WARDOGS TTK & Damage Calculator: Weapons, STK & Armor
Compare WARDOGS TTK, chest damage, shots to kill and armor break for 30 weapons across FMJ, HP, AP and armor from No Armor through Level 4.
Updated:
Quick Answer
Choose a weapon, FMJ / HP / AP, and an armor level from No Armor through Level 4. The calculator returns chest damage, shots to kill (STK), time to kill (TTK) and armor break, and the ranking updates all 30 weapons under the same conditions.
On the default FMJ vs Level 4 chest setup, examples near the top include the FAL at 340 ms, SVD at 352 ms, SUPER-45 at 382 ms, BMR at 385 ms and PKM at 400 ms. A result of 0 ms means the first successful hit was already lethal.
30-weapon combat data
WARDOGS TTK Calculator
Compare chest TTK, damage, shots to kill and armor break across FMJ, HP and AP against No Armor through Level 4.
Same ammo, same armor
Compare Two Weapons
The second weapon inherits the ammo and armor settings above, keeping both sides of the comparison on the same target.
- Shots
- 5
- Damage
- 23.11
- Fire rate
- 706 RPM
- Shots
- 10
- Damage
- 10.80
- Fire rate
- 827 RPM
FAL is 313 ms faster than M4 in this chest-hit comparison.
Live TTK chart
All Weapons Ranked by TTK
FMJ · Level 4 · chest hits
| Rank | Weapon | Class | Fire Rate | Damage | Shots | TTK | Armor Break |
|---|---|---|---|---|---|---|---|
| 1 | FAL 0.308 | ASSAULT | 706 RPM | 23.11 | 5 | 340 ms | 13 |
| 2 | SVD 7.62X54 | MARKSMAN | 512 RPM | 27.54 | 4 | 352 ms | 14 |
| 3 | SUPER-45 .45 ACP | SMG | 1255 RPM | 12.14 | 9 | 382 ms | 25 |
| 4 | BMR 0.308 | MARKSMAN | 468 RPM | 30.04 | 4 | 385 ms | 13 |
| 5 | PKM 7.62X54 | LMG | 605 RPM | 22.25 | 5 | 400 ms | 14 |
| 6 | GGX 18 9X19 | SECONDARY | 1253 RPM | 8.90 | 12 | 527 ms | 35 |
| 7 | M249 SAW 5.56X45 | LMG | 884 RPM | 11.33 | 9 | 543 ms | 27 |
| 8 | SKS 7.62X39 | MARKSMAN | 416 RPM | 21.03 | 5 | 577 ms | 18 |
| 9 | DEAGLE .50 AE | SECONDARY | 277 RPM | 25.49 | 4 | 650 ms | 12 |
| 10 | M4 5.56X45 | ASSAULT | 827 RPM | 10.80 | 10 | 653 ms | 27 |
| 11 | T-21 5.56X45 | ASSAULT | 780 RPM | 10.80 | 10 | 692 ms | 27 |
| 12 | AMP-9 9X19 | SMG | 945 RPM | 8.90 | 12 | 698 ms | 35 |
| 13 | PP-19 VITYAZ 9X19 | SMG | 875 RPM | 8.90 | 12 | 754 ms | 35 |
| 14 | A-91 5.56X45 | ASSAULT | 512 / 721 RPM | 10.80 | 10 | 762 ms | 27 |
| 15 | BUSHMASTER M17S 5.56X45 | ASSAULT | 513 / 709 RPM | 10.80 | 10 | 762 ms | 27 |
| 16 | KH-2002 5.56X45 | ASSAULT | 518 / 711 RPM | 10.80 | 10 | 762 ms | 27 |
| 17 | M1911 .45 ACP | SECONDARY | 470 RPM | 15.78 | 7 | 766 ms | 25 |
| 18 | MP5 9X19 | SMG | 836 RPM | 8.90 | 12 | 789 ms | 35 |
| 19 | AK74 5.45X39 | ASSAULT | 665 RPM | 10.02 | 10 | 812 ms | 29 |
| 20 | GALIL 5.56X45 | ASSAULT | 664 RPM | 10.80 | 10 | 812 ms | 27 |
| 21 | AMR 50 0.5 | SNIPER | 55 RPM | 74.17 | 2 | 1,091 ms | 8 |
| 22 | GGX 17 9X19 | SECONDARY | 524 RPM | 8.90 | 12 | 1,260 ms | 35 |
| 23 | JUDGE 0.45 COLT | SECONDARY | 212 RPM | 18.21 | 6 | 1,415 ms | 17 |
| 24 | COMPOUND BOW ARROW | BOW | 41 RPM | 56.34 | 2 | 1,463 ms | 10 |
| 25 | M500 12G SLUG | SHOTGUN | 95 RPM | 31.66 | 4 | 1,895 ms | 8 |
| 26 | SV-98 7.62X54 | SNIPER | 52 RPM | 38.13 | 3 | 2,308 ms | 14 |
| 27 | MOSIN NAGANT 7.62X54 | SNIPER | 48 RPM | 38.13 | 3 | 2,500 ms | 14 |
