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Home Heavy Nova Everything about Nova in CS2 Back WEAPON DOSSIER · CS2 · Pump shotgun Everything about Nova in CS2 The Nova's rock-bottom price tag makes it a great ambush weapon for a cash-strapped team.
Heavy In-game price $1,050 8 / 32 rounds
Explore skins 47 ↗ Nova CS2 / NOVA Damage per pellet 26 9 pellets per shot
Armor penetration 50% Body · armor: 13
Rounds / min 68 Recoil magnitude: 143
Magazine 8 32 rounds
Nova round profile Effective range Close quarters
Firing rhythm Measured single shots
Defining trait The low price buys a strong ambush: 9 pellets belong in doors and narrow lanes rather than an open sightline.
01 / DAMAGE Damage by distance Move the slider to inspect calculated damage per hit. Values are rounded; actual damage also depends on hit zone and armor.
Distance 500 game units 0 1500 3000
about 13 m
Head 72.8
Head · helmet 36.4
Body 18.2
Body · armor 9.1
Shotgun values are per pellet. Total damage depends on how many pellets land.
02 / CONTROL Accuracy and spread Compare first-shot spread bounds from game parameters. Stance changes inaccuracy; the distance slider changes the zone diameter.
Standing 0.00700 Crouching 0.00525 Moving 0.03675
Recoil magnitude 143
Base spread 0.04000
Nova spread pattern · Standing First-shot bound: inaccuracy 0.0070, base spread 0.0400. Standing Diameter up to 119.4 cm at 12.7 m First-shot spread bound in the weapon’s primary mode 03 / FIELD NOTES How to play it Choose a range that suits the damage profile and stop before precision shots.
04 / HANDLING Handling
Move speed 220 u/s
Reserve ammo 32
Reload fire lockout 0.5 s Values checked against CS2 weapon data · snapshot 2026-09-23 Source ↗ Reading the numbers Why does damage change with distance? The game applies a range modifier for every 500 game units. The slider models that modifier; it is not a guarantee for every encounter.
Is this a bullet spray pattern? Compare first-shot spread bounds from game parameters. Stance changes inaccuracy; the distance slider changes the zone diameter. Coordinates from recorded OP.GG sequences: camera recoil without mouse compensation. Random bullet spread is excluded.