Calculating time-to-kill...
Select your weapon stats and click Calculate TTK to see results.
What Is Time-to-Kill?
Time-to-Kill (TTK) is the elapsed time from the first bullet landing on an enemy until they reach zero HP. It is the single most important metric for evaluating weapon lethality in competitive shooters.
A lower TTK means a weapon kills faster, giving the opponent less time to react, reposition, or return fire. A higher TTK is more forgiving of missed shots but can cost you duels against faster-killing weapons. TTK is determined by three variables: damage per shot, fire rate (RPM), and the target's effective health pool.
Our calculator uses the industry-standard formula: TTK = (STK − 1) × (60 000 / RPM), where STK is Shots-to-Kill. The first shot lands at t = 0 ms, so we count (STK − 1) inter-shot intervals — not total shots.
Shots-to-Kill (STK) is calculated as STK = ⌈EffectiveHP / EffectiveDmg⌉. Effective HP is base health plus any armour. Effective damage per shot is base damage × pellets per shot × hit-zone multiplier.
Hit Zones & Game Mechanics
Every game handles damage multipliers differently. Our presets auto-configure the correct HP, armour, and zone multipliers so you don't have to look them up manually.
Valorant
In Valorant, headshots deal ×1.5 damage and leg shots deal ×0.75. The Heavy Shield (50 HP) fully absorbs incoming damage before health is affected. This makes comparing the Vandal's one-tap headshot potential against the Phantom's faster spray TTK a common use-case for this tool.
Pair with our Crosshair Converter to ensure your aim setup matches your preferred hit zone.
Warzone & Apex Legends
Both Warzone and Apex Legends use armour that absorbs 100% of incoming damage before health is touched. Warzone uses 150 armour HP (3 plates at 50 HP each), while Apex defaults to 100 HP (purple shield). Neither game applies headshot multipliers to most weapons, making raw body-shot TTK the primary duel metric.
Check your FPS performance to make sure frame-rate isn't costing you fights.
Rainbow Six Siege
R6 Siege has no armour system but an extreme ×5.0 headshot multiplier. Most operators have 100 HP, meaning any weapon dealing 20+ damage per shot is a one-tap headshot kill (0 ms TTK). Limb shots are reduced to ×0.67, which still matters at awkward peek angles where only arms are exposed.
Use the HTK Breakpoint Calculator for analysing exactly how attachments shift your shots-to-kill threshold.
Battlefield 2042
Battlefield 2042 has no armour system, a ×2.0 headshot multiplier, and a ×0.84 limb-shot reduction. The higher headshot multiplier compared to Warzone makes aiming for the upper body more rewarding but still far less extreme than Siege. Use the Body column for suppression scenarios and the Headshot column for precision loadout comparisons.
Check your latency edge with our Peeker's Advantage Calculator.
Why DPS ≠ TTK
Many players confuse DPS (damage per second) with TTK. They are not the same. DPS measures sustained output over time; TTK measures lethal speed against a specific health pool. A weapon with higher DPS can have a worse TTK if its damage is dealt in slow, heavy bursts rather than rapid, consistent hits.
Example: A bolt-action sniper with 250 damage at 43 RPM has modest sustained DPS but 0 ms TTK — one shot, no intervals. An SMG at 26 damage and 1 050 RPM has high burst DPS but requires several hits. Use TTK for 1v1 duel analysis; use sustained DPS for evaluating pressure and multi-kill potential.
How to Use This Calculator
1. Pick a Game Preset
Select your game to auto-fill the correct target HP, armour, and hit-zone multipliers. You can still override HP and armour manually for custom scenarios or limited-time modes.
2. Enter or Load Weapon Stats
Input damage per shot, fire rate (RPM), magazine size, and reload time, or choose a weapon preset for popular meta guns. For shotguns, enter per-pellet damage and set the pellets-per-shot field.
3. Compare All Three Hit Zones
The results always show headshot, body, and legshot TTK side-by-side. Toggle the hit zone in the form to recalculate with that zone's multiplier as the primary, while the breakdown table always shows all three.
4. Add Weapon B for Comparison
Expand the Weapon B section to compare two loadouts head-to-head. The results table shows TTK, STK, Burst DPS, and Sustained DPS deltas so you can settle weapon debates mathematically before you grind the unlock.
Frequently Asked Questions
What is a "good" TTK?
In most competitive shooters a TTK under 300 ms is fast and aggressive. 300–600 ms is average. Above 1 000 ms is very slow and typically limited to snipers or support weapons at long range. Our tier badges — Instant, Fast, Average, Slow, Slug — use these thresholds.
What is the difference between TTK and STK?
STK (Shots-to-Kill) is a count — how many hits are required. TTK is a duration in milliseconds. A semi-auto weapon and a full-auto weapon can share the same STK but have very different TTKs depending on how quickly those shots land. Always look at both metrics together.
Does reload time affect TTK?
Not for a single kill when you have ammo available. However, reload time is factored into Sustained DPS and "Kills per Mag," which matter for multi-kill scenarios, team fights, and any engagement where reloading mid-fight is possible.
Why is my in-game TTK slower than calculated?
Network latency, server tick rate, hit-registration variance, bullet travel time, and human reaction time all add real-world delay on top of the theoretical minimum. Our calculator gives the floor — the best-case TTK you can approach with perfect aim and connection.
How does latency interact with TTK?
If your ping adds 50 ms of round-trip delay, you effectively need to start your damage by 50 ms earlier to win a simultaneous engagement. In a 250 ms TTK gunfight that latency represents 20% of the total kill window — significant. Use our Peeker's Advantage Calculator to model this precisely.
Where do the weapon preset stats come from?
Preset data is sourced from official patch notes, the WZ Ranked community database, and in-game stat screens. The Custom mode lets you test any weapon or theoretical build not included in the presets.
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