Base damage 80, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 790 RPM. Each hit can vary by ±1.0%.
Handling
Fire modeFull auto
Fire rate790 RPM 680 when worn out
Magazine45 + 135
Range200
Damage falloff0.004
Movement speed−6.4%
Reload animation×1.25
Draw animation×1.3
Chest damage a second316
Damage in one magazine1,080
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%
Wood25%
Pottery25%
Cushion25%
Against other submachine guns
Head damageBetter than 61%
Chest damageBetter than 55%
Fire rateBetter than 18%
Time to kill (chest)Better than 21%
Damage per secondBetter than 34%
MagazineBetter than 66%
RangeBetter than 63%
Damage falloffBetter than 80%
Movement penaltyBetter than 34%
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
Damage59
Accuracy93
Rate of fire79
Recoil (lower is better)44
Weight (lower is better)22
The 0–100 bars from the official weapon list. Magazine 45 / 135.