CS2 economy guide: start money, kill rewards, loss bonus and buy rounds

How money works in CS2 Premier and Competitive in October 2026: the $800 start, kill rewards by weapon, the loss bonus, round and plant rewards, and when to buy, save or force.

Every round of Premier and Competitive starts in the buy menu, and what you can afford depends on money you earned in earlier rounds. The rules are simple once you know the numbers: $800 to start a half, $16,000 at most, and rewards for kills, objectives and even losses. Here are the current values from the game's own settings, with the dates Valve last changed them.

The basics

SettingPremier and Competitive
Money at the start of each half$800
Most money you can hold$16,000
Buy time20 seconds
Kevlar / Kevlar and helmet$650 / $1,000
Defuse kit (CTs only)$400
Premier overtime$10,000 for every player at the start of each overtime half

Money carries over between rounds within a half, but at halftime everyone resets to $800 for the second pistol round. Other modes use different numbers: Casual starts you on $1,000 with a $10,000 cap and halves most kill rewards, and Wingman caps money at $8,000. Our game modes guide has the full rules for each.

Kill rewards by weapon

Most kills pay $300, but the weapon you use changes that. In general the cheaper close-range guns pay more and the AWP pays least.

WeaponKill reward
Knife$1,500
Pistols, including the CZ75-Auto$300
SMGs (except the P90)$600
P90$300
Shotguns (except the XM1014)$900
XM1014$600
Rifles, the SSG 08, auto-snipers and machine guns$300
AWP$100
HE grenade, Molotov and incendiary$300
Zeus x27$100

Three of these changed on April 25, 2024: the Zeus went from $0 to $100, the CZ75-Auto from $100 to $300 and the XM1014 from $900 to $600. The game files show no change to any kill reward since; our April 2024 update article covers that patch.

An SMG kill pays $600 and most shotgun kills $900, while an AWP kill pays only $100
An SMG kill pays $600 and most shotgun kills $900, while an AWP kill pays only $100

Round rewards and the plant bonus

How the round endsMoney for each player
Win by eliminating the other team$3,250
CTs win when the time runs out$3,250
CTs win by defusing the bomb$3,500
Ts win when the bomb explodes$3,500
Ts lose after planting the bombLoss bonus plus $600

The player who plants the bomb gets an extra $300, and so does the player who defuses it. The Terrorist team award for a plant that ends in a defuse was $800 until May 23, 2024, when Valve cut it to $600 "to decrease the impact of the first-round on subsequent rounds". The Fire Sale article covers that update.

Since July 15, 2025, Counter-Terrorists also get a $50 team award for every Terrorist killed in a round, whether they win or lose. Valve's post put the idea simply: the closer CTs keep their losses, the more they have to spend. Kill three Ts in a lost round and every CT gets $150 on top of the loss bonus.

The loss bonus

The losing team is paid too, and the amount grows with a loss counter:

Loss counter going into the roundLoss bonus
0$1,400
1$1,900
2$2,400
3$2,900
4 or more$3,400

Each loss adds one to the counter, up to four, and each win takes one away. Both teams start every half with the counter at one, so losing the pistol round pays $1,900, not $1,400. Because a win only lowers the counter by one, a team on a long losing streak that wins once and then loses again still gets a large bonus.

There are penalties too. Killing a teammate costs $300. According to the Counter-Strike Wiki, Terrorists who are still alive when a round is lost on time get no round-end money at all, not even the loss bonus. Since April 2024 the buy menu has shown the minimum you are guaranteed next round, so you don't have to do this maths yourself.

The Zeus, CZ75-Auto and XM1014 had their kill rewards changed in April 2024
The Zeus, CZ75-Auto and XM1014 had their kill rewards changed in April 2024

Buy, save and force rounds

Teams usually decide together what kind of round to play. The terms you will hear:

  • Full buy. Rifles, armour and a full set of grenades. A typical T buy of an AK-47 ($2,700), Kevlar and helmet ($1,000), smoke ($300), flash ($200) and Molotov ($400) costs $4,600. A CT with an M4A4 or M4A1-S ($2,900), helmet, defuse kit, smoke, flash and incendiary ($500) needs $5,300.
  • Eco or save. Spend little or nothing so the whole team can full buy next round. Check the guaranteed minimum in the buy menu first.
  • Force buy. Spend what you have on cheaper guns and armour, often SMGs, a Galil AR ($1,800) or FAMAS ($1,950), when a save would not leave you with enough next round anyway or the round is too important to give up.
  • Half buy. A mix, where some players buy and others save.

The pistol round shows how tight it is. With $800 you choose between Kevlar ($650) and a better pistol or grenades. Lose it and you get $1,900, plus $600 more as a T if you planted, plus $300 per kill. Win it and $3,250 plus $300 per kill goes on top of whatever you didn't spend.

Prices matter as much as rewards, and Valve has cut several since launch, including the M4A4, FAMAS, MP7, MP5-SD and PP-Bizon. Our weapon stats guide lists every current price and when it last changed.

Sources

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