| 28 | MK22 0.308 | SNIPER | 45 RPM | 41.60 | 3 | 2,667 ms | 13 |
| 29 | SCOUT RIFLE TD 5.56X45 | SNIPER | 16 RPM | 19.42 | 6 | 18,750 ms | 27 |
| — | MP43 12G SLUG | SHOTGUN | 670 RPM | 31.66 | 4 | N/A | 8 |
The default chart is FMJ against a Level 4 chest. A one-shot kill is shown as 0 ms because the TTK clock begins with the first successful hit. Unsupported or withheld combinations appear as N/A.
Which TTK Number Should I Look at First?
I start with STK and TTK together.
TTK alone can hide why one gun suddenly moves far ahead of another. A small damage difference may do almost nothing until it changes the number of bullets required for the kill. Once that threshold is crossed, the weapon gains or loses an entire firing interval, which can create a much larger timing gap.
The four values in the calculator answer different questions:
| Value | What it answers | What it does not include |
|---|---|---|
| Damage | How much health one successful chest hit removes | Time before the next round |
| STK | How many chest hits are required to kill | How quickly those hits arrive |
| TTK | Time between the first successful hit and the killing hit | ADS, reaction time, misses, travel time or target acquisition |
| Armor Break | How many protected chest hits are required to destroy the armor | How many hits are required to kill the player |
When two weapons have similar TTK, the STK difference can still matter. Needing one fewer connection gives me more margin when the target is about to disappear behind cover. When STK is identical, fire rate is usually doing more of the work.
Why a One-Shot Kill Shows 0 ms
WARDOGS TTK here starts when the first successful damaging hit lands.
If that first hit also kills the player, there is no interval between the first hit and a later killing shot. The result is therefore:
1-shot kill = 0 ms TTK
A two-shot kill includes one firing interval. A four-shot kill includes three.
For a weapon firing at a steady cadence, that relationship can be written as:
TTK = (STK - 1) × 60,000 / RPM
The M4 gives a useful example. With 827 RPM and a four-shot kill:
(4 - 1) × 60,000 / 827 ≈ 218 ms
The FAL at 706 RPM only needs two hits in an unarmored FMJ chest comparison:
(2 - 1) × 60,000 / 706 ≈ 85 ms
That is why an apparently modest difference in damage can create a large gap after it crosses an STK breakpoint.
FAL vs M4 Shows Why STK Breakpoints Matter
The difference between the FAL and M4 is much easier to understand when damage, STK and cadence are read together.
With FMJ against a Level 4 chest, the FAL reaches about 340 ms, while the M4 reaches about 653 ms.
That is not simply a 313 ms fire-rate difference. Armor changes how many rounds each weapon needs, and each additional required round adds another firing interval.
Switch the armor setting and the relationship changes again. Remove armor, move through Levels 1–4, or change to AP, and one weapon may cross the next STK threshold before the other.
That is why I do not compare guns once and assume the result stays valid against every target.
For recoil, attachments and which gun I would actually carry through a moving match, the WARDOGS Best Weapons & Tier List handles those decisions. This calculator stays focused on the hit sequence itself.
