CS2 Five-SeveN pistol displayed in the weapon inventory

Five-SeveN Guide for Counter-Strike 2

Damage, armour penetration, the helmet one-tap, and when $500 is worth it.

The Five-SeveN is the CT side's $500 pistol and the one that ignores armour: 91.15% armour penetration, so a bullet loses almost nothing against kevlar. Four chest hits kill an armoured opponent, and inside about 9 metres a single headshot kills through a helmet - something no cheaper pistol can do.

The trade-off is everything past that. It does 32 damage, less than any pistol except the CZ75-Auto, loses 19% of its damage every 500 units, and its running inaccuracy is 51.1 - among the worst of the pistols. It is accurate to 13.7 metres standing and holds 20 rounds. This page goes through the numbers, the accuracy, when to buy it, and the skins and cases.

Last checked

September 2026

Weapon stats checked against CS2 build 1.41.7.6.

Five-SeveN 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 Five-SeveN: 91.15% armour penetration and a 366-unit helmet one-tap. Kevlar takes almost nothing off its damage, and inside about 9 metres one bullet to a helmeted head is enough. What it gives up is accuracy on the move and damage at range.

Damage and money

Price$500
Kill reward$300
SideCT only
Base damage32
Armour penetration91.15%
Headshot multiplier4x
Damage lost at 500 units19%
Wall penetration100%
One-tap range, helmet366 u (about 9 m)
One-tap range, no helmet586 u (about 15 m)

Handling and ammo

Rate of fire400 RPM (one shot every 0.15 s)
Magazine20
Reserve40 (60 total)
Reload2.27 s (mag in at 0.93 s)
Deploy1.00 s
Mobility240 (knife is 250)
Tagging power50%
Accurate range, standing13.7 m
Running inaccuracy51.1
RecoilNo set pattern
Console commandgive weapon_fiveseven

The helmet one-tap runs out before the unhelmeted one: 9 metres against 15, because armour eats the last 8.85% of the damage. Both are shorter than the P250's 50-metre headshot, which is the price of the armour penetration. On the move the Five-SeveN is one of the least accurate guns in the game, 51.1 against the P250's 31.1.

Five-SeveN 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
Head128116.711
Chest and arms3229.244
Stomach4036.533
Legs242455

The two armour columns are almost identical - that is what 91.15% penetration buys. A kevlar vest turns 32 damage into 29.2 and a helmet turns a 128-damage headshot into 116.7, and neither changes how many bullets it takes.

Where the Five-SeveN drops off

The catch is distance. The Five-SeveN loses 19% of its damage for every 500 units, almost twice what the P250 loses:

Shot Works up to
Stomach, armour or not - 3 bullets886 u (about 22 m)
Head, no helmet - 1 bullet586 u (about 15 m)
Chest, no armour - 4 bullets586 u (about 15 m)
Head, helmet - 1 bullet366 u (about 9 m)
Chest through armour - 4 bullets366 u (about 9 m)
Legs - 5 bullets253 u (about 6 m)

Past each of those distances the count goes up by one. Damage is multiplied by 0.81 for every 500 units of distance, and it drops smoothly in between. Five chest hits through armour kill out to 895 units, about 23 metres, and six out to 1,328 units, about 34 metres.

What this means in a fight

Inside 9 metres the Five-SeveN treats a full-buy opponent like an unarmoured one: one headshot, or four chest hits in 0.45 seconds at 400 rounds a minute. That is the whole reason to spend $500. Past 9 metres the one-tap goes away and the chest takes five hits, and past 23 metres six - so the gun wants the fight close.

Five-SeveN Recoil & Accuracy

Twenty rounds, no pattern, and a gun that wants you standing still.

The Five-SeveN 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. With 20 rounds a magazine there is room to miss, but the cone punishes long strings.

Standing still

Accurate range is 13.7 metres, the same as the P250's. That covers the distances where the gun does its work anyway: the helmet one-tap ends at 9 metres and the four-hit kill through armour at the same point.

On the move

Running inaccuracy is 51.1 - worse than every pistol except the Desert Eagle's 54.3, and five times the Tec-9's 10.7. The Five-SeveN moves at 240, as fast as any gun except the knife, but shooting while moving is close to guessing.

Pace

At 400 rounds a minute four chest hits take 0.45 seconds. Slower tapping keeps the cone tighter than rapid tapping, and against armour four taps are all the gun asks for inside 9 metres.

Stopping before you shoot

With 51.1 running inaccuracy, stopping matters more here than on any pistol except the Deagle. Tapping the opposite movement key - counter-strafing - brings you to a stop faster than just letting go of the key.

When to Buy the Five-SeveN

Force buys, anti-eco, and what $200 more than a P250 buys.

