All Game Items

All Game Items Guide for Counter-Strike: Global Offensive (Counter-Strike 2)



This guide covers every major item type in Counter-Strike: Global Offensive (now Counter-Strike 2). Items are grouped logically by category. For each item, you'll find a description, how to obtain it, when it is useful, and any important synergies or upgrades.

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1. Weapons



Weapons are the core of gameplay. They are purchased at the start of each round (unless you pick them up) using in-game money. Weapon categories affect mobility, damage, fire rate, and recoil.

#### 1.1 Pistols
Pistols are light, cheap, and often used in pistol rounds (first round) or as a backup.

WeaponCostDescriptionWhen/How to UseSynergies/Upgrades
Glock-18$200Standard CT pistol, 20-round magazine, burst-fire mode available.Default CT pistol. Use in pistol rounds for rapid fire and headshot accuracy. Burst mode is effective at close range.No upgrades. Can be replaced by P250 or Deagle.
USP-S (or P2000)$200 (USP-S) / $200 (P2000)CT default pistols. USP-S has a silencer (reduces sound and flash, no damage penalty). P2000 has 13 rounds vs USP-S 12.USP-S is preferred for stealth on CT side. Use silenced shots for first-round kills without revealing position.No upgrades.
P250$300Semi-auto pistol with higher damage than default pistols. 13 rounds.Excellent buy in pistol rounds if you have extra cash. One-tap headshot potential.Pairs well with light armor (no helmet) in force buys.
Desert Eagle (Deagle)$700High-damage semi-auto pistol with 7 rounds. One-shot headshot at any range.Most powerful pistol. Use for long-range duels or when you need a cheap alternative to rifles. High skill required due to recoil.No upgrades. Often used with no armor (econ round) to maximize damage.
Five-SeveN$500CT-only pistol, 20 rounds, high armor penetration.Good for force buys and vs armored opponents.Pairs with armor.
Tec-9$500T-only pistol, 18 rounds, high armor penetration and moving accuracy.T-side force buy pistol. Run-and-gun playstyle.Synergizes with SMGs for aggressive pushes.
Dual Berettas$400Two pistols at once, high fire rate, 30 rounds.Spam weapon for close range. High fire rate allows rushing.Cheap alternative to SMGs.
R8 Revolver$600Slow-firing revolver, high damage, one-shot body close range.Unpopular due to slow fire rate, but can one-shot armorless opponents.Use for memes or very specific scenarios (e.g., holding tight angles).
#### 1.2 Submachine Guns (SMGs)
SMGs are cheap, fast-firing, and excel at close range. They reward aggressive play.

WeaponCostDescriptionWhen/How to UseSynergies/Upgrades
MAC-10 (T) / MP9 (CT)$1,050 (MAC-10) / $1,250 (MP9)Fast fire rate, high moving accuracy, 30 rounds.T-side force buy runs. MP9 has better recoil control.Use with a smoke to close distance.
MP7$1,500Higher damage than MAC-10/MP9, better accuracy. 30 rounds.Reliable SMG for force buys. Good for mid-range.Upgrades to rifle? No, but holds its own.
MP5-SD$1,500Silenced SMG, 30 rounds, integrated suppressor.Stealth SMG. Excellent for flanking or close-range silent kills.No visibility on radar when firing (smoke makes it invisible).
UMP-45$1,200High damage per bullet, slower fire rate, 25 rounds.Very effective for its cost. One of the best SMGs for force buys.Pairs with armor.
P90$2,35050-round magazine, high fire rate, large spread.Spray-and-pray SMG for full-buy rounds if you prefer run-and-gun.Good for entry fragging.
PP-Bizon$1,40064-round magazine, low damage, terrible against armor.Vs unarmored opponents only. Eco round weapon.Essentially useless in regular matches.
#### 1.3 Rifles
Rifles are the backbone of competitive play. They offer high damage and accuracy at all ranges.

WeaponCostDescriptionWhen/How to UseSynergies/Upgrades
Galil AR (T) / FAMAS (CT)$2,000 (Galil) / $2,250 (FAMAS)Entry-level rifles. Galil has 35 rounds, FAMAS 25 round + burst mode.T-side entry rifle for force buys. FAMAS for CT side.Both can be upgraded to AK-47/M4 later.
AK-47 (T)$2,700One-shot headshot, high damage, 30 rounds.The best T-side rifle. Use for tapping/spraying. Recoil pattern is formidable.No upgrade. Must learn spray control.
M4A4 (CT)$3,100Reliable CT rifle, 30 rounds, high fire rate, good accuracy.Standard CT rifle. 4-shot kill non-headshot.No upgrade. Alternative: M4A1-S.
M4A1-S (CT)$3,100 (with silencer)Silenced M4, 25 rounds, lower fire rate but better accuracy and reduced recoil.Preferred for stealth and easier control. One less round but quieter.Switch to M4A4 in options if you prefer non-silenced.
AUG (CT)$3,300Scope option, zoom, high damage. 30 rounds.CT alternative to M4. Use scope for long-range holding.Can be expensive but gives vision advantage.
SG 553 (T)$3,000T-side scoped rifle, one-shot headshot, 30 rounds.T-side equivalent of AUG but cheaper. Scope helps mid-range.Very versatile; often underused but powerful.
FAMAS (already listed)----
#### 1.4 Sniper Rifles
Snipers are long-range precision weapons with high damage.