Armor Can Change TTK in Steps, Not Smoothly
Armor reduces the damage that reaches the player, but the TTK increase does not always happen gradually.
Suppose one rifle is dealing just enough damage to finish a target in four chest hits. A small reduction that forces a fifth hit adds an entire firing interval immediately.
The calculator lets me move through:
No Armor → Level 1 → Level 2 → Level 3 → Level 4
while keeping the weapon and ammunition unchanged.
That is useful when a gun feels much weaker against a particular armor tier. Sometimes the raw damage has only fallen moderately, but the target has crossed into another STK bracket.
The reverse is also possible. AP may add enough armored damage to remove one required hit, producing a much larger TTK improvement than the per-shot number first suggests.
FMJ, HP and AP Can Produce Completely Different Rankings
Changing ammunition can rearrange the weapon order because FMJ, HP and AP are solving different targets.
The most extreme example is the difference between exposed flesh and heavy protection. HP can produce exceptional damage against unprotected areas, then collapse when those rounds strike high-tier armor. AP gives away some flesh performance but becomes more useful once protected chest and head areas are the shots available.
FMJ sits between those extremes and makes a useful neutral comparison when the next target is unknown.
The practical ammunition decision depends on armor coverage and hit location, not just the first TTK row. The WARDOGS Armor & Ammo Guide covers FMJ, HP, AP, Level 1–4 protection and exposed-limb interactions.
Here, changing the ammo selector answers the numerical part:
How many chest hits does this round need against this armor, and how long do those hits take?
Why HP Can Look Terrible Against Level 4 Chest Armor
HP becomes a good example of why the selected hit location matters.
Against exposed flesh, HP can drastically reduce STK. Put the same ammunition into a Level 4 chest and the result can become extremely poor because the round is being asked to punch through protection instead of hitting flesh.
The poor result comes from the selected hit location: the calculator is showing a chest hit into heavy protection.
An exposed leg can produce a completely different HP result in an actual fight. The WARDOGS Armor & Ammo Guide covers those protected-versus-exposed hit-zone differences.
The calculator deliberately keeps the hit location fixed so that changing weapon, ammunition or armor does not also change the target underneath the comparison.
Why the Ranking Uses Chest Hits
Headshots would make several sniper and high-damage weapons look radically different. Limb hits would make HP much more interesting. Both are useful situations, but mixing them into one 30-weapon ranking would stop the rows from answering the same question.
Chest hits give every weapon one stable target.
This also avoids implying that an all-weapons ranking can capture every specialist weapon correctly. The AMR 50, for example, can produce a one-shot Level 4 head result even though its Level 4 chest TTK looks slow because a second chest shot takes more than a second to arrive.
The Level 4 chest result and the Level 4 headshot are measuring different hit locations, so both can be true at the same time.
Shotguns and bolt-action rifles create the same problem for a single chest ranking because their practical value can depend heavily on where the shot lands and how the weapon delivers its damage.
Armor Break and STK Measure Different Things
STK is the number of successful chest hits required to kill the player. Armor Break is the number of protected hits required to destroy the armor item.
The two values will not always match because armor can still have durability when the player takes lethal health damage. For how protection reduces incoming damage and why armor can remain intact after a kill, see the WARDOGS Armor & Ammo Guide.
Why Some Results Show N/A
N/A means the selected combination does not have a usable numerical result in the calculator.
That can happen when a weapon does not support an HP or AP value for that combination. Missing ammunition is not silently replaced with FMJ.
The MP43 FMJ Level 3 and Level 4 TTK also remain unavailable because those timing values do not resolve consistently with the weapon’s accompanying fire-rate and STK values. The supported MP43 combinations remain selectable.
Those combinations stay N/A instead of substituting a value that does not match the available RPM and STK information.
A Fast TTK Can Still Be a Bad Gun for the Fight
The calculator removes almost everything except successful chest hits.
A match puts all of it back.
