
This reference covers the m4a4 stats cs2 uses today: price, damage, armour penetration, fire rate, ammo, reload and movement. It then turns those figures into hits to kill and compares them with the rest of the rifle class. It does not cover how to play the gun. For that, read our M4A4 guide, and if you are choosing between the two M4s, our M4A4 vs M4A1-S comparison covers the decision.
M4A4 stats CS2 table
| Stat | Value |
|---|---|
| Side | Counter-Terrorist |
| Price | $2,900 (since 28 January 2025) |
| Kill reward (Competitive) | $300 |
| Base damage | 33 |
| Armour penetration | 70% |
| Headshot multiplier | 4x |
| Fire rate | 667 RPM (one shot every 0.09 s) |
| Magazine / reserve | 30 / 90 |
| Reload time | 3.07 s |
| Movement speed | 225 units/s |
| Range modifier | 0.97 |
| Wall penetration rating (csdb.gg) | 2 |
Some pages list the fire rate as 666 RPM. The difference is rounding of the same cycle time and does not change anything you would notice in a match.
How much damage does the M4A4 do per hit zone?
Two rules sit behind every number on this page. First, hit zones scale the base damage: the head takes 4x, the stomach 1.25x, the chest and arms 1x and the legs 0.75x. Second, armour only protects certain zones. Kevlar covers the chest, stomach and arms, a helmet covers the head, and legs are never protected. A protected hit is multiplied by the weapon's armour penetration value. Distance then trims the result through the range modifier, which is the share of damage kept for every 500 units travelled.
| Hit zone | No armour | Kevlar and helmet | Hits to kill (armoured) |
|---|---|---|---|
| Head | 131 | 92 | 1 + one body hit |
| Chest and arms | 32 | 23 | 5 |
| Stomach | 41 | 28 | 4 |
| Legs | 24 | 24 | 5 |
Against an unarmoured player, one headshot kills and four chest hits are enough. Against full armour, the helmet is the key number. At 92 it falls just short of 100, so a headshot plus any body hit is the fastest realistic kill.
How much does distance reduce M4A4 damage?
The 0.97 range modifier means the M4A4 loses damage faster than the AK-47 or the Galil AR. By our maths, a helmeted headshot drops to about 87 at 1,000 units and about 82 at 2,000 units. An armoured chest hit drops from 23 to about 20 at 2,000 units. The kill counts above still hold at those distances, but every point lost makes a missed bullet more costly. Our damage falloff article explains the mechanic.
How does the M4A4 compare with other CS2 rifles?
| Rifle | Side | Price | Base damage | Armour pen | Fire rate | Mag / reserve | Reload | Move speed |
|---|---|---|---|---|---|---|---|---|
| Galil AR | T | $1,800 | 30 | 77.5% | 667 RPM | 35 / 90 | 3.0 s | 215 |
| FAMAS | CT | $1,950 | 30 | 70% | 667 RPM | 25 / 90 | 3.3 s | 220 |
| AK-47 | T | $2,700 | 36 | 77.5% | 600 RPM | 30 / 90 | 2.5 s | 215 |
| M4A4 | CT | $2,900 | 33 | 70% | 667 RPM | 30 / 90 | 3.07 s | 225 |
| M4A1-S | CT | $2,900 | 38 | 70% | 600 RPM | 20 / 80 | 3.07 s | 225 |
| SG 553 | T | $3,000 | 30 | 100% | 545 RPM | 30 / 90 | 2.8 s | 210 (150 scoped) |
| AUG | CT | $3,300 | 28 | 90% | 600 RPM | 30 / 90 | 3.8 s | 220 (150 scoped) |
The M4A4 is the fastest-firing full-price rifle, tied with the cheaper Galil AR and FAMAS at 667 RPM. It also shares the top movement speed in the class with the M4A1-S at 225 units/s. Its weak point is armour penetration: 70% is the lowest value among the rifles, tied with the FAMAS and M4A1-S.
Against the M4A1-S, the M4A4 trades per-bullet damage for ammo. It has 10 more rounds in the magazine and 10 more in reserve, but each bullet does five less base damage. Against the AUG, it is $400 cheaper, reloads faster and moves faster, but loses the scope and the 90% armour penetration.
What the fire rate means for time to kill
At 667 RPM, bullets are about 0.09 s apart. Five armoured chest hits take four gaps, so about 0.36 s if all of them land. A helmet headshot plus one body hit takes a single gap, or about 0.09 s. Compared with the AK-47, the M4A4 needs one more chest hit but fires each one slightly faster. The result is a best-case chest kill around 0.06 s slower than the AK-47.
The 30-round magazine is the M4A4's main advantage over its silenced sibling. At five armoured chest hits per kill, it holds enough for six theoretical kills before reloading, against four for the M4A1-S.
Which numbers have changed recently?
The price has. The M4A4 now costs $2,900, matching the M4A1-S, after the 28 January 2025 update recorded on the Counter-Strike Wiki. Damage, fire rate and armour penetration were not changed in that update. See our CS2 weapon prices list for the full price table.
Sources and checks
All M4A4 figures were checked on 2 November 2026 against csdb.gg and cross-checked with the Counter-Strike Wiki hit-zone table. Shots-to-kill, falloff and time-to-kill figures are our own maths from those numbers, using the formula csdb.gg documents on its damage calculator. In-game rounding can move a result by a point. Valve can patch any value, so treat the tables as a snapshot and recheck after big updates.
Frequently asked questions
How much damage does the M4A4 do in CS2?
The M4A4 has 33 base damage. Up close that is about 131 to an unarmoured head, 92 through a helmet, 23 to an armoured chest and 24 to the legs.
Can the M4A4 one-tap a player with a helmet?
No. A helmeted headshot does about 92, so a 100 HP player survives with around 8 HP. Any follow-up body hit finishes the kill.
What is the M4A4 fire rate in CS2?
About 667 rounds per minute, one bullet roughly every 0.09 seconds. Some sources round it to 666 RPM.


