Base damage 79, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 800 RPM. Each hit can vary by ±1.3%.
Handling
Fire modeFull auto
Fire rate800 RPM 660 when worn out
Magazine40 + 120
Range250
Damage falloff0.0038
Movement speed−6.1%
Reload animation×1.05
Draw animation×1.1
Chest damage a second316
Damage in one magazine948
Knockback0.15
Through armour and walls
Through a helmet65% of damage
Through body armour65% of damage
Shoots through wallsYes
Shoots through playersYes
Damage kept through
Tyres100%
Paper100%
Pottery50%
Wood33%
Cushion33%
Against other submachine guns
Head damageBetter than 51%
Chest damageBetter than 44%
Fire rateBetter than 29%
Time to kill (chest)Better than 30%
Damage per secondBetter than 34%
MagazineBetter than 53%
RangeBetter than 91%
Damage falloffBetter than 88%
Movement penaltyBetter than 41%
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
0.0085
0.0081
0.0096
0.0089
0.016
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
Damage56
Accuracy93
Rate of fire80
Recoil (lower is better)42
Weight (lower is better)22
The 0–100 bars from the official weapon list. Magazine 40 / 120.