The FAL’s 340 ms FMJ Level 4 chest TTK is much faster than the M4’s 653 ms, but that does not make every M4 purchase a mistake. Recoil determines whether the next bullet stays on target. Terrain changes the distance. Cover can remove the chest entirely. A moving Hot Zone can turn a long sight line into a building fight, while the third faction can arrive from the side before the original engagement is finished.
The PKM shows the same distinction. Its 400 ms Level 4 result is excellent, but that number is much easier to reproduce from a prepared lane than while sprinting through several short engagements.
TTK tells me the reward for landing the required sequence. It does not guarantee that the weapon will create that sequence more often.
How to Compare Two WARDOGS Weapons
When I am choosing between two guns, I keep the ammo and armor identical first. Changing several variables at once makes it impossible to see what actually caused the difference.
My comparison usually runs in this order:
- Check STK. If one gun needs fewer hits, that breakpoint deserves attention immediately.
- Check TTK. This shows how much the firing cadence changes the final result.
- Raise the armor level. A small gap at No Armor may become much larger at Level 3 or Level 4.
- Try AP or HP only when that ammo is relevant to the fight.
- Then leave the calculator and consider recoil, range and movement.
The side-by-side comparison keeps both weapons on the same ammunition and armor setting, which makes changes much easier to read.
M4 vs FAL
The FAL quickly shows why higher per-shot damage matters. It reaches lower STK thresholds sooner and turns them into much faster chest kills when the opening shots remain accurate.
The M4’s advantage appears outside the calculator: controllability and flexibility across changing ranges.
SV-98 vs MK22
Raw sniper damage can differ without changing the armor breakpoint that matters.
With standard ammunition, both the SV-98 and MK22 can one-shot a Level 2 helmet, while neither one-shots Level 3. The MK22’s extra damage and velocity therefore do not automatically create another one-shot tier.
AP can change that relationship, which is exactly the sort of comparison where switching the ammo selector becomes useful.
SVD vs Bolt-Action Rifles
The SVD gives up some single-shot characteristics in exchange for much faster follow-up fire. When both weapons require multiple hits, cadence starts contributing heavily to the TTK result.
That faster follow-up keeps the SVD competitive whenever the first hit fails to finish the target, especially once armor pushes both weapons into multi-shot kills.
What the Full 30-Weapon Ranking Is Good For
The ranking is most useful after I already know what target I care about.
Set:
ammo → armor → weapon class
and then scan the TTK order.
Filtering to Assault Rifles removes sniper rifles, LMGs and secondaries that are solving completely different fights. The same approach makes SMG, LMG or sniper comparisons much easier to read.
The first row is not automatically the gun I buy. It tells me which weapon deserves a closer look under those exact chest-hit conditions.
A weapon several positions lower may still suit the route much better once recoil, range, magazine behavior and handling are involved.
Quick FMJ Level 4 Chest Reference
With the calculator set to FMJ + Level 4 chest, several useful reference points are:
| Weapon | FMJ Level 4 chest TTK |
|---|---|
| FAL | 340 ms |
| SVD | 352 ms |
| SUPER-45 | 382 ms |
| BMR | 385 ms |
| PKM | 400 ms |
| M4 | 653 ms |
Those numbers are best used as landmarks rather than a permanent weapon order. Change armor or ammunition and STK thresholds can move enough to rearrange the comparison.
Use the Calculator to Isolate One Variable at a Time
The quickest comparisons start by keeping two settings fixed.
To compare weapons, keep ammo and armor the same.
To compare ammunition, keep weapon and armor the same.
To see what armor changes, keep weapon and ammo the same and move from No Armor through Level 4.
That lets me answer practical numerical questions without mixing several causes together:
- How many chest hits does this weapon need?
- Did Level 3 add another required shot?
- Does AP remove that extra shot?
- Is the TTK gap coming from damage, STK or fire rate?
- Does another weapon actually cross a useful breakpoint?
Once recoil, attachments, range or handling become the deciding factor, I switch to the WARDOGS Best Weapons & Tier List. For protected versus exposed hit zones and FMJ / HP / AP behavior outside a fixed chest comparison, I use the WARDOGS Armor & Ammo Guide.