The round you lose isn’t always the round you played badly — it’s often the round you spent wrong. CS2’s economy system rewards players who know the exact thresholds, and its utility system rewards those who know two or three lineups cold rather than ten lineups badly. This reference card covers both in one place.
Bookmark this page as your pre-session warmup. The tables give you the numbers; the decision framework tells you what to do with them. For a deeper breakdown of economy strategy — including the force-buy trap analysis and team coordination protocols — see our full CS2 economy guide.
Verified April 2026. Values reflect current CS2 matchmaking. Update notes will appear here after major patches.
CS2 Quick Start Checklist
- Pistol round: spend $800 on Kevlar ($650) + an upgraded pistol (P250 at $300 or Tec-9/Five-SeveN at $500) — never start on a default pistol with no armor
- After pistol win: a full save is rarely correct — buy an SMG ($1,050–$1,250) and Kevlar for the anti-eco advantage; SMG kills return $600 each versus $300 for rifles
- After pistol loss: full save in round 2; coordinate a half-buy or full buy in round 3 using combined savings plus loss bonus
- Know your full-buy threshold: T-side $5,000, CT-side $6,000 — these are the numbers that determine whether you full buy or save
- Buy utility in order: smoke first, then first flashbang, then molotov or incendiary, then second flashbang, then HE grenade — skip the HE if money is tight
- Check teammate money before buying: if someone is $300 short of a full buy, a player with excess drops a rifle — all five having rifles beats four rifles and one pistol every time
- Two lineups per map beats ten: learn two smoke positions per site on your most-played map and throw them consistently rather than attempting advanced lineups inconsistently
- Eco rounds — stack one site: three or four players on one site with pistols wins eco rounds more often than five players spread across the map; a $0 eco win still resets the enemy loss bonus counter
Round Income Reference
Every money decision in CS2 traces back to a fixed set of values. Knowing these removes guesswork from round planning and lets you calculate next-round buy capacity in real time.
| Event | Money Earned |
|---|---|
| Standard round win (elimination or time) | $3,250 |
| Bomb detonation win (T-side) | $3,500 |
| Bomb defusal win (CT-side) | $3,500 |
| Bomb plant — to the planter (any outcome) | $300 |
| Losing round after bomb plant — to T team | +$800 |
| CT kill bonus — paid to entire CT team per kill | $50 |
| Starting money (pistol rounds) | $800 |
| Money cap (no income beyond this) | $16,000 |
The bomb plant bonus is the most undervalued line in this table. A T-side team that plants and loses still earns $300 to the planter plus $800 split across the team — a combined $1,100 in extra income that directly closes the gap toward a full buy next round. On eco rounds, prioritising the plant rather than hunting kills isn’t just symbolic; it’s the fastest path back to rifle money.
Loss Bonus: Your Recovery Engine
The loss bonus is CS2’s built-in comeback mechanism. Each consecutive round loss increases the bonus paid to the losing team, capping at $3,400 after five losses in a row.
| Consecutive Losses | Loss Bonus Per Player |
|---|---|
| 1st loss | $1,400 |
| 2nd loss | $1,900 |
| 3rd loss | $2,400 |
| 4th loss | $2,900 |
| 5th loss (and beyond) | $3,400 |
The reset rule: winning a single round resets your loss counter to zero. Your next loss pays only $1,400 again, regardless of how many rounds you lost before the win. This is why force-buying after a second consecutive loss and winning damages your economy: you’ve cashed your growing bonus, reset to $1,400, and if you lose round four the opposing team’s full buys continue while yours compounds again from scratch. Economy leads compound because of this mechanic — a team that extends a loss streak to five rounds holds $3,400 per player, enough for a near-full buy regardless of what they spent on the eco rounds.
Kill Rewards by Weapon Type
Kill rewards are what make SMG play on anti-eco rounds so economically decisive — and why AWP players generate less income for their team than most players assume.
| Weapon Type | Kill Reward | Practical Impact |
|---|---|---|
| Shotgun (Nova, MAG-7) | $900 | 3 kills = $2,700 — covers T-side AK-47 cost alone |
| SMG (MAC-10, MP9, UMP-45, MP7) | $600 | 3 kills + round win = $5,050 — direct full buy next round |
| Pistol | $300 | Same as rifles — no penalty for aggressive pistol play |
| Rifle (AK-47, M4A4, M4A1-S) | $300 | Only the round win bonus drives economy on rifle rounds |
| AWP | $100 | AWP kills return 70% less income than rifle kills |
| Knife | $1,500 | One knife kill generates more income than a standard round win |
| Zeus x27 | $100 | Costs $200 and returns $100 — a net $100 loss if the kill doesn’t win the round |
On anti-eco rounds where you’re full-buyted and the opponent is on pistols, switch from your rifle to an SMG. Three SMG kills at $600 each returns $1,800 in kill bonuses on top of the $3,250 round win — a total of $5,050 before accounting for saved rifle value. Running a rifle against eco opponents leaves $900 in potential kill reward on the table.