WeaponCostDescriptionWhen/How to UseSynergies/Upgrades
SSG 08 (Scout)$1,700Light sniper, bolt-action, one-shot headshot, low body damage.Use for early-round picks, jump-scouting, or force buys. Fast movement.Cannot one-shot body unless unarmored.
AWP$4,750Heavy sniper, one-shot kill to body or head. 10 rounds.The king of snipers. High risk/reward. Hold angles, get picks.Combine with a pistol (Deagle) for overconfidence, but usually stick to one.
G3SG1 (CT) / SCAR-20 (T)$5,000 (CT) / $5,000 (T)Automatic sniper rifles. Zoom, high fire rate, expensive.Use for holding long corridors or for aggressive sniping. High cost.Pairs with armor. Often banned in competitive due to spam.
#### 1.5 Heavy Weapons (Shotguns & Machine Guns)

Shotguns – Close-range monsters.
WeaponCostDescriptionWhen/How to Use
Nova$1,200Pump-action, 5 rounds, high damage at close range.Cheap force on CT side for close angles (e.g., B site Inferno).
XM1014$2,000Semi-auto, 7 rounds, fast fire rate.Use for rushing tight spaces.
MAG-7 (CT)$1,300Semi-auto shotgun, 5 rounds, high damage, good jumping accuracy.CT side only. Excellent for close-range defense and jumping peak.
Sawed-Off (T)$1,100T-side shotgun, 4 rounds, huge spread.Use for close-range surprise attacks. Not reliable.
Machine Guns – High suppression, inaccurate.
WeaponCostDescriptionWhen/How to Use
M249$5,200100 rounds, high recoil, low damage per bullet.Rarely used. Only for memes or eco wins vs no armor.
Negev$2,000150 rounds, fast fire rate, starts inaccurate then becomes accurate.Can be used for suppressive fire or cheap support.
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2. Armor & Equipment



#### 2.1 Armor
Armor reduces damage from bullets and explosions. Head armor protects against headshots (except high-caliber rifles like AK-47).

ItemCostDescriptionWhen to Buy
Kevlar Vest$650Body armor only. Reduces bullet damage by 50% and explosive damage significantly.Buy on second round (after losing) or on force buys.
Kevlar + Helmet$1,000Full armor covering head and body.Buy on full buy rounds (rifles) to survive AK headshots (except AK-47, which still one-taps).
Synergy: Always buy full armor with a rifle. Pistol rounds: Kevlar+Helmet vs Glock/Deagle? Usually no, because it's $1000 and leaves little for weapons. But if you have extra cash, it helps vs Tec-9/Five-SeveN.

#### 2.2 Defusal Kit
ItemCostDescriptionWhen to Use
Defuse Kit$400 (CT only)Reduces bomb defuse time from 10s to 5s.Essential for all CT players. Buy every round if you have money. Without it, defusing under pressure is much harder.
Synergy: Carry defuse kit + flashbangs for safe defuse. |

#### 2.3 Headset / Communication (Not in-game item but essential)
While not a purchasable item, a microphone and headset are crucial for team coordination. Consider it required equipment.

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3. Grenades (Consumables)


Grenades are crucial for tactical play. Each can be purchased per round (except knife).

GrenadeCostMax CarryDescriptionUsage
Flashbang$2002Blinds all players within vision for ~2 seconds when popped.Use to push angles, or counter-flash. Can be cooked (held) before throwing.
Smoke Grenade$3001Creates a thick smoke cloud that blocks vision. Lasts ~15s.Block enemy lines of sight, cover defuses, fake pushes. Extinguish molotovs.
High Explosive (HE) Grenade$3001Deals explosion damage (up to ~99 damage if direct).Damage concentrated enemies, finish low HP.
Molotov Cocktail (T) / Incendiary Grenade (CT)$4001Creates a fire pool lasting ~7s. Enemies take damage over time.Area denial. Force enemies out of positions. Can be extinguished by smoke.
Decoy Grenade$501Produces fake footsteps and shows a weapon icon on radar.Flush out enemies, fake rotations, or waste utility. Low cost.
Synergies: Smoke + Molotov = block vision and force enemies out. Flash + Entry = blind enemies before peeking. HE + Smoke = deny retreat path.

