Desert Eagle in CS2: damage, accuracy, recoil and skins — CS2Collections.net
WEAPON DOSSIER · CS2 · Precision heavy sidearm

Everything about Desert Eagle in CS2

Desert Eagle: damage, accuracy, recoil and skins in CS2.

Pistolets In-game price $700 7 / 21 rounds
Explore skins 45
Desert Eagle Desert Eagle CS2 / DESERT-EAGLE
Damage 53 Body
Armor penetration 93.2% Body · armor: 49,4
Rounds / min 267 Recoil magnitude: 48,2
Magazine 7 21 rounds

Desert Eagle round profile

Effective range Long sightline
Firing rhythm One prepared shot
Defining trait

53 damage and 93.2% armor penetration make the first accurate shot decisive. Accuracy needs time to recover after a miss.

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 175,7
Head · helmet 163,7
Body 45,1
Body · armor 42
A headshot beats a helmet at this distance
02 / CONTROL

Accuracy and spread

Comparez les limites du premier tir selon les paramètres du jeu. La posture modifie l’imprécision et la distance modifie le diamètre.

Recoil magnitude48,2
Base spread0.00200
Desert Eagle spread pattern · StandingLimite du premier tir : imprécision 0.0042, dispersion de base 0.0020.
Standing Diamètre jusqu’à 15,7 cm à 12,7 m Limite du premier tir dans le mode principal de l’arme
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
230 u/s
Reserve ammo
21
Reload fire lockout
2,2 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?

Comparez les limites du premier tir selon les paramètres du jeu. La posture modifie l’imprécision et la distance modifie le diamètre. Coordonnées de séries enregistrées par OP.GG : recul de la caméra sans compensation à la souris. La dispersion aléatoire des balles est exclue.