CS2 UMP-45 submachine gun displayed in the weapon inventory

UMP-45 Guide for Counter-Strike 2

Damage, spray, the $600 kill reward, and when it is the right SMG to buy.

The UMP-45 is the hardest-hitting SMG in CS2, and both sides can buy it. It costs $1,200, pays $600 a kill, and does 35 damage a bullet with 65% armour penetration. Up close it kills an armoured opponent in five chest hits, 0.36 seconds - as fast as the M4A4 - and one bullet to an unhelmeted head kills out to about 15 metres.

The trade-off is range. It loses 25% of its damage every 500 units, the most of any SMG, so the five-hit kill through armour holds only inside about 6 metres. The magazine holds 25 rounds, it is accurate only to 10.6 metres standing, and its 3.4-second reload is the slowest of any SMG. This page goes through the numbers, the spray, when to buy it, and the skins and cases.

Last checked

September 2026

Weapon stats checked against CS2 build 1.41.7.6.

UMP-45 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 UMP-45: 35 damage and 65% armour penetration. It hits harder than any other SMG, and only the P90 has higher armour penetration. What it gives up is range - it loses 25% of its damage every 500 units, the most of any SMG.

Damage and money

Price$1,200
Kill reward$600
SideCT and T
Base damage35
Armour penetration65%
Headshot multiplier4x
Damage lost at 500 units25%
Wall penetration100%
One-tap range, helmetNone (91 damage)
One-tap range, no helmet585 u (about 15 m)

Handling and ammo

Rate of fire666 RPM
Magazine25
Reserve75 (100 total)
Reload3.43 s (mag in at 1.50 s)
Deploy1.00 s
Mobility230 (knife is 250)
Tagging power100%
Accurate range, standing10.6 m
Running inaccuracy43.2
RecoilSet pattern
Console commandgive weapon_ump45

The weak spot is everything around the damage. It is accurate only to 10.6 metres standing, it has 25 rounds a magazine and 100 in total, and its 3.4-second reload is the slowest of any SMG. On the move it is among the least accurate SMGs, 43.2 against the MAC-10's 27.9 - still far better than the AK's 182, but it means the UMP-45 works best when you stop to shoot.

UMP-45 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
Head1409112
Chest and arms3522.7535
Stomach43.7528.434
Legs26.2526.2544

Up close the UMP-45 is the only SMG that kills an unarmoured player with three chest hits - but three of them add up to just 105, so a couple of metres of distance is enough to need a fourth. A helmeted headshot does 91, nine short of a kill.

Where the UMP-45 drops off

The UMP-45 loses 25% of its damage for every 500 units of distance, more than any other SMG. The bullet counts above hold only this far:

Shot Works up to
Head, helmet - 2 bullets1,041 u (about 26 m)
Head, no helmet - 1 bullet585 u (about 15 m)
Stomach, no armour - 3 bullets473 u (about 12 m)
Chest through armour - 5 bullets224 u (about 6 m)
Stomach through armour - 4 bullets224 u (about 6 m)
Chest, no armour - 3 bullets85 u (about 2 m)
Legs - 4 bullets85 u (about 2 m)

Past each of those distances the count goes up by one. Damage is multiplied by 0.75 for every 500 units of distance, and it drops smoothly in between. Two headshots on an unhelmeted player kill out to 1,790 units, about 45 metres.

What this means in a fight

Against armour, up close, the UMP-45 is the strongest SMG: five chest hits in 0.36 seconds, where the MP9 needs seven in 0.42. That lead is short. Past about 6 metres it needs six hits, 0.45 seconds, and past 14 metres seven. Against a player without armour, four chest hits take 0.27 seconds out to 15 metres, and a single headshot kills out to the same distance. Two helmeted headshots kill out to 26 metres, 90 milliseconds apart.

UMP-45 Recoil & Spray

Where twenty-five bullets go, and how to pull them back.

The UMP-45 fires 666 rounds a minute, one bullet every 90 milliseconds. A full magazine of 25 is gone in just 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.

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 1-2. Barely move. The first two bullets land almost where you aimed.
  • Shots 3-7. Up and to the right, furthest right at shot 7. Pull down and to the left.
  • Shots 8-10. Still climbing, back towards the middle. Keep pulling down and ease off to the right.
  • Shots 11-17. Out to the left, furthest at shot 17. The climb stops around shot 13. Pull right.
  • Shots 18-19. Back to the right, but not all the way to the middle. Pull left.
  • Shots 20-22. Left again, as far out as shot 17. Pull right.
  • Shots 23-25. Back to the right. Pull left a little.

From shot 13 on, the spray hardly goes higher, and for the rest of the magazine it stays left of where you aimed.

How to actually use it

The first ten shots are the part worth drilling - a pull down, first a little to the left, then straight. Five chest hits kill an armoured player up close (see Damage & Armour), and with 25 rounds a magazine there is little room to waste the start.

Spray control will not make the UMP-45 accurate on the move. Its running inaccuracy is 43.2, better than any rifle but among the worst of the SMGs. Tapping the opposite movement key - counter-strafing - brings you to a stop faster than just letting go of the key.

The accurate range is only 10.6 metres standing, and the damage drops fast past that. At longer range, short bursts at head height work better than a spray.

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 UMP-45: its mouse path lines up with these 25 shots. I don't recommend using scripts like this in Competitive or Premier.

When to Buy the UMP-45

Anti-eco, force buys, and how it stacks up against the cheaper SMGs and rifles.

