XM1014 in CS2: damage, accuracy, recoil and skins — CS2Collections.net
WEAPON DOSSIER · CS2 · Semi-automatic shotgun

Everything about XM1014 in CS2

XM1014: damage, accuracy, recoil and skins in CS2.

Armes lourdes In-game price $2,000 7 / 32 rounds
Explore skins 45
XM1014 XM1014 CS2 / XM1014
Damage per pellet 20 6 pellets per shot
Armor penetration 80% Body · armor: 16
Rounds / min 171 Recoil magnitude: 80
Magazine 7 32 rounds

XM1014 round profile

Effective range Close quarters
Firing rhythm Repeated single shots
Defining trait

Semi-automatic cycling repeats a 6-pellet shell quickly. Actual shot damage depends on how many pellets connect.

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 56
Head · helmet 44,8
Body 14
Body · armor 11,2
Shotgun values are per pellet. Total damage depends on how many pellets land.
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 magnitude80
Base spread0.03800
XM1014 spread pattern · StandingLimite du premier tir : imprécision 0.0070, dispersion de base 0.0380.
Standing Diamètre jusqu’à 114,3 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
215 u/s
Reserve ammo
32
Reload fire lockout
0,6 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.