
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.
| Weapon | Cost | Description | When/How to Use | Synergies/Upgrades |
|---|---|---|---|---|
| Glock-18 | $200 | Standard 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 | $300 | Semi-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) | $700 | High-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 | $500 | CT-only pistol, 20 rounds, high armor penetration. | Good for force buys and vs armored opponents. | Pairs with armor. |
| Tec-9 | $500 | T-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 | $400 | Two pistols at once, high fire rate, 30 rounds. | Spam weapon for close range. High fire rate allows rushing. | Cheap alternative to SMGs. |
| R8 Revolver | $600 | Slow-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). |
SMGs are cheap, fast-firing, and excel at close range. They reward aggressive play.
| Weapon | Cost | Description | When/How to Use | Synergies/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 | $1,500 | Higher 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 | $1,500 | Silenced 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 | $1,200 | High 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 | $2,350 | 50-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 | $1,400 | 64-round magazine, low damage, terrible against armor. | Vs unarmored opponents only. Eco round weapon. | Essentially useless in regular matches. |
Rifles are the backbone of competitive play. They offer high damage and accuracy at all ranges.
| Weapon | Cost | Description | When/How to Use | Synergies/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) | $2,700 | One-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) | $3,100 | Reliable 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) | $3,300 | Scope 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) | $3,000 | T-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) | - | - | - | - |
Snipers are long-range precision weapons with high damage.
| Weapon | Cost | Description | When/How to Use | Synergies/Upgrades |
|---|---|---|---|---|
| SSG 08 (Scout) | $1,700 | Light 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 | $4,750 | Heavy 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. |
Shotguns – Close-range monsters.
| Weapon | Cost | Description | When/How to Use |
|---|---|---|---|
| Nova | $1,200 | Pump-action, 5 rounds, high damage at close range. | Cheap force on CT side for close angles (e.g., B site Inferno). |
| XM1014 | $2,000 | Semi-auto, 7 rounds, fast fire rate. | Use for rushing tight spaces. |
| MAG-7 (CT) | $1,300 | Semi-auto shotgun, 5 rounds, high damage, good jumping accuracy. | CT side only. Excellent for close-range defense and jumping peak. |
| Sawed-Off (T) | $1,100 | T-side shotgun, 4 rounds, huge spread. | Use for close-range surprise attacks. Not reliable. |
| Weapon | Cost | Description | When/How to Use |
|---|---|---|---|
| M249 | $5,200 | 100 rounds, high recoil, low damage per bullet. | Rarely used. Only for memes or eco wins vs no armor. |
| Negev | $2,000 | 150 rounds, fast fire rate, starts inaccurate then becomes accurate. | Can be used for suppressive fire or cheap support. |
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).
| Item | Cost | Description | When to Buy |
|---|---|---|---|
| Kevlar Vest | $650 | Body armor only. Reduces bullet damage by 50% and explosive damage significantly. | Buy on second round (after losing) or on force buys. |
| Kevlar + Helmet | $1,000 | Full armor covering head and body. | Buy on full buy rounds (rifles) to survive AK headshots (except AK-47, which still one-taps). |
#### 2.2 Defusal Kit
| Item | Cost | Description | When 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. |
#### 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).
| Grenade | Cost | Max Carry | Description | Usage |
|---|---|---|---|---|
| Flashbang | $200 | 2 | Blinds all players within vision for ~2 seconds when popped. | Use to push angles, or counter-flash. Can be cooked (held) before throwing. |
| Smoke Grenade | $300 | 1 | Creates a thick smoke cloud that blocks vision. Lasts ~15s. | Block enemy lines of sight, cover defuses, fake pushes. Extinguish molotovs. |
| High Explosive (HE) Grenade | $300 | 1 | Deals explosion damage (up to ~99 damage if direct). | Damage concentrated enemies, finish low HP. |
| Molotov Cocktail (T) / Incendiary Grenade (CT) | $400 | 1 | Creates a fire pool lasting ~7s. Enemies take damage over time. | Area denial. Force enemies out of positions. Can be extinguished by smoke. |
| Decoy Grenade | $50 | 1 | Produces fake footsteps and shows a weapon icon on radar. | Flush out enemies, fake rotations, or waste utility. Low cost. |
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4. Knife
| Item | Description | Obtain | Use |
|---|---|---|---|
| Default Knife | Basic 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. |
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
| Currency | Description | Use |
|---|---|---|
| In-Game Money | Earned each round based on kills, round win/loss, bomb plant/defuse, etc. Max $16,000. | Purchase weapons, armor, grenades. |
| Prime Status Currency | Not direct currency; Prime Status (purchased or earned) grants access to Prime matchmaking, exclusive items, and souvenir drops. | Trade for cases? No. |
| Steam Wallet / Real Money | Used to buy cases, keys, skins, stickers, and operation passes. | Cosmetic items only. |
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.
- How to Obtain: Capsule openings, market, operation rewards.
- Types: Regular, Holo (shiny), Foil (gold/shiny), Glitter.
#### 7.2 Stickers
Applied to weapons to add art. Can be scraped off. Come in different rarities.
#### 7.3 Cases & Keys
| Item | Description |
|---|---|
| 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. |
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)
| Item | Description |
|---|---|
| Bomb (C4) | Carried by one Terrorist per round. Must be planted at designated site. Timer ~40s. |
| Bomb Defuser | Not an item; all CTs have ability to defuse; speed increased by defuse kit (above). |
| Radar | Shows team positions and bomb site info. |
| Kill Feed | Shows kills, assists, bomb actions. |
| Scoreboard (Tab key) | Shows money, kills, deaths, assists, equipment. |
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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 Type | Primary Obtain Method |
|---|---|
| Weapons/Armor/Grenades | In-game purchase with money |
| Skins | Cases (with keys), Market, Drops, Trade |
| Stickers | Capsules, Market, Operations |
| Cases | Post-match drop (random), Market |
| Keys | Steam Market (purchase) |
| Souvenirs | Major tournament drops |
| Graffiti | Operations, Reward |
| Music Kits | Market, Operations |
| Agents | Cases, Operations |
| Knife Skins | Case openings (rare) |
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.