CS2 SMG Guide: The $600 Kill Reward and the One Gun That Skips It
Two kills with a $1,050 MAC-10 pay you $1,200. That is the entire submachine gun class in one sentence: a weapon category that funds itself. Here are the verified numbers for all seven, including the two 2026 patches that repriced three of them and quietly cut the ammo on five.

Two kills with a $1,050 MAC-10 pay you $1,200.
Read that again with a buy menu in your head. The gun costs less than the money it generates. Get two frags with it and you have not spent anything — you are $150 up, holding a weapon, going into a round your economy can now afford.
No rifle in Counter-Strike 2 does that, and the reason is structural: every rifle kill pays $300, and the cheapest rifle in the game is the $1,800 Galil AR. Two frags with one leave you $1,200 down.
That asymmetry is the submachine gun class. It is not a gun category, it is a financing instrument, and the seven weapons in it are best judged by how much round-to-round budget they return rather than how they feel to shoot.
Which is fortunate, because how they feel to shoot has a hard ceiling.
The whole class stops at the same line
One hundred damage kills. Here is what every CS2 SMG does to a helmeted head at point-blank range:
| SMG | Armored head | Kills? |
|---|---|---|
| MP9 | 61 | No |
| MAC-10 | 65 | No |
| PP-Bizon | 65 | No |
| MP5-SD | 66 | No |
| P90 | 71 | No |
| MP7 | 71 | No |
| UMP-45 | 90 | No |
Zero for seven. The closest any of them gets is the UMP-45, ten points short, and that is with the enemy standing directly in front of you before any distance falloff applies.
Compare that to the pistols, where the Tec-9, Five-SeveN, Desert Eagle and R8 Revolver all clear the line — the CS2 pistols guide walks through that threshold in detail. A $500 Tec-9 one-taps a helmet. A $2,350 P90 does not.
So the entire class is built for one job: shooting people who have not bought helmets. That is the anti-eco round, the force buy, and the second round of a half. Take an SMG into a full-buy round and you are asking a gun that needs six or seven chest hits to beat one that needs four.
Bare heads are a different story. All seven deal over 100 to an unarmored head at close range, from the MP9 and P90 at 103 up to the UMP-45 at 140. On round two against a team that spent everything on armor and utility, that is exactly the matchup you want.
Every CS2 SMG, verified
Current CS2 figures from the Counter-Strike wiki, checked August 2026. Prices are Premier and Competitive.
| SMG | Price | Team | Base dmg | RPM | Mag | Reserve | Armor pen | Accurate range | Run speed |
|---|---|---|---|---|---|---|---|---|---|
| MAC-10 | $1,050 | T | 29 | 800 | 30 | 90 | 57.5% | 11 m | 240 hu/s |
| UMP-45 | $1,200 | Both | 35 | 666 | 25 | 75 | 65% | 11 m | 230 hu/s |
| MP9 | $1,250 | CT | 26 | 857 | 30 | 60 | 60% | 16 m | 240 hu/s |
| PP-Bizon | $1,300 | Both | 27 | 750 | 64 | 120 | 60% | 10 m | 240 hu/s |
| MP7 | $1,400 | Both | 30 | 750 | 30 | 90 | 62.5% | 14 m | 220 hu/s |
| MP5-SD | $1,400 | Both | 28 | 750 | 30 | 90 | 62.5% | 15 m | 235 hu/s |
| P90 | $2,350 | Both | 25 | 857 | 50 | 100 | 69% | 10 m | 230 hu/s |
Every one of them pays a $600 kill reward in Competitive and Premier — except the P90, which pays $300. Hold that thought.
One class-wide number the buy menu never shows you: all seven have a penetration power of 100. Rifles sit at 200. That is the stat governing what a bullet punches through, and it means an SMG cannot wallbang metal and similar hard surfaces that an AK or M4 goes straight through. If your plan involves shooting someone through a wall you learned about in the practice server, the SMG is not the gun for it.
Movement is the compensation. Three of the seven run at 240 hammer units per second against the AK's 215 and the M4A4's 225. The exception is the MP7 at 220 — heavier than the P90, heavier than the UMP-45, and slower than the CT rifle it is supposed to be cheaper than.
