Dual Berettas in CS2: damage, accuracy, recoil and skins — CS2Collections.net
WEAPON DOSSIER · CS2 · Entry sidearm

Everything about Dual Berettas in CS2

Dual Berettas: damage, accuracy, recoil and skins in CS2.

Pistolets In-game price $300 30 / 60 rounds
Explore skins 43
Dual Berettas Dual Berettas CS2 / DUAL-BERETTAS
Damage 38 Body
Armor penetration 57.5% Body · armor: 21,8
Rounds / min 500 Recoil magnitude: 27
Magazine 30 60 rounds

Dual Berettas round profile

Effective range Close quarters
Firing rhythm Fast single shots
Defining trait

A 30-round magazine gives room for close trades, while the long reload and rising inaccuracy punish careless spam.

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 120,1
Head · helmet 69
Body 30
Body · armor 17,2
One armored headshot is not enough 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 magnitude27
Base spread0.00200
Dual Berettas spread pattern · StandingLimite du premier tir : imprécision 0.0070, dispersion de base 0.0020.
Standing Diamètre jusqu’à 22,9 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
240 u/s
Reserve ammo
60
Reload fire lockout
3,8 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.