The UMP-45 does the same two jobs as the MP9 and MAC-10 - anti-eco and force buys - and both sides can buy it. What it adds is damage against armour up close.

Against an eco

Against players with pistols and no armour, a single headshot or four chest hits kill out to about 15 metres, and every kill pays $600. Two kills pay $1,200, exactly what the gun cost. The same two kills with a rifle pay $600.

What a force buy adds up to

Item Price
UMP-45$1,200
Kevlar + helmet$1,000
Smoke$300
Flashbang$200
Total$2,700

With the same armour and nothing else, a Galil costs $2,800 and a FAMAS $2,950. So with less than that, the UMP-45 is the gun that still leaves room for armour and a couple of grenades.

UMP-45 or MP9 and MAC-10

If you expect armour, the UMP-45 is the better force-buy SMG: five chest hits through armour in 0.36 seconds up close, against seven for the MP9 (0.42) and the MAC-10 (0.45). It costs $50 less than the MP9 and $150 more than the MAC-10. What you give up is ammo - 25 a magazine and 100 in total - a 3.4-second reload, and accuracy on the move. Against a pure eco, the MP9 and MAC-10 do the job just as well.

UMP-45 or a rifle

The Galil is $600 more and the FAMAS $750 more. Both also need five chest hits through armour, but keep that five-hit kill much farther out — the FAMAS to about 15 metres and the Galil to 95, while the UMP-45 only does so to about 6 metres. If the round is about holding a long angle, the rifle is worth the money. More in the Galil AR and FAMAS guides.

UMP-45 vs Other SMGs

What the UMP-45 does better, and what it gives up.

The UMP-45 wins on damage per bullet, and loses on range, ammo and reload time. How much that matters depends on who you compare it with. The table below has all the numbers side by side.

vs MP9

$50 more and CT only. Their armour comparison is in When to Buy above. Past that, the MP9 is far more accurate standing still, 15.9 metres against 10.6, loses 13% of its damage every 500 units against 25%, and reloads in 2.1 seconds against 3.4. The UMP-45 one-taps an unhelmeted head out to about 15 metres, compared with just 3.6 metres for the MP9. Details in the MP9 guide.

vs MAC-10

$150 cheaper and T only. The MAC-10 is much better on the move, 27.9 against 43.2, fires 800 rounds a minute and carries 120 rounds to the UMP-45's 100. Against armour it needs seven chest hits where the UMP-45 needs five up close. Details in the MAC-10 guide.

vs MP7

$200 more and also available to both sides. Up close the UMP-45 is faster through armour, 0.36 seconds against 0.40. Past about 6 metres it turns around: the UMP-45 needs six hits, 0.45 seconds, while the MP7 keeps six, 0.40, out to about 11 metres. The MP7 loses only 13% of its damage every 500 units, is more accurate standing and moving (14.4 metres, 30.5), and holds 30 rounds a magazine. Details in the MP7 guide.

vs MP5-SD

$200 more, with a built-in silencer. It needs six chest hits through armour only inside about 4 metres, then seven, 0.48 seconds, out to about 18 metres. It is more accurate standing still, 14.4 metres against 10.6, and a little better on the move, 40.6 against 43.2. Details in the MP5-SD guide.

vs P90

$1,150 more, with 50 rounds a magazine and 857 rounds a minute. Through armour it is about as fast up close, six chest hits in 0.35 seconds out to 6 metres. It pays only $300 a kill, so on an eco it earns half as much. On the move the two are close, 45.7 against 43.2. 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 UMP-45 already open.

This is the same table as on the weapons hub, but filtered down to SMGs. The UMP-45 row is open with its damage per hitbox and full stats, and it is already ticked for comparison with the MP9, MAC-10 and MP7. Untick any of them, or tick the MP5-SD, 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

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.

UMP-45 Skins & Cases

UMP-45 skins by market listings and price, and where they come from.

Three ways to look at UMP-45 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 UMP-45 skins page.

Cases with UMP-45 skins

Every case that can drop a UMP-45 skin, newest first. The number under each case is how many UMP-45 skins it holds.

UMP-45 skins that never came from a case

Some UMP-45 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 UMP-45 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 UMP-45 has three spare magazines of 25, so a reload with ten rounds still in the gun throws away almost half 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 UMP-45 needs 3.4 seconds, the slowest of any SMG. Only reload when you are sure nobody can swing on you for more than three seconds.

Waiting for a one-tap

A helmeted headshot does 91 damage, so the UMP-45 never kills with one bullet to a helmeted head. Against a helmet it needs two headshots, or, up close, one to the head and one to the body. Without a helmet, one headshot kills out to about 15 metres.

Taking long fights

The UMP-45 loses 25% of its damage for every 500 units, the most of any SMG. Past about 6 metres it needs six chest hits through armour, past 14 metres seven, and past 26 metres two helmeted headshots are no longer enough. Pick spots where the fight starts close. The numbers are in Damage & Armour.

Buying it when a rifle is affordable

A Galil with armour costs $600 more than a UMP-45 with armour, a FAMAS $750 more. Both keep five hits through armour far past the UMP-45's 6 metres. If you can afford one with armour and you expect fights at range, take the rifle. More in When to Buy.

Spraying all twenty-five

After the tenth bullet the UMP-45 spray moves left and stays there, and the random spread keeps growing. With 25 rounds and a 3.4-second reload, an empty magazine in the middle of a fight costs more than on any other SMG. The spray section shows where the bullets go.

Shooting on the move

The UMP-45's running inaccuracy is 43.2, better than any rifle but among the worst of the SMGs. 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.

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