Deathmatch points by weapon (Wiki snapshot: July 23, 2026)
| Points per kill | Weapons |
|---|---|
| 25 | Knife |
| 18 | Zeus x27; P2000; Glock-18; USP-S |
| 16 | P250; Dual Berettas; Tec-9; CZ75-Auto |
| 14 | R8 Revolver; Desert Eagle |
| 13 | UMP-45; Nova; PP-Bizon; Sawed-Off; MAC-10; MP5-SD; MP7; MP9; MAG-7 |
| 11 | XM1014; P90; SSG 08; Galil AR; FAMAS; Negev |
| 10 | AK-47; M4A1-S; M4A4; AUG; SG 553 |
| 8 | M249; AWP; G3SG1; SCAR-20 |
| 5 | Kill assist |
| 1 | Chicken elimination |
Dated CS2 Deathmatch map-group changes
| Date / build | Recorded change |
|---|---|
| August 2, 2023 Limited Test | Added Anubis to Deathmatch, Casual and Competitive; added Ancient to Deathmatch and Casual. |
| August 15, 2023 Limited Test | Added Italy to Deathmatch and Casual; removed Anubis and Ancient. |
| August 17, 2023 Limited Test | All maps previously shipped in the Limited Test became available in Casual and Deathmatch matchmaking. |
| September 27, 2023 public release | Casual and Deathmatch maps were separated into multiple map groups. |
Free-for-all match rules
CS2’s Deathmatch is a single continuous free-for-all match rather than a series of Bomb Defusal or Hostage Rescue rounds. Every player competes individually, there are no allied teams to protect, and the mode has no C4 or hostage objective. The session lasts ten minutes; at the end, the player with the most points is the winner. The current CS2 ruleset contains FFA Deathmatch, so its scoring and respawn behavior should not be confused with historical team-based versions.
There is no round economy to preserve. Eliminations and assists award score rather than money or a new weapon tier, and the match continues while players repeatedly return to combat. This makes the mode suitable for repeated weapon encounters, but its free-for-all target rules and instant return do not model team utility, coordinated trading or objective timing.
Respawning and spawn protection
After death, a player respawns within a few seconds with full armor. A distinctive spawn sound accompanies the return, and the player can have up to six seconds of invulnerability with access to the modified weapon menu. The player can select an available weapon regardless of its normal purchase cost; the mode provides unlimited ammunition reserves. Grenades and the Defuse Kit are not included in the free weapon selection.
The protection is temporary. If the player moves or fires, invulnerability wears off within about a second and the weapon menu closes. Use the opening moment to orient and select a weapon, then expect opponents to challenge the spawn as soon as the protection ends. A player who remains still can keep the menu open longer, but that also delays entry into the match and may leave the spawn predictable. Loadouts can be locked or randomized depending on the chosen mode setting; the menu is therefore the point to check what is available before moving.
Points and weapon score values
A kill’s score depends on the weapon used, so a high-damage weapon does not automatically produce the highest point award. The current weapon table in the cached Wiki revision is the post–May 7, 2026 score record. Valve’s May 7 update adjusted weapon score values and Deathmatch/Arms Race XP limits; exact earlier values are superseded rather than mixed into this table. Assists award five points, and killing a Chicken awards one point.
Bonus weapons and score multiplier
At intervals that vary from roughly 30 to 37 seconds, the mode selects a random bonus weapon. The bonus lasts 30 seconds. A kill with it awards 1.5 times the weapon’s normal point value, so the value changes with the selected weapon; an AK-47 bonus kill, for example, scores 15 instead of its base 10. The bonus is an opportunity to change the current fight’s reward, not a separate round objective.
While the bonus is active, players can press the Drop key (G by default) to equip the bonus weapon. Because the key can be customized, check the current binding if the default input does not work. A player can take the bonus when its weapon fits the range and position, or keep the existing weapon if changing would expose them. The bonus timer and weapon are visible in the interface; the weapon’s point multiplier is what makes it strategically different from an ordinary selection.
Weapon loadout and map groups
The modified menu provides the firearm selection without normal purchase costs, while the match does not supply grenades or a Defuse Kit. Depending on the server or mode configuration, the chosen loadout can be locked or randomized. This changes which weapons are available at the menu; it does not change the free-for-all target rule or the score earned for a kill.
