Three labels on this page
- In the files
It's in the CS2 files. The code exists, but nothing uses it yet.
- Official
Announced or shipped by Valve. Right now nothing about reactive charms is.
- Our guess
Our read, based on the names in the code. Could be wrong.
Try the eight reactions
Each reaction is a value the game sends to the charm while you play, like a switch that flips when something happens in the round. The charm's design decides what it does with it. Turn them on one at a time, or play through a sample round.
Everything is off.
Our drawing, not Valve's. A real charm would likely use two or three of these.
- In the files
Only the name, which pairs a kill with "lit". So it probably lights something up.
Our guessThe charm flashes for a second after each kill.
- In the files
The files only give the name. No description.
Our guessA different flash or colour when the kill is a headshot.
- In the files
The note in the code reads "more than 0 enemies, 0 teammates". It's on while you're the last one alive on your team.
Our guessThe charm glows for the whole clutch.
- In the files
The note in the code reads "0 enemies". It turns on once the whole enemy team is dead.
Our guessA round-win effect when you wipe the other team.
- In the files
The files only give the name. No description.
Our guessProbably a sliding value, not on/off. The charm could get brighter or shift colour as your K/D for the match goes up.
- In the files
The files only give the name. No description.
Our guessOn while you carry a kit, so CT side only.
- In the files
The files only give the name. No description.
Our guessOn while the bomb is planted. Maybe it blinks like the C4.
- In the files
The files only give the name. No description.
Our guessReacts to sound: gunfire and footsteps around you, or the noise you make yourself. The hardest of the eight to read.
What the files show In the files
- 01
The game client has eight reactions: kill, headshot, clutch, no enemies left, K/D ratio, defuse kit, bomb planted and sound.
- 02
They work like the StatTrak counter or the Zeus charge display. The game feeds a live value to the item, and the item's design decides how that looks.
- 03
Your own game works the values out from your match. The charm item doesn't carry any new data.
- 04
Each reaction takes one extra setting that the files don't explain. Most likely a fade-out time or a cap.
- 05
No charm uses them yet. Charm items have no new fields, and none of the game's text mentions reactions.
What's official Official
Nothing so far. Valve hasn't announced reactive charms, and there are none in the game, the store or the Armory. We'll update this page when that changes.
What Valve could do with it Our guess
None of this is in the files. It's where the names point.
- 01
A new charm collection or Armory drop built around reactions, each charm using one or two of the eight.
- 02
Reactions added to charms you already own. It would only take a change to the charm's design, so it's possible, but nothing in the files hints at it.
- 03
Charms that combine reactions, like a clutch glow that turns into a win effect when the last enemy dies.
- 04
Your own game works out the reactions, so it's an open question whether teammates, enemies and spectators would see your charm react, or only you.
- 05
Charms stay cosmetic. Nothing in the files suggests any effect on gameplay.
Charms we made up Fan concept
Our own designs, to show what a reactive charm could look like. They have nothing to do with Valve. Use the buttons under each one to see it react.
- 3D
Last Light
A small glass lantern. The flame comes alive when you're the last one standing and flares green if you win the clutch.
K/D Vial
A glass vial that fills as your K/D goes up, red when you're struggling and green when you're on top. Once the bomb is down it starts to bubble.
- 3D
Pocket C4
A toy-sized C4 that sits dead until the plant. Then the screen wakes up and the red light starts blinking.
Kill Bulb
A light bulb that flashes white on every kill, then cools through orange back to dark.
- 3D
Sonar
A little speaker cone. Rings ripple off it whenever there's sound nearby, and the louder it gets, the wider they spread.
Cracked Helmet
Every headshot you land puts another hole in it. The red mark fades after a few seconds, the cracks stay for the round.
Wire Cutters
Rusty and sad without a kit. Buy one and they turn chrome with blue grips for the rest of the round.
Traffic Light
Red while you're in a clutch, amber once the bomb is planted, green when the enemy team is gone.
- 3D
Lucky Die
The face follows your K/D: a one when you're under 0.5, a six from 2.5 up. The pips turn red in a clutch, and the die flashes while the bomb is planted.
Instant Photo
A blank photo that develops a skull after each kill, then fades. Land a headshot and it floods red.
Level Meter
Ten bars that jump with the noise around you. Footsteps barely move them, a spray sends them into the red.
Dog Tag
Rusty while your K/D is under 0.8, clean steel in the middle, gold once you're above 2.0.
Disco Ball
Plain grey all round, until the last enemy drops. Then it lights up like a party.
Tally
A dog tag with five notches. Every kill in the round lights a notch, and a headshot lights it red. Clears at the start of the next round.
Form
A gem that follows your K/D for the match: dull grey when you're negative, cold blue around even, gold when you're having the game of your life.
Questions
- Can I get a reactive charm now?
- No. None exist yet. Only the code behind them is in the game.
- Will my charms become reactive?
- Nobody knows. In the files, no current charm uses a reaction. Valve could add them to existing charms later, but there's no sign of that.
- When are reactive charms coming out?
- No date. Dataminers found the code in a September 2026 update, and it's still unused as of the 4 November 2026 update.
- Will other players see my charm react?
- Unknown. Each player's game works out the reactions on its own, so it comes down to how Valve sets it up.
- Do reactive charms give an advantage?
- Charms are cosmetic. Going by the names, the reactions show things that already happened in the round, like a kill or a planted bomb. Valve hasn't said how they'll work.