Five-SeveN in CS2: damage, accuracy, recoil and skins — CS2Collections.net
WEAPON DOSSIER · CS2 · Anti-armor sidearm

Everything about Five-SeveN in CS2

Highly accurate and armor-piercing, the pricy Five-Seven is a slow-loader that compensates with a generous 20-round magazine and forgiving recoil.

Pistols In-game price $500 20 / 40 rounds
Explore skins 42
Five-SeveN Five-SeveN CS2 / FIVE-SEVEN
Damage 32 Body
Armor penetration 91.1% Body · armor: 29.2
Rounds / min 400 Recoil magnitude: 25
Magazine 20 40 rounds

Five-SeveN round profile

Effective range Close to medium
Firing rhythm Measured single shots
Defining trait

91.1% armor penetration and a generous magazine can challenge a full buy when single shots remain controlled.

01 / DAMAGE

Damage by distance

Move the slider to inspect calculated damage per hit. Values are rounded; actual damage also depends on hit zone and armor.

015003000
about 13 m
Head 103.7
Head · helmet 94.5
Body 25.9
Body · armor 23.7
One armored headshot is not enough at this distance
02 / CONTROL

Accuracy and spread

Compare first-shot spread bounds from game parameters. Stance changes inaccuracy; the distance slider changes the zone diameter.

Recoil magnitude25
Base spread0.00200
Five-SeveN spread pattern · StandingFirst-shot bound: inaccuracy 0.0091, base spread 0.0020.
Standing Diameter up to 28.2 cm at 12.7 m First-shot spread bound in the weapon’s primary mode
03 / FIELD NOTES

How to play it

Choose a range that suits the damage profile and stop before precision shots.

04 / HANDLING

Handling

Move speed
240 u/s
Reserve ammo
40
Reload fire lockout
2.3 s
Values checked against CS2 weapon data · snapshot 2026-09-23 Source ↗

Reading the numbers

Why does damage change with distance?

The game applies a range modifier for every 500 game units. The slider models that modifier; it is not a guarantee for every encounter.

Is this a bullet spray pattern?

Compare first-shot spread bounds from game parameters. Stance changes inaccuracy; the distance slider changes the zone diameter. Coordinates from recorded OP.GG sequences: camera recoil without mouse compensation. Random bullet spread is excluded.