Buy Phase Decision Framework
The core decision each round is binary: can you full buy, or not? If not, the follow-up determines whether a half-buy gives you a realistic win chance or whether saving preserves more for next round. For the full probability analysis behind force-buy mathematics, see our CS2 economy guide.
| Your Money | Decision | Buy Target | Expected Win Rate |
|---|---|---|---|
| $5,000+ (T) / $6,000+ (CT) | Full Buy | Rifle + Kevlar + Helmet + full utility set | ~85–90% vs eco opponents |
| $3,500–$4,999 (T) / $4,000–$5,999 (CT) | Half-Buy | SMG + Kevlar + smoke + one flashbang | ~40–55% vs full-buyted opponents |
| $2,000–$3,499 | Save or Force* | Pistol + Kevlar or nothing | ~25–35% on force; saving protects next-round buy |
| Under $2,000 | Eco | Decoy + pistol or nothing; aim for plant | ~10–15%; goal is bomb plant, not round win |
*Force buy only if: you’re at four or more consecutive losses (your next-round loss bonus is $2,900–$3,400, so a win here lets you full buy immediately), or the round is match point and there’s no next round to protect.
The rifle drop protocol: Before buying, scan teammate money in chat or via voice. If two players are at $4,800 and one is at $2,300, the players with excess each buy rifles and one drops to the third player. All three get rifles. Without the drop, one player runs a pistol against rifles — a guaranteed liability that costs more in round outcome than the $2,700 rifle price. Saving a rifle between rounds also compounds: a saved AK-47 or M4A1-S avoids a $2,700–$2,900 repurchase next round, lowering the full-buy threshold for the whole team.
Grenade Reference Card
CS2 has one grenade mechanic that directly affects lineup strategy: smokes respond to bullets and HE grenades in real time, creating temporary gaps in the smoke cloud. An HE grenade thrown at an active smoke opens a brief window your team can shoot through — a mechanic specific to CS2 that does not exist in CS:GO. This means HE grenades have situational value beyond raw damage, particularly in post-plant scenarios.

| Grenade | Cost (T / CT) | Duration / Effect | Carry Limit |
|---|---|---|---|
| Smoke Grenade | $300 / $300 | 18 seconds of vision block | 1 |
| Flashbang | $200 / $200 | Up to 5 seconds of blindness | 2 (dual = $400) |
| Molotov (T) / Incendiary (CT) | $400 / $600 | ~7 seconds / ~40 HP per second | 1 |
| HE Grenade | $300 / $300 | Max ~57 HP (armored, point-blank) | 1 |
| Decoy | $50 / $50 | 15 seconds of fake gunfire audio | 1 |
Full Utility Budget by Side
| Side | Full Utility Cost | Contents |
|---|---|---|
| T-side | $1,200 | 1 smoke + 2 flashbangs + 1 molotov |
| CT-side | $1,400 | 1 smoke + 2 flashbangs + 1 incendiary |
Throw Mechanics
- Left-click: overhand throw — maximum distance
- Right-click: short underhand lob — minimal range, for tight-space drops at your feet
- Both-click simultaneously: medium-distance throw — most lineup positions use this
- Jump throw: extends maximum range for long-distance smokes; requires a consistent jump-throw bind:
bind "F" "+jump;+attack;-jump"— configure this in your CS2 settings for consistent lineups every time
Purchase Priority Order (When Money Is Tight)
When your budget doesn’t cover the full utility set, buy in this order:
- Smoke ($300) — always first. One well-placed smoke shuts down an entire push or post-plant angle. No other grenade has the same round-control ceiling.
- First flashbang ($200). Enables safe entry peeking and forces enemies off angles before your push.
- Molotov or incendiary ($400 / $600). Post-plant molotovs deny defuse for 7 seconds; site-clearing fire removes enemies from default positions without needing to peek.
- Second flashbang ($200). For coordinated double-flash entry — lower priority than fire utility.
- HE grenade ($300) — lowest priority. Useful for stacking damage through smokes or against grouped enemies, but skippable when resources are limited.
A key interaction to know: a smoke grenade landing on an active molotov extinguishes it instantly. This is the standard counter to T-side post-plant fire denial, which is why CTs carry a smoke even on half-buy rounds — the smoke is doing double duty as both site-entry utility and a molotov extinguisher.
