Base damage 62, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 827 RPM. Each hit can vary by ±10.0%.
Handling
Fire modeFull auto
Fire rate827 RPM
Magazine60 + 120
Range200
Damage falloff0.0059
Movement speed−9.2%
Reload animation×0.864
Draw animation×1.45
Chest damage a second256
Damage in one magazine1,116
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 6%
Chest damageBetter than 6%
Fire rateBetter than 42%
Time to kill (chest)Better than 7%
Damage per secondBetter than 7%
MagazineBetter than 84%
RangeBetter than 63%
Damage falloffBetter than 70%
Movement penaltyBetter than 14%
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
0.011
0.01
0.012
0.0112
0.019
Maximum spread
0.165
0.155
0.185
0.165
0.195
Vertical kick
-0.086
-0.077
-0.099
-0.08
-0.15
Horizontal kick
-0.039
-0.046
-0.045
-0.05
-0.08
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
Damage41
Accuracy89
Rate of fire83
Recoil (lower is better)62
Weight (lower is better)31
The 0–100 bars from the official weapon list. Magazine 60 / 120.