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 850 RPM. Each hit can vary by ±0%.
Handling
Fire modeFull auto
Fire rate850 RPM
Magazine50 + 100
Range200
Damage falloff0.0059
Movement speed−4.8%
Reload animation×1.452
Draw animation×1.6
Chest damage a second336
Damage in one magazine1,185
Knockback0.15
Through armour and walls
Through a helmet65% of damage
Through body armour75% of damage
Shoots through wallsYes
Shoots through playersYes
Damage kept through
Tyres100%
Paper100%
Wood25%
Pottery25%
Cushion25%
Against other submachine guns
Head damageBetter than 69%
Chest damageBetter than 44%
Fire rateBetter than 46%
Time to kill (chest)Better than 40%
Damage per secondBetter than 48%
MagazineBetter than 74%
RangeBetter than 63%
Damage falloffBetter than 70%
Movement penaltyBetter than 57%
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
0.009
0.0085
0.0095
0.0089
0.019
Maximum spread
0.165
0.155
0.185
0.165
0.195
Vertical kick
-0.049
-0.045
-0.053
-0.047
-0.59
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
Damage54
Accuracy91
Rate of fire85
Recoil (lower is better)39
Weight (lower is better)16
The 0–100 bars from the official weapon list. Magazine 50 / 100.