The Five-SeveN is a force-buy pistol. At $500 it is the most a CT can spend on a sidearm short of a Deagle, and what the money buys is armour penetration.

What it changes

Against a full-buy opponent inside 9 metres, the Five-SeveN kills with one headshot or four chest hits - the same counts as against someone with no armour at all. A P250 needs five chest hits and never one-taps a helmet; a USP-S needs six. That is the whole case for the extra $200.

On a force buy

With armour ($1,000) a Five-SeveN round costs $1,500, where an MP9 with armour costs $2,250. The pistol leaves $750 more for the round after, and inside 9 metres it deals more damage per chest hit through armour than any SMG.

Against an eco

Against players with no armour, the armour penetration is wasted: a $300 P250 kills in three chest hits where the Five-SeveN needs four, and its headshot reaches 50 metres against 15. If the other team is saving, the cheaper pistol does the job.

Five-SeveN or an SMG

An MP9 costs $1,250 and pays $600 a kill against the pistol's $300, and it is accurate to 15.9 metres against 13.7. The Five-SeveN wins on price and on close-range damage against armour; the SMG wins on money and on anything that lasts more than one fight.

Five-SeveN vs Other Pistols

What the Five-SeveN does better, and what it gives up.

The Five-SeveN stands out for armour penetration and the close-range helmet one-tap, and loses on range, damage and accuracy while moving. The table below has all ten pistols side by side.

vs P250

$200 cheaper and available to both sides. How the two compare against armour is in When to Buy above. Past that, the P250 does 38 damage against 32, loses only 10% every 500 units against 19%, and one-taps an unhelmeted head out to 50 metres against 15. The Five-SeveN holds 20 rounds against 13 and is far worse on the move, 51.1 against 31.1. Details in the P250 guide.

vs Tec-9

The T side's $500 pistol and the closest thing to a mirror: 33 damage with 90.6% armour penetration against 32 and 91.15%, four chest hits through kevlar for both. The Tec-9 fires faster, 500 rounds a minute against 400, is accurate to 22.1 metres against 13.7, and has the lowest running inaccuracy in the game, 10.7 against 51.1. Both one-tap a helmeted head up close, the Tec-9 out to 380 units and the Five-SeveN to 366. Details in the Tec-9 guide.

vs CZ75-Auto

The same $500, available to both sides, and fully automatic at 600 rounds a minute. 31 damage with 77.65% armour penetration: five chest hits through kevlar against the Five-SeveN's four. It carries 12 rounds a magazine and 36 in total against 20 and 60, and is accurate to 11.4 metres against 13.7. Details in the CZ75-Auto guide.

vs Desert Eagle

$200 more and available to both sides. 53 damage with 93.2% armour penetration, and a helmeted headshot that kills out to about 51 metres where the Five-SeveN's runs out at 9. It holds 7 rounds against 20, fires once every 0.22 seconds against 0.15, and is the least accurate pistol on the move, 54.3. Details in the Desert Eagle guide.

Pistol Stats Table

All ten pistols side by side, with the Five-SeveN already open.

This is the same table as on the weapons hub, but filtered down to pistols. The Five-SeveN row is open with its damage per hitbox and full stats, and it is already ticked for comparison with the P250, Tec-9 and CZ75-Auto. 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

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.

Five-SeveN Skins & Cases

Five-SeveN skins by market listings and price, and where they come from.

Three ways to look at Five-SeveN 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.

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

Cases with Five-SeveN skins

Every case that can drop a Five-SeveN skin, newest first. The number under each case is how many Five-SeveN skins it holds.

Five-SeveN skins that never came from a case

Some Five-SeveN 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 Five-SeveN Mistakes

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

Counting on the helmet one-tap too far out

It works inside 366 units, about 9 metres. Past that the same headshot leaves the opponent alive, and the chest goes from four hits to five. The numbers are in Damage & Armour.

Buying it against an eco

Armour penetration is worth nothing against players who have no armour. A $300 P250 kills them in three chest hits and one headshot out to 50 metres, where the Five-SeveN needs four and 15. More in When to Buy.

Shooting on the move

Running inaccuracy is 51.1, the worst of any pistol except the Desert Eagle. Moving and shooting is guessing. Stop first: tapping the opposite movement key - counter-strafing - brings you to a stop faster than just letting go of the key.

Taking long fights

Accurate range is 13.7 metres and the gun loses 19% of its damage every 500 units - almost twice what a P250 loses. Past 23 metres an armoured opponent takes six chest hits. Hold close angles with it.

Spraying because there are 20 rounds

The magazine is generous, but there is no pattern to control - the cone opens with every shot. Four taps kill an armoured opponent up close; a stream of eight usually does not.

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 Five-SeveN has two spare magazines of 20, so a reload with ten rounds in the gun throws away a sixth of your ammo for the round.

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