9 a bullet against the P250's 24.3. Both need five chest hits up close, but the Duals lose that count at 5 metres where the P250 keeps it to 24, and their helmeted headshot drops to 87.4.
Where the Dual Berettas drop off
They lose 21% of their damage for every 500 units of distance, tied with the Tec-9 for the steepest drop of any pistol:
| Shot | Works up to |
|---|---|
| Head, no helmet - 1 bullet | 888 u (about 23 m) |
| Chest, no armour - 4 bullets | 888 u (about 23 m) |
| Stomach through armour - 5 bullets | 661 u (about 17 m) |
| Chest through armour - 6 bullets | 574 u (about 15 m) |
| Chest, no armour - 3 bullets | 278 u (about 7 m) |
| Legs - 4 bullets | 278 u (about 7 m) |
| Chest through armour - 5 bullets | 188 u (about 5 m) |
Past each of those distances the count goes up by one. Damage is multiplied by 0.79 for every 500 units of distance, and it drops smoothly in between. Seven chest hits through armour kill out to 901 units, about 23 metres.
What this means in a fight
Against players with no armour the Dual Berettas are quick: three chest hits in 0.24 seconds at 500 rounds a minute, or one headshot out to 23 metres. Against a full buy they need five hits inside 5 metres, six out to 15 and seven past that - which is where 30 rounds stop feeling generous and start being necessary.
Dual Berettas Recoil & Accuracy
Thirty rounds, no pattern, and one long reload at the end of them.
The Dual Berettas have 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. With 30 rounds and a maximum fire rate of 500 RPM, the whole magazine can be emptied in about 3.5 seconds with rapid tapping.
Standing still
Accurate range is 16.9 metres - further than a P250 (13.7) or a CZ75-Auto (11.4), shorter than a P2000 or Tec-9 (22.1). The headshot reaches 23 metres, so at the edge of the accurate range the gun still kills in one bullet if you hit the head.
On the move
Running inaccuracy is 26.9, mid-table for a pistol: better than the P250's 31.1 and the Five-SeveN's 51.1, well behind the Tec-9's 10.7. The Duals move at 240, as fast as any gun except the knife.
Thirty rounds, then 3.77 seconds
The magazine is the largest of any pistol and the reload the longest. Taking two fights on one magazine is normal; getting caught reloading is what the 30 rounds are there to prevent. Reload when nobody can reach you, not between angles.
Stopping before you shoot
Tapping the opposite movement key - counter-strafing - brings you to a stop faster than just letting go of the key. With a cone this wide, standing still is worth more than the extra bullets.
When to Buy the Dual Berettas
Eco rounds, and why the P250 usually wins the same $300.
The Dual Berettas cost $300, the same as a P250, and both sides can buy them. The two guns do the same damage per bullet and split on everything else: the Duals bring ammo and rate of fire, the P250 brings armour penetration and range.
Against an eco
This is where the Duals make sense. Against players with no armour they kill in three chest hits, 0.24 seconds, or one headshot out to 23 metres, and 30 rounds cover several fights without a reload. If the other team is saving with pistols, more bullets fired faster is worth more than penetration nobody is wearing armour to stop.
Duals or P250
Against a full buy the P250 is the better $300: five chest hits out to 24 metres where the Duals hold that count only to 5, and a headshot that reaches 50 metres against 23. The Duals answer with 30 rounds against 13 and 500 rounds a minute against 400. If the opponents have armour, take the P250.
On a force buy
With armour ($1,000) a Duals round costs $1,300. That is the same as a P250 round and $200 less than a Tec-9 or Five-SeveN round, both of which need four chest hits through kevlar against the Duals' five to seven. On a force buy against full buys, the $500 pistols are the better spend.
Pistol round
On the first round $300 leaves $500 - not enough for kevlar ($650). The Duals give you more bullets than a starting pistol and still kill with one unhelmeted headshot up close, so the choice is between a bigger magazine now and armour that changes what their pistols do to you.
Dual Berettas vs Other Pistols
What the Dual Berettas do better, and what they give up.
The Dual Berettas win on ammo, have one of the highest fire rates among pistols, and lose on armour penetration and range. The table below has all ten pistols side by side.
vs P250
The other $300 pistol. How the two compare is in When to Buy above. Details in the P250 guide.
vs Glock-18
The T starting pistol, $100 cheaper. It does 30 damage with 47% armour penetration - eight chest hits through kevlar against the Duals' five up close - and one-taps an unhelmeted head only out to 14 metres against 23. It carries 20 rounds a magazine against 30 and reloads in 2.27 seconds against 3.77, and it is better on the move, 17.6 against 26.9. Details in the Glock-18 guide.
vs CZ75-Auto
$200 more and fully automatic at 600 rounds a minute. 31 damage with 77.65% armour penetration: five chest hits through kevlar out to 14 metres, where the Duals lose that count at 5. It holds 12 rounds against 30 and takes 1.83 seconds to deploy. Both sit at the same accuracy on the move, 26.8 against 26.9. Details in the CZ75-Auto guide.
vs Five-SeveN and Tec-9
The $500 pistols. Both get over 90% through armour - four chest hits - and both one-tap a helmeted head up close, which the Duals never do. What the Duals keep is the magazine: 30 rounds against 20 and 18. Details in the Five-SeveN and Tec-9 guides.
Pistol Stats Table
All ten pistols side by side, with the Dual Berettas already open.
This is the same table as on the weapons hub, but filtered down to pistols. The Dual Berettas row is open with their damage per hitbox and full stats, and it is already ticked for comparison with the P250, Glock-18 and CZ75-Auto. Untick any of them, or tick the USP-S, P2000, Five-SeveN, Tec-9, 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.
Dual Berettas Skins & Cases
Dual Berettas skins by market listings and price, and where they come from.
Three ways to look at Dual Berettas 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.

