Best Counter-Strike: Source Builds
Knowing when and what to buy in Counter-Strike: Source determines whether your team has a fighting chance each round. The best CSS builds balance firepower against your team's economy, and the right weapon loadout changes depending on your role, the round type, and which side you play. This guide covers buy strategies for every situation you will face.
Table of Contents
- Understanding Buy Rounds
- CT Side Full Buy Builds
- T Side Full Buy Builds
- Eco Round Strategies
- Force Buy Builds
- Role-Specific Loadouts
- Grenade Priorities
Understanding Buy Rounds
Every round in CSS falls into one of four economic categories. Recognizing which category your team is in prevents wasteful spending and keeps your team synchronized.
- Pistol Round ($800): First round of each half. Everyone buys pistols and light utility only.
- Eco Round ($0-$1,000 spend): Save money after losses. Buy little or nothing to afford a full buy next round.
- Force Buy ($2,000-$3,500 spend): Spend most of your money on SMGs or cheap rifles when you cannot afford a full buy but need to contest the round.
- Full Buy ($4,000-$6,500 spend): Rifle, full armor, defuse kit (CT), and grenades. This is your strongest possible setup.
Your economy knowledge from the overview guide feeds directly into these decisions. If your team cannot agree on the buy type, you will end up with mismatched firepower and lose rounds you should win.
CT Side Full Buy Builds
CTs need a defuse kit in every full buy round. Forgetting one can cost you a round when the bomb goes down and you do not have the extra five seconds.
Standard Rifler Build (~$5,300)
| Item | Cost |
|---|---|
| M4A1 | $3,100 |
| Kevlar + Helmet | $1,000 |
| Defuse Kit | $200 |
| Smoke Grenade | $300 |
| Flashbang | $200 |
| HE Grenade | $300 |
AWPer Build (~$5,950)
| Item | Cost |
|---|---|
| AWP | $4,750 |
| Kevlar (no helmet) | $650 |
| Defuse Kit | $200 |
| Smoke Grenade | $300 |
AWPers often skip the helmet because if an enemy with a rifle hits your head, the helmet will not save you anyway. That $350 goes toward utility or savings for the next round. Always carry a pistol sidearm; the USP is serviceable, but upgrading to a P228 or Five-SeveN adds close-range insurance.
T Side Full Buy Builds
Terrorists skip the defuse kit cost but should invest more in grenades. Smokes and flashes open bombsites, and an HE grenade softens defenders before you push.
Standard Rifler Build (~$4,800)
| Item | Cost |
|---|---|
| AK-47 | $2,500 |
| Kevlar + Helmet | $1,000 |
| Smoke Grenade | $300 |
| Flashbang x2 | $400 |
| HE Grenade | $300 |
The AK-47 costs $600 less than the M4A1 and kills in one headshot against helmeted opponents. This price advantage means T-side full buys are cheaper, giving Terrorists more room for utility grenades or saving for future rounds.
AWPer Build (~$5,650)
| Item | Cost |
|---|---|
| AWP | $4,750 |
| Kevlar + Helmet | $1,000 |
T-side AWPers often sacrifice grenades to afford armor. Your team's riflers should carry extra flashes to support your angles.
Eco Round Strategies
Eco rounds are not throwaway rounds. Smart eco play steals rounds and devastates the enemy's economy when you grab their expensive weapons.
Hard Eco (spend $0): Save everything. Use the starting pistol, stick together, and try to pick off isolated enemies. Stack a single bombsite on CT side or rush a site on T side with five players.
Light Eco (spend $300-$500): Buy a P250 ($300) for its one-headshot-kill potential against helmeted opponents at close range. Add a flashbang if you can afford it. The P250 is the best eco pistol because of its armor penetration.
Upgraded Pistol Eco (~$800-$1,200): If you have a bit more cash, the Desert Eagle ($650) rewards precise aimers with one-shot headshots at any range. Pair it with a flashbang. This works best for confident fraggers; inconsistent players should stick with the P250.
Force Buy Builds
Force buys happen when you cannot afford a full buy but the round is too important to eco. Late-half rounds or match-point situations demand force buys.
SMG Force (~$2,300)
| Item | Cost |
|---|---|
| MP5 | $1,500 |
| Kevlar + Helmet | $1,000 |
The MP5 is accurate, cheap, and gives $600 per kill. It loses to rifles at long range, so play close angles and tight corridors. For more on which weapons fit each situation, see our tier list.
Galil/FAMAS Force (~$3,200-$3,400)
| Item | Cost |
|---|---|
| Galil ($1,800) or FAMAS ($2,250) | $1,800-$2,250 |
| Kevlar + Helmet | $1,000 |
| Flashbang | $200 |
These budget rifles bridge the gap between SMGs and full rifles. The FAMAS has a useful burst-fire mode for long-range taps, while the Galil offers raw value on T side.
Role-Specific Loadouts
Different roles prioritize different items within the same budget.
Entry Fragger: Prioritize a rifle and full armor. Skip one grenade if needed. You need to win the first duel, and armor keeps you alive through chip damage. A flashbang is your most important utility for blinding the first defender.
Support Player: Carry maximum grenades. Your smoke blocks sightlines, your flashbangs enable your entry fragger, and your HE finishes weakened enemies. The rifle matters less than your utility usage. See our tips guide for grenade lineup advice.
AWPer: Rifle-tier investment in your primary, reduced armor, and minimal utility. Your positioning and aim are your contribution. Always have an escape route planned, because losing a $4,750 weapon to the enemy is a massive economic swing.
Lurker: Standard rifle loadout with an emphasis on smoke grenades. Smokes cover your flanking routes and let you cut off rotations. A silenced weapon (M4A1 on CT) hides your position on the minimap.
Grenade Priorities
When you cannot afford every grenade, buy them in this order:
- Smoke Grenade ($300) - Blocks vision, delays pushes, extinguishes fires. The single most versatile utility item.
- Flashbang ($200) - Blinds enemies for free kills. Buy two when possible.
- HE Grenade ($300) - Deals 50-90 damage through walls and around corners. Good for finishing weakened players or softening a site before pushing.
Never buy grenades without armor. A $300 HE grenade is useless if you die in one bullet because you skipped your $1,000 kevlar. Armor first, grenades second, always. For a deeper look at how each weapon ranks across all situations, check out the weapon tier list.