Glossary
What each figure on this site measures, which direction counts as better, and where the number comes from.
Two things are worth saying once rather than on every page. A blank is not a zero — it means nobody has verified that figure yet. And every statistic belongs to one ruleset, because the same weapon genuinely behaves differently in Warzone and in multiplayer.
Damage
- Maximum damage
- Damage per bullet at the closest range band, before any multiplier for where it lands. It is the number most weapon comparisons quote, and on its own it says very little — a weapon that hits hard but only up close loses to one that hits slightly softer at any distance.Better when Higher, at a given rate of fire.See also Damage falloff, Shots to kill.
- Damage falloff
- How damage drops as the target gets further away. It is stepped rather than smooth: damage holds flat across a band and drops at its edge, which is why the charts here are drawn as steps and not as a curve. The step that matters is the one where the shots-to-kill count changes.See also Maximum damage, Shots to kill.
- Headshot multiplier
- What a hit to the head is multiplied by. A multiplier that pushes damage across a shots-to-kill threshold is worth far more than one that does not — 1.5× is decisive if it turns four shots into three and irrelevant if it does not.Better when Higher.See also Shots to kill.
- Bullet velocity
- How fast a round travels, in metres per second. It decides how far ahead of a moving target you have to aim. Below roughly 500 m/s the lead becomes obvious at range; above about 900 m/s most players stop noticing it.Better when Higher.
Handling
- ADS time
- Aim-down-sight time: how long the weapon takes to raise to the sight and become accurate, in milliseconds. It is the single stat most affected by attachments, and the one most often traded away for range.Better when Lower.See also Sprint-to-fire.
- Sprint-to-fire
- How long after stopping a sprint the weapon can shoot, in milliseconds. It decides who wins a fight that starts while somebody is moving, which is most of them, and it is invisible in play until it costs you a duel.Better when Lower.See also ADS time.
- Rate of fire
- Rounds per minute. On its own it is not a measure of anything: rate of fire only becomes damage output when read together with damage per shot, which is what time to kill does.See also Time to kill.
- Burst fire delay
- The pause between bursts on a burst-fire weapon, in milliseconds. It sits between bursts and not between rounds, so it does not appear in a rate-of-fire figure while dominating the real damage output.Better when Lower.
- Reload
- How long a full reload takes, in milliseconds. Where a game distinguishes a tactical reload from an empty one, the figure here is the one the source stated; a page says which.Better when Lower.
- Magazine
- Rounds per magazine. Read against shots-to-kill rather than on its own: what matters is how many opponents a magazine can account for before a reload.See also Shots to kill.
Mobility
- Movement speed
- How fast you move while holding the weapon, in metres per second. Heavier weapons move slower, and the difference compounds over a match far more than its size suggests.Better when Higher.
Derived
- Shots to kill
- How many hits are needed to down a target, at a stated range and body region. Calculated here rather than quoted, from the damage profile and the health figure, and always shown with the assumptions it used.Better when Lower.See also Time to kill, Damage falloff.
- Time to kill
- How long those shots take, given the rate of fire. It is the number that actually decides a gunfight, and it is why rate of fire and damage mean little apart. Every figure here assumes every shot hits, which no real fight does — treat it as a ceiling, not a prediction.Better when Lower.See also Shots to kill, Rate of fire.
- Effective health
- The health a target is assumed to have, including armour where the mode grants it. Warzone and multiplayer differ here, which is why the same weapon has different shots-to-kill on its Warzone page and its multiplayer one.See also Ruleset.
Cataloguing
- Ruleset
- The set of rules a figure was measured under — a game’s multiplayer, its ranked playlist, a Warzone mode. The same weapon genuinely has different numbers in each, so every statistic on this site belongs to exactly one, and pages never mix them.See also Effective health.
- Verified
- A figure traced to a stated source and checked against it. An unverified value is not shown at all: a blank on this site means nobody has confirmed the number, never that the number is zero.
- Buff and nerf
- A change that makes a weapon stronger or weaker. Recorded here per statistic with its previous value, so a page can say not just that something changed but what it was before.
Every calculated figure on this site — shots to kill, time to kill — is shown with the assumptions it used, and the methodology explains how a value gets from a source to a page.