Weapon Stats & DPS Calculator
Compare Season 30 TTK, one-clip breakpoints, and duel outcomes for ranked loadouts, including the care package 30-30, floor-loot G7, and retuned close-range weapons.
Last verified: Season 30 — August 9, 2026
Compare Season 30 weapon DPS, TTK, damage, magazine output, and one-clip thresholds below. Every result uses the same selected hit zone, target health, and magazine assumptions.
⚔️ Head-to-Head Comparison
R-301 Carbine
Assault RifleDPS
176
TTK
1.11s
Mag Damage
234
Magazine
18 rounds
Body
13
Head
23
Leg
10
R-99 SMG
SMGDPS
216
TTK
0.89s
Mag Damage
216
Magazine
18 rounds
Body
12
Head
15
Leg
10
📊 All Weapons
| # | Weapon | DPS | TTK | Mag Dmg | RPM | 1-Clip? |
|---|---|---|---|---|---|---|
| 1 | Devotion LMGLMG | 225 | 0.87s | 540 | 900 | ✓ |
| 2 | R-99 SMGSMG | 216 | 0.89s | 216 | 1080 | ✓ |
| 3 | Bocek Compound BowMarksman | 210 | 0.67s | 0 | 180 | ✗ |
| 4 | HAVOC RifleAssault Rifle | 202 | 0.98s | 432 | 672 | ✓ |
| 5 | L-STAR EMGLMG | 200 | 0.90s | 480 | 600 | ✓ |
| 6 | C.A.R. SMGSMG | 186 | 1.03s | 228 | 930 | ✓ |
| 7 | Prowler Burst PDWSMG | 186 | 1.03s | 560 | 697 | ✓ |
| 8 | VK-47 FlatlineAssault Rifle | 180 | 1.10s | 360 | 600 | ✓ |
| 9 | Alternator SMGSMG | 180 | 1.10s | 324 | 600 | ✓ |
| 10 | Volt SMGSMG | 180 | 1.08s | 285 | 720 | ✓ |
| 11 | R-301 CarbineAssault Rifle | 176 | 1.11s | 234 | 810 | ✓ |
| 12 | RE-45 BurstPistol | 171 | 1.12s | 240 | 643 | ✓ |
| 13 | M600 SpitfireLMG | 162 | 1.22s | 630 | 540 | ✓ |
| 14 | Hemlok Breach ARAssault Rifle | 162 | 1.17s | 378 | 462 | ✓ |
| 15 | Nemesis Burst ARAssault Rifle | 155 | 1.24s | 320 | 582 | ✓ |
| 16 | G7 ScoutMarksman | 135 | 1.46s | 330 | 246 | ✓ |
| 17 | EVA-8 AutoShotgun | 134 | 1.25s | 448 | 144 | ✓ |
| 18 | Rampage LMGLMG | 130 | 1.40s | 728 | 300 | ✓ |
| 19 | WingmanPistol | 130 | 1.15s | 450 | 156 | ✓ |
| 20 | P2020Pistol | 126 | 1.57s | 252 | 420 | ✓ |
| 21 | 30-30 RepeaterMarksman | 118 | 1.29s | 510 | 139 | ✓ |
| 22 | Mastiff ShotgunShotgun | 116 | 1.52s | 440 | 79 | ✓ |
| 23 | MozambiqueShotgun | 99 | 1.82s | 270 | 132 | ✓ |
| 24 | Triple TakeMarksman | 85 | 2.22s | 378 | 81 | ✓ |
| 25 | PeacekeeperShotgun | 84 | 2.35s | 495 | 51 | ✓ |
| 26 | Longbow DMRSniper | 72 | 2.31s | 330 | 78 | ✓ |
| 27 | Kraber .50-CalSniper | 58 | 2.40s | 560 | 25 | ✓ |
| 28 | Charge RifleSniper | 48 | 2.31s | 440 | 26 | ✓ |
| 29 | SentinelSniper | 44 | 3.16s | 280 | 38 | ✓ |
How This Tool Works
This page is built for practical gunfight decisions, not generic tier-list debates. You can swap hit zone, target HP, and magazine tier to model the fights you actually take.
DPS, TTK, and mag-dump damage are computed from the same stat source, so every comparison uses consistent assumptions.
Use it for ranked prep: validate your two-gun pair, confirm one-clip breakpoints, and choose weapons that fit your preferred engagement ranges.
Formula & Assumptions
- DPS = (damage * RPM) / 60.
- TTK = (shots to kill - 1) / (RPM / 60), assuming full hit accuracy.
- Mag dump damage = damage per bullet * selected magazine size.
- One-clip indicator checks whether mag-dump damage exceeds selected HP pool.
Example Scenario
- Set target HP to 225 and hit zone to body for realistic mid-game fights.
- Compare R-301 versus Flatline in the duel module and inspect TTK plus mag damage.
- Sort all weapons by TTK to see where your preferred guns sit under the same assumptions.
Common Mistakes
- Reading headshot TTK as if it were a realistic all-body engagement.
- Ignoring magazine level when comparing one-clip potential.
- Assuming highest theoretical DPS always wins real fights without recoil and range context.
Data Source & Update Policy
- Weapon data is versioned by season and kept in a dedicated file for patch-day updates.
- Season 30 updates include a 30-30 and G7 care package rotation plus Hemlok, Alternator, RE-45, and R-99 tuning.
- Numbers should be reviewed whenever patch notes include weapon tuning.
- The tool is deterministic and does not simulate spread, movement, missed shots, lock-on behavior, Breach Charge, or Redline.
How To Validate Any Output
Treat this page as a decision aid, not a black box. Start by checking that your inputs reflect your real situation (current rank, level, inventory, or playtime). Then compare one result against a real in-game outcome or official patch-note value. If the output is directionally right and assumptions match your case, use it for planning. If your local conditions differ, adjust assumptions and run another scenario before acting on the number.
The goal is transparent utility. Every calculator here intentionally exposes assumptions so you can audit the logic quickly and avoid common mistakes from outdated guides. That approach helps this site stay useful even when the Apex meta changes, because updating a few clearly documented values is faster and safer than rewriting hidden logic.