The $600 that makes the class worth buying
Here is the arithmetic that should decide your force buys, using the standard $600 SMG kill reward:
| SMG | Price | Back after 2 kills | Net |
|---|---|---|---|
| MAC-10 | $1,050 | $1,200 | +$150 |
| UMP-45 | $1,200 | $1,200 | Even |
| MP9 | $1,250 | $1,200 | −$50 |
| PP-Bizon | $1,300 | $1,200 | −$100 |
| MP7 / MP5-SD | $1,400 | $1,200 | −$200 |
| P90 | $2,350 | $600 | −$1,750 |
Five of the seven are within $200 of free at two kills. The MAC-10 turns a profit. And a three-kill round on a $1,400 MP7 returns $1,800 — $400 more than the gun cost — which is the mechanism the CS2 economy guide is pointing at when it says a force buy has to fund the round after it.
That is the real argument for SMGs over a cheap rifle on a broken economy. A Galil AR at $1,800 is a better gun in almost every mechanical respect: 77.5% armor penetration, a 0.98 range modifier, penetration power 200. But it pays $300 a kill, so a two-kill Galil round leaves you $1,200 down while a two-kill MAC-10 round leaves you $150 up. On the round where you are choosing between rebuilding and rolling the dice, $1,350 of swing is the whole decision.

Shots to kill, and the case for the UMP-45
Damage per bullet is where the class separates. Against a full-armor, helmeted opponent at point-blank:
| SMG | Armored chest | Shots to kill | Time to kill |
|---|---|---|---|
| UMP-45 | 22 | 5 | 360 ms |
| MP7 | 17 | 6 | 400 ms |
| P90 | 17 | 6 | 350 ms |
| MAC-10 | 16 | 7 | 450 ms |
| PP-Bizon | 16 | 7 | 480 ms |
| MP5-SD | 16 | 7 | 480 ms |
| MP9 | 15 | 7 | 420 ms |
Time to kill is the interval from your first bullet to the one that finishes them, derived from each gun's rate of fire — 60,000 divided by RPM, times the gaps between shots.
Two things follow. The P90 has the fastest armored kill in the class at 350 milliseconds, because 857 RPM papers over mediocre per-bullet damage. And the UMP-45 needs two fewer bullets than four of its rivals to do the same job, which matters far more in a real duel than a 10-millisecond gap does, because every bullet you do not need is a bullet that cannot miss.
It is also the one SMG that kills an unarmored chest in three shots rather than four. Chest damage without armor runs 35 for the UMP-45, 28 for the MP7 and MAC-10, 27 for the PP-Bizon, 26 for the MP5-SD and 25 for the MP9 and P90 — so only the UMP-45 clears 100 in three. On the anti-eco round the class exists for, that is the difference between a 180-millisecond kill and a 270-millisecond one.

None of that makes it a spray-pattern weapon — the CS2 spray control guide is right that these are volume guns rather than patterns to memorise. It makes it the one SMG that punishes an armored opponent hard enough to be worth taking into a round you did not plan to lose.
The P90 costs $2,350 and pays like a rifle
The P90 is the most expensive submachine gun in the game and the only one the Counter-Strike wiki's kill-reward table flags as an exception at $300 rather than $600. Put those two facts next to each other and the gun has a problem.
At $2,350 it costs $550 more than a Galil AR and $400 more than a FAMAS. All three pay $300 a kill. Against the Galil it is giving up armor penetration (69% against 77.5%), range modifier (0.86 against 0.98), accurate range (10 metres against 16) and surface penetration (100 against 200). What it buys with that money is a 50-round magazine, 857 RPM, and the fastest armored time to kill in the SMG class.
Which is a real weapon, on a real round: a close-quarters site take where five people are pushing through a smoke and volume beats precision. It is not a $2,350 weapon on any round where you could have bought a rifle instead, and after three kills you are still $1,450 out of pocket — more than the entire cost of a PP-Bizon.

