Base damage 58, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 950 RPM. Each hit can vary by ±1.2%.
Handling
Fire modeFull auto
Fire rate950 RPM 720 when worn out
Magazine50 + 100
Range100
Damage falloff0.01
Movement speed−7.5%
Reload animation×1
Draw animation×1
Chest damage a second276
Damage in one magazine870
Knockback0.15
Through armour and walls
Through a helmet35% of damage
Through body armour35% of damage
Shoots through wallsYes
Shoots through playersYes
Damage kept through
Tyres100%
Paper100%
Pottery50%
Thin stone wall50%
Wood33%
Cushion33%
Thin dirt wall33%
Thin steel25%
Against other submachine guns
Head damageBetter than 3%
Chest damageBetter than 3%
Fire rateBetter than 79%
Time to kill (chest)Better than 14%
Damage per secondBetter than 13%
MagazineBetter than 74%
RangeBetter than 20%
Damage falloffBetter than 1%
Movement penaltyBetter than 29%
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
0.0095
0.0085
0.011
0.0105
0.018
Maximum spread
0.145
0.145
0.155
0.145
0.175
Vertical kick
-0.054
-0.05
-0.07
-0.054
-0.05
Horizontal kick
-0.02
-0.019
-0.03
-0.023
-0.035
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
Damage37
Accuracy90
Rate of fire95
Recoil (lower is better)51
Weight (lower is better)25
The 0–100 bars from the official weapon list. Magazine 50 / 100.