Weapon stats
These numbers are not typed in by hand. They are read straight out of the game's own code (the same tables and functions the game uses when you fire),
and an automatic check fails if this page ever stops matching the game. If a number here disagrees with what you see in a match, that is a bug, and we want to hear about it.
Click a weapon for its full breakdown.
How to read this page (plain language)
- Damage per hit
- What one bullet does up close. Shotguns fire several pellets at once, so you will see ×6 and so on: that is how many pellets each shot sends out.
- Head
- Damage when the bullet hits the head. It is the normal damage times the head multiplier (usually ×2).
- Shots per second
- How fast the weapon fires if you keep pulling the trigger. Higher means more bullets in the air, but also more recoil to control.
- DPS
- Damage per second if every bullet lands and you never reload. Real fights are lower than this. Use it to compare, not to promise.
- Magazine / Reserve
- Bullets in the gun, and the spare bullets you carry.
- Reload
- Seconds to refill the magazine.
- Bullet speed
- How fast the bullet travels, in metres per second. Slow bullets take time to arrive, so you have to aim a little ahead of a moving target.
- Falloff
- Bullets lose power over distance. "Full to 28 m, then down to 55% by 70 m" means: full damage up close, then it shrinks smoothly until 70 m, and never gets weaker than 55% after that.
- Damage at range
- What one bullet actually does at that distance, after falloff. The full table (0 to 150 m) is inside each weapon's detail row.
- Shots to kill
- How many hits it takes to defeat a full-health player (300 HP) up close: on the body, and on the head. For shotguns this assumes every pellet hits. Some modes use 100 HP.
- Scatter
- Random sideways and up/down wobble of each bullet, in degrees. 0° is laser-straight. It is the same no matter how long you shoot, unless the weapon also has bloom.
- Bloom
- Extra scatter that builds up the longer you hold the trigger, then resets when you let go.
- Kick per shot
- How far each shot pushes your crosshair up, in degrees. (1° is about 17 cm at 10 metres.) Your aim really moves, so the next bullet goes where the muzzle went.
- Sideways kick
- A random push left or right on each shot, up to this many degrees.
- Climb
- The longer you hold the trigger, the harder it kicks: every shot adds this much to the kick, until it reaches the maximum multiple. A pause of about a quarter of a second lets the gun settle and the climb starts over.
- Recovery
- How fast your crosshair drifts back down after you stop shooting (bigger is quicker).
- Aiming (ADS)
- Aiming down the sights cuts the upward kick to this percentage of the hip-fire kick.
- Screen kick
- How hard the screen and the gun jolt, as an index from about 0.5 (gentle) to 2.4 (violent). It is how the shot feels; the aim kick above is what actually moves your crosshair.
Melee weapons
Melee weapons have a swing damage, a reach and a swing speed. Each has one ability on E. (Eight of them have a combo that chains several presses of E; the combos are archived for now, so everyone uses the regular ability listed here.)