What the two 2026 patches changed
Two updates this year moved the class, which means the prices and ammo counts in any pre-2026 guide are out of date.
January 21, 2026 repriced three guns. The MP7 and MP5-SD each got slightly increased damage, slightly reduced damage falloff, and a $100 price cut, taking both from $1,500 to $1,400. The PP-Bizon got the same $100 cut with no stat change, landing at $1,300. The falloff change is visible in the reference tables: both guns moved from a 0.85 range modifier to 0.87, which is now tied with the MP9 for the best in the class.
March 18, 2026 rewrote reloading. Reloading a magazine-fed weapon now discards every round left in the magazine and pulls a full fresh one from reserve, reserve ammo is displayed as a magazine count, and — in Valve's phrasing — reserve magazine counts were "tuned per-weapon." Valve did not publish the per-gun numbers. The wiki catalogues them as undocumented changes, and for the SMGs they were brutal:
| SMG | Reserve change | Reserve now |
|---|---|---|
| MP9 | −60 | 60 |
| MP7 | −30 | 90 |
| MP5-SD | −30 | 90 |
| UMP-45 | −25 | 75 |
| MAC-10 | −10 | 90 |
| P90 | Unchanged | 100 |
| PP-Bizon | +8 | see below |
Five cut, one untouched, one increased. Convert that into the only unit that matters — how long you can hold the trigger with everything you own:
| SMG | Total rounds | Seconds of continuous fire |
|---|---|---|
| PP-Bizon | 184 | 14.7 s |
| P90 | 150 | 10.5 s |
| MP7 / MP5-SD | 120 | 9.6 s |
| UMP-45 | 100 | 9.0 s |
| MAC-10 | 120 | 9.0 s |
| MP9 | 90 | 6.3 s |
The MP9 is the story here. It fires at 857 RPM, the joint-fastest in the class, and it now carries 90 rounds for the entire round. Six and a third seconds of trigger. Reload it with twelve rounds still in the magazine and you have deleted 13% of your ammunition for the round into an animation.
That is the third change to land on the MP9 since January 2025, and none of the three were buffs. January 28, 2025 reduced its crouching accuracy alongside the MP5-SD and MP7. July 15, 2025 increased its recoil magnitude and substantially reduced its jumping accuracy — worth flagging, because the wiki's own overview prose still describes MP9 jumping accuracy as the highest of all SMGs. That sentence predates the patch that took the property away.

Falloff is where SMG rounds actually die
Every SMG loses damage with distance, and the range modifier is the multiplier applied per 500 hammer units. The UMP-45's 0.75 means a 25% cut every 500 units, the steepest of the seven; the MAC-10 and PP-Bizon sit at 0.80, the P90 at 0.86, and the MP9, MP7 and MP5-SD share the flattest curve at 0.87.
Run the bare-head one-tap out to 500 units and the class thins out fast:
| SMG | Unarmored head | At 500 hammer units |
|---|---|---|
| UMP-45 | 140 | 105 |
| MP7 | 115 | 100 |
| MP5-SD | 107 | 93 |
| MAC-10 | 114 | 91 |
| MP9 | 103 | 90 |
| P90 | 103 | 89 |
| PP-Bizon | 108 | 86 |
Five of the seven have stopped killing with a single bare-head shot by then. Only the UMP-45 has real margin, and it got there by starting 25 points higher than anything else in the class rather than by holding its damage well.
This is why accurate range is the stat to read next to the price. The MP9's 16 metres matches the Galil AR. The P90 and PP-Bizon see 10. Buying the cheapest SMG and then holding a long angle with it is how anti-eco rounds get thrown away by teams that were up two guns.
Two numbers the wiki has not reconciled
Two figures in this post would have been guesses, so they are not in it.
The PP-Bizon's reserve ammo. The wiki's undocumented-changes list credits the Bizon with +8 rounds in the March 18, 2026 patch, but its infobox reads 120 both in the revision from February 2026 and in the current one — the value was never edited. So the Bizon's true reserve is either 120 or 128, and its total for the round is either 184 or 192. The 14.7-second figure above uses the lower number, which makes it a floor rather than a measurement.