Map Grenade Priorities by Site
The positions below cover the three most common CS2 competitive maps as of April 2026, sourced from established community lineups. For map-specific video walkthroughs of each throw, CSNADES.gg provides interactive positioning for every grenade type.
| Map | Site | Priority Smokes | Priority Flash | Molotov / Fire Target |
|---|---|---|---|---|
| Mirage | A | Jungle, Stairs, Ticket | CT spawn, Jungle | Default / Triple box |
| Mirage | B | Market Window, Bench | Market, Short | Backsite / Apartments |
| Inferno | A | Library, Arch, Pit | Long corridor, Short | Default / Balcony |
| Inferno | B | CT, Coffins, Banana | Ruins, CT | Dark / New Box |
| Ancient | A | Temple, Donut, Heaven | CT, Donut | Default / Backsite |
| Ancient | B | Cave, Ramp, Lane | CT | Pillar / Backsite |
On eco rounds where you can’t afford a smoke, use the decoy ($50). A decoy thrown toward a common smoke position mimics gunfire audio for 15 seconds — on an Inferno B execute, a decoy thrown toward CT before the push changes CT player positioning for almost no cost. It won’t always work, but it costs $50 compared to the $300 smoke you’re saving for next round.
Grenade Practice Setup
Open a local practice server and run these console commands to drill lineups without bots interrupting:
sv_cheats 1; sv_infinite_ammo 1; sv_grenade_trajectory 1; sv_grenade_trajectory_time 10; bot_stop 1sv_grenade_trajectory 1 draws the arc path of each throw in real time, letting you identify lineup angle without trial-and-error restarts. sv_grenade_trajectory_time 10 keeps the path visible for 10 seconds after the grenade lands. bot_stop 1 freezes bots so you can walk to positions and practice uncontested. Add god 1 if you want to walk into molotov fire while testing durations.
What to Focus on First (By Player Type)
| Player Type | Economy Priority | Grenade Priority | Leave for Later |
|---|---|---|---|
| New player | Memorise the loss bonus table — never force-buy when you’re at $3,400 bonus, never save when you can full buy | One smoke per site on your most-played map, thrown consistently | Jump throws, HE stacking, second flashbang timing |
| Casual player | Full-buy threshold by side ($5K T / $6K CT) and the rifle drop protocol | Two smokes and one flashbang per site; always buy smoke before anything else | Anti-eco SMG switching, decoy tactics, force-buy math |
| Intermediate / optimiser | Anti-eco SMG choice, save-vs-force threshold, bomb plant value on eco rounds | Full utility set from the table above; practice jump throw bind; map table committed to memory | Nothing — run the full reference card every session |
For crosshair setup — the setting that determines whether your aim translates into kills regardless of your economy — see our CS2 Crosshair Setup Guide covering the settings s1mple, ZywOo and NiKo use and why dynamic crosshairs train habits that cost you rounds at the same time your economy does.
Frequently Asked Questions
Does money carry over from the first half to the second? No. Each half starts fresh at $800 on the pistol round. Loss bonuses do not carry across halves — this makes the second-half pistol round the most strategically contested buy decision in the game, since both teams reset to the same starting point regardless of the first-half score.
Should I save my rifle or re-buy it? Save it if you can. Dropping out of an unwinnable round with your AK-47 or M4A1-S avoids a $2,700–$2,900 repurchase next round, lowering the full-buy threshold for you and the teammate you’d otherwise need to drop for. Only sacrifice a rifle in a force-buy if the match situation — map point, last round of a half — makes the gamble worth the reset.
What’s the correct pistol-round buy? T-side: Tec-9 ($500) or Glock with Kevlar ($650). CT-side: P250 ($300) + Kevlar ($650) with a flashbang, or dual flashbangs if your team coordinates a full-rush site take. The default starting pistol with no armor is the weakest option at every skill level — you trade round-win probability for $650 in savings that won’t help you if you lose the round.
Key Takeaways
- Full buy threshold: $5,000 T-side / $6,000 CT-side — everything below is a half-buy or save
- Loss bonus caps at $3,400 after five consecutive losses; any round win resets it to $1,400
- SMGs on anti-eco: three kills returns $1,800 in kill bonuses vs $900 from rifles — a $900 difference per round
- Buy smokes first, always — one well-placed smoke has higher round-control value than a full flashbang loadout
- Plant on eco rounds: the $800 team bonus plus $300 to the planter closes the full-buy gap faster than any eco-round kill streak
Sources
- CS2 Grenade & Utility Guide — Smokes, Flashes & Mollys — CSDB.gg
- CS2 Economy Guide — Money System & Buy Rounds — CS2Bet.io
- Retake Grenade Lineups by Map (Mirage, Inferno, Ancient) — xplay.gg
- The Ultimate CS2 Economy Guide — ProSettings.net
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
