Weapon 08Close / mid

Five-SeveN

A 20-round CT pistol whose low base damage is rescued by armor efficiency.

The Five-SeveN deals only 20 base damage, but 75% survives armor and 88.5% remains per 500 units. Its 20-round magazine supports repeated head-level taps and multi-enemy defense better than body-shot racing.

  • Armored opponents
  • Defensive pistol spam
  • Head-level tap chains
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Drag to inspect // Five-SeveN

Counter-Strike 1.6 values

Weapon statistics

Base damage is before hitgroup, distance, armor, and material modifiers. Armored damage is the percentage retained while armor covers the hitgroup.

Base damage
20 per bullet
Armored damage
75%
Fire rate
400 RPM
Shot interval
0.15 s
Range behavior
88.5% / 500 u
Wall penetration
1 surface
Price
$750
Buy side
Counter-Terrorists
Magazine
20 rounds
Reserve
100 rounds
Reload
2.70 s
Move speed
250 u/s

Percentage-based range retention applies once per 500 game units. Penetration count is the maximum penetration stages passed to the CS 1.6 bullet simulation; material and thickness still determine whether a shot exits a surface.

Live telemetry

Used on CSJS

Kills
Killers
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Core techniques

  1. 01

    Prioritize head height

    The 4× head multiplier and strong armor ratio are what convert its low base damage.

  2. 02

    Use twenty intelligently

    Spam a known choke, but reset between bursts so capacity does not become twenty misses.

How to counter it

Win with raw damage

Heavier pistols can end a close body-shot fight with fewer hits.

Displace the crosshair

Flash or change elevation so it cannot chain accurate head-level taps.