The MP7 and MP5-SD damage tables. The January 21, 2026 patch says both got "slightly increased damage," and their infobox base damage was updated to match — MP7 from 29 to 30, MP5-SD from 27 to 28. Their hitbox tables were not: pull the revision from March 2025 and the MP7 still reads 115 to a bare head and 17 to an armored chest, identical to today. Those two rows are pre-buff figures and should be treated as a floor.
The practical effect is small but worth knowing. The MP7 needs six shots to an armored chest whether its real number is 17 or 18, so that conclusion holds. The MP5-SD at 16 needs seven — but if the buff pushed it to 17, it needs six. That one is genuinely open.
What to buy, by round type
Anti-eco, enemy has no helmets. The MAC-10 as T at $1,050, the MP9 as CT at $1,250. Every SMG one-taps a bare head at close range, and these are the two cheapest ways to get one. Keep the fights inside their accurate range — 11 and 16 metres — and the class does exactly what it was built for.
Force buy against a full buy. The UMP-45 at $1,200, both sides. Five shots to an armored chest against six or seven for everything else, and three to an unarmored one. It is the only SMG that gets within ten points of a helmet one-tap, and two kills pay for it exactly.
Second round after losing pistol. SMG plus full armor, and let the $600 reward do the rebuilding. Five players on MAC-10s costs $5,250 and returns $600 per frag; a losing round that still generated six kills has paid for most of the next one.
Close-quarters site execute with money to spare. The P90, and only then. Fastest armored kill in the class at 350 milliseconds and a 50-round magazine, at the price of a rifle and the kill reward of one.
Holding a long angle. None of them. Buy the rifle, or read the M4A4 versus M4A1-S breakdown and pick one. A 0.80 range modifier and a 10-metre accurate range is not an angle-holding tool.
The rest of the weapon math lives on the Counter-Strike 2 coverage hub, and the wider archive is on the Mythras blog.
Quick Action Checklist
- No SMG one-taps a helmet. The best of the seven, the UMP-45, deals 90 to an armored head.
- SMG kills pay $600 in Competitive. The P90 is the exception at $300.
- The MAC-10 is the only SMG that turns a profit on two kills: $1,050 spent, $1,200 back.
- Buy the UMP-45 when the enemy has armor — five shots to an armored chest, against six or seven for the rest.
- Buy the MAC-10 or MP9 when they do not. They are the cheapest bare-head one-taps in the SMG class.
- Treat the P90 as a $2,350 rifle-priced gun with a rifle-sized kill reward, not as a cheap SMG.
- The MP7, MP5-SD and PP-Bizon each got $100 cheaper on January 21, 2026. Update your muscle memory on the buy menu.
- The MP9 now carries 90 rounds total — 6.3 seconds of trigger. Reload it at zero, never out of habit.
- All seven have penetration power 100 against a rifle's 200. Do not plan wallbangs with an SMG.
- Keep SMG fights inside 10 to 16 metres. Five of the seven stop one-tapping a bare head by 500 hammer units.
Frequently Asked Questions
Keep Reading
- MAC-10 — Counter-Strike Wiki (price, damage table, kill reward, range modifier)
- UMP-45 — Counter-Strike Wiki (damage table, armor penetration, damage falloff)
- MP9 — Counter-Strike Wiki (damage table, reserve ammo, 2025 nerf history)
- P90 — Counter-Strike Wiki (price, reduced kill reward, damage table)
- MP7 — Counter-Strike Wiki (CS2 price and damage, penetration power)
- MP5-SD — Counter-Strike Wiki (CS2 price and damage, suppressor)
- PP-Bizon — Counter-Strike Wiki (magazine and reserve capacity, damage falloff)
- Money — Counter-Strike Wiki (kill reward table, SMG and P90 exception)
- Counter-Strike 2 patch notes, January 21, 2026 (MP7, MP5-SD and PP-Bizon repricing)
- Counter-Strike 2 patch notes, March 18, 2026 (reload refactor and reserve magazine tuning)
- Counter-Strike 2 — official Valve site
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