Base damage 78, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 630 RPM. Each hit can vary by ±10.0%.
Handling
Fire modeFull auto
Right clickScope (1.25×)
Fire rate630 RPM
Magazine50 + 100
Range200
Damage falloff0.0073
Movement speed−10.0% · scoped −17.5%
Reload animation×1.1
Draw animation×1.35
Chest damage a second246
Damage in one magazine1,170
Knockback0.15
Through armour and walls
Through a helmet80% of damage
Through body armour80% of damage
Shoots through wallsYes
Shoots through playersYes
Damage kept through
Tyres100%
Paper100%
Pottery25%
Cushion25%
Thin steel25%
Against other submachine guns
Head damageBetter than 40%
Chest damageBetter than 35%
Fire rateBetter than 2%
Time to kill (chest)Better than 3%
Damage per secondBetter than 2%
MagazineBetter than 74%
RangeBetter than 63%
Damage falloffBetter than 49%
Movement penaltyBetter than 6%
Ranked among submachine guns with game data. Lower is better for time to kill, falloff and movement penalty.
Spread and recoil
Raw values from the weapon table
Standing
Crouching
Running
Walking
Jumping
First-shot spread
0.008
0.007
0.0092
0.0083
0.018
Maximum spread
0.145
0.145
0.155
0.145
0.175
Vertical kick
-0.07
-0.07
-0.098
-0.071
-0.113
Horizontal kick
-0.033
-0.033
-0.049
-0.033
-0.055
Five movement states, in the order the game stores them; the labels are our reading of the values. Smaller spread is more accurate.
Z8Games ratings
Damage50
Accuracy92
Rate of fire63
Recoil (lower is better)77
Weight (lower is better)33
The 0–100 bars from the official weapon list. Magazine 50 / 100.