SCAR-20 in CS2: damage, accuracy, recoil and skins — CS2Collections.net
WEAPON DOSSIER · CS2 · Semi-automatic sniper rifle

Everything about SCAR-20 in CS2

The SCAR-20 is a semi-automatic sniper rifle that trades a high rate of fire and powerful long-distance damage for sluggish movement speed and big price tag.

Rifles In-game price $5,000 20 / 40 rounds
Explore skins 33
SCAR-20 SCAR-20 CS2 / SCAR-20
Damage 80 Body
Armor penetration 82.5% Body · armor: 66
Rounds / min 240 Recoil magnitude: 31
Magazine 20 40 rounds

SCAR-20 round profile

Effective range Long sightline
Firing rhythm Repeated single shots
Defining trait

A scoped semi-auto action repeats long-range hits quickly. High price and slower movement keep it anchored near cover.

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 313.6
Head · helmet 258.7
Body 78.4
Body · armor 64.7
A headshot beats a helmet 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 magnitude31
Base spread0.00030
SCAR-20 spread pattern · StandingFirst-shot bound: inaccuracy 0.0258, base spread 0.0003.
Standing Diameter up to 66.3 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
215 u/s
Reserve ammo
40
Reload fire lockout
3.1 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.