Guides
CS2 Guides
Short explainers that answer one question properly, on skins and on playing better.
- 01Float valuesWhat float is, the five wear tiers, and why some skins can never be Factory New.SKINS
- 02Doppler phasesPhase 1–4, Ruby, Sapphire, Black Pearl and the Gamma Doppler Emerald.SKINS
- 03Pattern seedsHow the 0–1000 paint seed moves a finish's pattern, and which finishes it matters for.SKINS
- 04Skin rarity gradesConsumer to Covert, Contraband and ★ items, with counts from our catalogue.SKINS
- 05Sticker finishesPaper, Holo, Foil, Gold, Glitter, Lenticular and Embroidered explained.SKINS
- 06Cases vs collectionsWhere skins come from: weapon cases, souvenir packages and map collections.SKINS
- 07Inspect linksWhat an inspect link contains, the 2026 certificate format, and what our tools can read.SKINS
- 08Crosshair placementKeep your crosshair where enemies will appear, at head height.GAMEPLAY
- 09Movement & counter-strafingWhy you must stop to shoot accurately, and how to stop fast.GAMEPLAY
- 10Aim training routineA simple, repeatable warm-up you can do in a few minutes.GAMEPLAY
- 11Utility basicsWhat smokes, flashes, Molotovs and HE grenades are for, and when to use them.GAMEPLAY
- 12CS2 economyStart money, loss bonus, round and kill rewards, and when to buy, force or save.GAMEPLAY
- 13Weapon categoriesHow the loadout slots work and what each weapon class is for, without unverified stat tables.GAMEPLAY