Contractor
$0.01 - $7.10
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Hideout
$0.05 - $0.31
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BorDeux
$0.01 - $0.04
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Melondrama
$4.44 - $14.00
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Colony
$0.01 - $1.75
View prices →
Silver Pour
$0.01 - $11.95
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Flora Carnivora
$0.30 - $4.54
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Urban Shock
$1.33 - $7.08
View prices →Duelist
$175.50 - $242.31
View prices →
Cobra Strike
$35.96 - $124.78
View prices →
Emerald
$23.48 - $47.99
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Hemoglobin
$10.90 - $27.49
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Pyre
$10.30 - $40.23
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Demolition
$8.78 - $18.23
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Anodized Navy
$8.42 - $13.50
View prices →
Melondrama
$4.44 - $14.00
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BorDeux
$0.01 - $0.04
View prices →
Rose Nacre
$0.02 - $0.24
View prices →
Hideout
$0.05 - $0.31
View prices →
Mystic Conjunction
$0.02 - $0.41
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Ventilators
$0.22 - $0.76
View prices →
Drift Wood
$0.22 - $1.01
View prices →
Shred
$0.25 - $1.01
View prices →
Oil Change
$0.20 - $1.09
View prices →All of them, with a price for every wear, are on the Dual Berettas skins page.
Cases with Dual Berettas skins
Every case that can drop a Dual Berettas skin, newest first. The number under each case is how many Dual Berettas skins it holds.
Dual Berettas skins that never came from a case
Some Dual Berettas 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 Dual Berettas Mistakes
Small habits that cost rounds, and what the numbers say instead.
Buying them against armour
At 57.5% armour penetration a full-buy opponent takes five chest hits inside 5 metres, six out to 15, seven out to about 23 metres, and eight past that. For the same $300 a P250 keeps its five-hit kill out to 24 metres. The numbers are in Damage & Armour.
Getting caught reloading
The reload takes 3.77 seconds, the longest of any pistol, and it cannot be cut short. Thirty rounds exist so you don't have to reload mid-fight - use them, then reload somewhere safe.
Treating the magazine as accuracy
There is no pattern to control: the cone opens with every shot. Thirty rounds let you take more fights, not hold the trigger through one. Three hits kill an unarmoured opponent, so short bursts land more than long ones.
Taking fights past 17 metres
Accurate range is 16.9 metres and the guns lose 21% of their damage every 500 units - the steepest drop of any pistol together with the Tec-9's. Past that the headshot is the only shot that still matters, and it runs out at 23 metres.
Counting on the helmet headshot
A helmeted headshot does 87.4 damage. Against a full buy the Dual Berettas never one-tap, at any range - where a Tec-9 or Five-SeveN does inside about 9 metres.
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 Dual Berettas have two spare magazines of 30, so an early reload with half the rounds left costs a sixth of your ammo for the round - plus 3.77 seconds.
More Pistols
The other nine pistols in CS2, starting with the other $300 buy.
P250
A low-recoil firearm with a high rate of fire, the P250 is a relatively inexpensive choice against armored opponents.
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.

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

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.

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.

R8 Revolver
The R8 Revolver delivers a highly accurate and powerful round at the expense of a lengthy trigger-pull. Firing rapidly by fanning the hammer may be the best option when point-blank stopping power is required.