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4. Knife


ItemDescriptionObtainUse
Default KnifeBasic knife with left-click slash (fast, low damage) and right-click stab (slow, high damage). One-hit kill from behind.Given by default.Use for silent kills, breaking glass, or when no ammo.
Knife Skins (Cosmetic)Many varieties (e.g., Butterfly, Karambit, M9 Bayonet, Flip Knife).Obtain from case openings or market.No gameplay effect.
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5. Consumables (Medical? None)


CS:GO has no health packs or stamina items. The only consumables are grenades (see above).

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6. Currencies



CurrencyDescriptionUse
In-Game MoneyEarned each round based on kills, round win/loss, bomb plant/defuse, etc. Max $16,000.Purchase weapons, armor, grenades.
Prime Status CurrencyNot direct currency; Prime Status (purchased or earned) grants access to Prime matchmaking, exclusive items, and souvenir drops.Trade for cases? No.
Steam Wallet / Real MoneyUsed to buy cases, keys, skins, stickers, and operation passes.Cosmetic items only.
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7. Materials & Collectibles



#### 7.1 Weapon Skins
Cosmetic only. Change the appearance of weapons. No gameplay advantage.
  • Rarity: Consumer (white), Industrial (light blue), Mil-Spec (blue), Restricted (purple), Classified (pink), Covert (red), Contraband (yellow, extremely rare).

  • How to Obtain: Case openings, trading, Steam Market, Operation drops, souvenir packages.


  • #### 7.2 Stickers
    Applied to weapons to add art. Can be scraped off. Come in different rarities.
  • How to Obtain: Capsule openings, market, operation rewards.

  • Types: Regular, Holo (shiny), Foil (gold/shiny), Glitter.


#### 7.3 Cases & Keys
ItemDescription
Weapon Case (e.g., Chroma Case, CS20 Case)Contains random skin. Requires a key to open.
Key (purchased from Steam Market for ~$2.50)Opener for a specific case.
#### 7.4 Souvenir Packages
Drop during Major tournaments. Can be opened without key. Contains skins with gold stickers of tournament teams. Collectible.

#### 7.5 Graffiti
Spray patterns that can be used on walls (limited uses). Not purchasable; earned via reward or operation.

#### 7.6 Music Kits
Change the in-game music (menu, round end, etc.). Purchased from market or as reward.

#### 7.7 Agents
Cosmetic character models for T and CT sides. No gameplay effect. Obtained from cases or operations.

#### 7.8 Pins (Physical)
Real-world pins that can be redeemed for in-game digital pins. No mechanical benefit.

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8. Key Equipment (Not Purchasable)



ItemDescription
Bomb (C4)Carried by one Terrorist per round. Must be planted at designated site. Timer ~40s.
Bomb DefuserNot an item; all CTs have ability to defuse; speed increased by defuse kit (above).
RadarShows team positions and bomb site info.
Kill FeedShows kills, assists, bomb actions.
Scoreboard (Tab key)Shows money, kills, deaths, assists, equipment.
Note: There is no armor upgrade beyond helmet; no weapon modifications beyond scope (AUG/SG).

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9. Important Synergies & Upgrade Paths



  • Eco Round Strategy: Pistol + armor (no helmet) or SMG + armor. Avoid buying expensive rifles unless you have money for full buy.

  • Force Buy: SMG + full armor + maybe grenades. After a loss, force buy to catch opponent off guard.

  • Full Buy: Rifle + full armor + utility (smoke, flash, molotov, HE) + defuse kit (CT). This is standard mid/late round purchase.

  • No Upgrade Path for Weapons: You buy the weapon you want. No looting upgrades. You can only pick up dropped weapons (which may have skins but same stats).


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10. Obtaining Items Summary Table



Item TypePrimary Obtain Method
Weapons/Armor/GrenadesIn-game purchase with money
SkinsCases (with keys), Market, Drops, Trade
StickersCapsules, Market, Operations
CasesPost-match drop (random), Market
KeysSteam Market (purchase)
SouvenirsMajor tournament drops
GraffitiOperations, Reward
Music KitsMarket, Operations
AgentsCases, Operations
Knife SkinsCase openings (rare)
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This guide covers everything you need to know about items in Counter-Strike: Global Offensive / Counter-Strike 2. Remember: cosmetics have no gameplay impact; focus on weapon selection and utility management to win rounds.