Counter-Strike is as much about money as about aim. The numbers below come from csdb.gg's economy guide (a secondary source that matches commonly published values). Valve can change numbers in updates, so check in game if something looks different.
Key takeaways
- Each half starts with $800 and the maximum money is $16,000.
- Winning by bomb detonation or defuse pays $3,500; other round wins pay $3,250 for CT.
- The loss bonus climbs from $1,400 to $3,400 over consecutive losses.
- Kills pay differently by weapon: SMGs $600, knife $1,500, AWP only $100.
The basics
- Start of each half: $800 for each player.
- Maximum money: $16,000.
- Overtime start: $10,000.
- Format: MR12 (first to 13 rounds).
Round win rewards
- CT win by elimination or timer: $3,250.
- Bomb detonation or defuse: $3,500.
- Planter bonus: $300.
- Terrorists who plant but lose: $800 each.
The loss bonus ladder
Losing teams get extra money that grows with each consecutive loss: $1,400, $1,900, $2,400, $2,900, then $3,400 (the maximum). A win lowers the counter by one step.
Kill rewards by weapon
| Weapon | Reward |
|---|---|
| Rifles and pistols | $300 |
| SMGs | $600 (P90: $300) |
| Shotguns | $900 |
| AWP | $100 |
| Knife | $1,500 |
| Zeus | $100 |
This is why SMGs and shotguns are great on eco rounds, and why a knife kill is worth so much.
When to buy, save or eco
- Full buy: when you can afford rifles, armor and utility for the whole team.
- Save: when your team cannot afford a full buy next round, keep your weapons if you survive.
- Eco: when you buy little to build money for a strong next round.
- Force buy: when the loss bonus is high and you can surprise the enemy.
Practice
On your own practice server you can change money rules to try buys. See practice commands. For ranking basics, read CS2 ranks explained.
En vivo: Counter-Strike 2
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EslipnotesHow to use the numbers
You don't need to memorise every figure. A few habits do most of the work.
- Know when you are on a loss streak. Each consecutive loss raises the bonus, so a team that lost a few rounds often has more money than you think.
- Count your team's money, not just yours. A full buy needs the whole team. If two players are poor, consider a force-buy or a shared save.
- Save when the round is lost. Staying alive keeps your weapon and your money for the next round.
- Buy utility. Smokes ($300) and flashes ($200) often matter more than a slightly better gun.
Weapon kill rewards matter
An SMG kill pays $600, double a rifle kill at $300. That is why eco rounds with SMGs can snowball. The AWP pays only $100 per kill, so the AWPer's team is often poorer than it looks.
Prices and rewards can change in updates, so treat this sheet as a guide and confirm in game.