Deathmatch maps are organized into mode-specific map groups rather than one timeless list. During the Limited Test, map availability changed across dated builds: Anubis and Ancient were added on August 2, 2023; both were removed and Italy was added on August 15; maps previously shipped in the Limited Test became available in Casual and Deathmatch matchmaking on August 17. At public launch on September 27, 2023, Casual and Deathmatch maps were separated into multiple map groups. These are historical availability records, not a claim that those maps remain in the current queue.
Using Deathmatch for weapon practice
The quick respawn cycle lets a player repeat engagements with a weapon without waiting for a new competitive round. Use it to notice how a weapon handles at different distances, how a moving target changes a shot, and whether a chosen firing rhythm is comfortable. The score table rewards some weapons differently, so a high score is not a direct measure of aim quality or of how useful that weapon would be in a ranked buy round.
Deathmatch also creates its own risks: players can appear from several directions after respawning, and the spawn sound may alert nearby opponents. Check the surrounding angles when returning and avoid assuming that an area remains clear. For team-based practice, connect the weapon familiarity to Communication, Trading and the Economy; those decisions are not reproduced by a free-for-all match.
September 27, 2023 Counter-Strike 2 launch update
A September 27, 2023 update fixed several bugs that occurred when switching teams in offline Deathmatch. The same release separated Casual and Deathmatch maps into multiple map groups, organizing their available environments into distinct selections. These launch changes concern the offline team-switch flow and mode map organization; they do not alter the objective or respawn rules of either mode.
Italy added to Deathmatch
The August 15, 2023 CS2 Limited Test patch added Italy to Deathmatch and removed Anubis and Ancient from the test’s map selections. These changes record the dated Limited Test pool; later CS2 availability can differ. See Italy, Anubis, Ancient and Map Rotations.
Limited Test map availability
On August 17, 2023, all maps previously shipped in the CS2 Limited Test became available in Deathmatch matchmaking. All previously shipped maps and game modes were also enabled for offline play. These are two separate availability contexts: online Deathmatch selection and local offline sessions. Later map pools are recorded by their own dates.
August 2, 2023 Limited Test map pool
On August 2, 2023, Anubis and Ancient were added to Deathmatch in the CS2 Limited Test. Anubis also entered Casual and Competitive; Ancient entered Casual. Overpass and Vertigo were removed from the available test set. The update describes an evolving pre-release pool, so compare it with later dated map-availability entries rather than treating it as a live rotation.
Warmup respawn input (June 15, 2023)
The June 15, 2023 Limited Test update fixed Deathmatch behavior where pressing Jump to respawn after surviving warmup could also trigger an actual jump. The correction separates the respawn input from the player’s post-respawn movement. The note does not describe any other Deathmatch respawn timing or warmup rule change.
Nuke and Office added (June 29, 2023)
The June 29, 2023 Counter-Strike 2 Limited Test update added Nuke and Office to Deathmatch. These additions accompanied the launch of the Casual mode and a separate Nuke addition to Competitive. They describe the Limited Test queue’s map availability on that date, not a permanent rotation.
Bonus weapons follow equipped Loadout choices (June 9, 2023)
The June 9, 2023 Limited Test update changed Deathmatch bonus weapons so they offered weapons from the player’s equipped Loadout options. This connected the mode’s bonus-weapon selection to the player’s configured weapon choices instead of treating that offer as wholly separate from Loadout. The note does not list the available bonus choices or change Deathmatch scoring.
Kill-bonus sound phasing fix (March 24, 2023)
The March 24, 2023 Limited Test update fixed phasing in the Deathmatch kill-bonus sound. It does not identify the sound cue or describe a change to bonus conditions, score or reward amounts.
Bonus weapon pickup no longer drops current weapon (March 30, 2023)
The March 30, 2023 update fixed Deathmatch behavior so players no longer dropped their current weapon when receiving a bonus weapon. It concerns the weapon transition at bonus-award time and does not describe a change to which weapons could be offered or how the bonus was earned.
Deathmatch end music fix (September 13, 2023)
The patch fixed music stopping at the end of Deathmatch. It names no track and changes none of the mode’s scoring, spawn or match-ending rules. This dated audio correction accompanies the broader changes in Audio Settings.
Deathmatch end music (September 5, 2023)
The September 5 update fixed a case where music would not play at the end of Deathmatch. It names neither the cue nor a scoring or round-end rule change. This follows a separate September 13 fix for music stopping at the end of the mode; the two are distinct dated reports and should not be collapsed into a claim that every end-music issue was resolved.