TTK calculator - FPS gaming damage math, bullets to kill, time to kill

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Free TTK Calculator

Free TTK (time-to-kill) calculator for FPS and shooter games. Enter damage, RPM, HP, headshot multiplier, and armor to get exact TTK in milliseconds, bullets to kill, and headshot vs body comparison. Works for CS2, Valorant, Apex, Call of Duty, and any shooter.

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TTK Calculator

Enter a weapon's damage, fire rate (RPM), target HP and armor, plus the headshot multiplier — the calculator returns bullets-to-kill and time-to-kill in milliseconds, side by side for body shots vs headshots. Works for any shooter: CS2, Valorant, Apex, Call of Duty, Fortnite, Overwatch, or a homebrew game.

Weapon & target

Time to kill

Body shots

133 ms
Assumes all shots land on torso.
3Bullets to kill
360DPS
36Effective dmg

Headshots

0 ms
Assumes all shots land on head.
1Bullets to kill
1440DPS
144Effective dmg
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TTK Calculator is a free, browser-based time-to-kill calculator for FPS games.

  • Cost: Free, no signup
  • Install: None — runs in the browser
  • Privacy: Runs locally, no uploads
  • Platforms: Windows, macOS, Linux, Android, iOS
  • Time: Under a minute

How The TTK Calculator Works

The calculator starts from the most-quoted numbers on any weapon's wiki entry: damage per bullet, fire rate in rounds per minute (RPM), and headshot multiplier. From those it derives two derived quantities: bullets to kill (ceiling of target HP divided by effective per-bullet damage) and time to kill ((bullets-1) × milliseconds between shots). A subtle but important detail: TTK is the time between your first bullet connecting and the target dying, not the time for all bullets to travel. A weapon that kills in one headshot has a TTK of 0 ms, because the first shot already landed. Armor is modeled as a flat percentage damage reduction applied before the HP calculation — accurate enough for the common "unarmored vs helmet" comparison in CS2, Valorant, and Apex.

TTK Is Not Everything (But It's Close)

In competitive shooter analysis, TTK is the single strongest predictor of a weapon's dominance in duel situations. But two weapons with identical TTK can play very differently because of fire-rate distribution. A weapon with a 200 ms TTK from 2 bullets at 300 RPM plays safer than one with a 200 ms TTK from 10 bullets at 1500 RPM — the slower gun gives you more margin to reposition between shots, the faster gun demands flawless tracking for the full 200 ms. Our calculator exposes both numbers (BTK and fire interval) so you can compare apples to apples. For a true head-to-head, match target HP, armor, and range multiplier, then put the two weapons side by side.

Why Headshot TTK Dominates Balance Discussions

In every modern shooter, high-damage weapons are balanced around body TTK (which keeps duels from being instant) but skill-expressed through headshot TTK. The Valorant Vandal, for example, has a body TTK around 230 ms but a headshot TTK of 0 ms — one-shot potential rewards mechanical skill without trivializing the game for flickers. The CS2 AK-47 is similar: 3-body (200 ms) but 1-head (0 ms) against no-helmet. This asymmetry is why the calculator shows body and head columns side by side — the gap between them is where player skill translates into wins.

Network Latency And Peeker's Advantage

Raw TTK only matters if you and your opponent see each other at the same instant. On most servers, the player who initiates a peek sees their opponent 50-80 ms before the opponent sees them — the combined cost of client-side prediction, ping, and server tick interpolation. If your TTK on a given weapon is under that peeker's advantage window, you will win trades almost for free. If your TTK is longer than the window, you need first-shot accuracy to compensate. This is why the AK-47 (200 ms body TTK) is harder to win trades with than the SG-553 (150 ms 2-head-1-body TTK with scope), and why game designers work so hard to tune tick rate and interpolation to minimize this asymmetry.

TTK Calculator FAQ

Common ttk calculator questions

How is TTK calculated exactly?

Bullets to kill = ceiling of target HP divided by effective per-bullet damage. TTK = (bullets-to-kill minus one) times milliseconds between shots. The first bullet has a TTK of zero because it lands immediately; we only add travel time for subsequent bullets. A one-shot-kill weapon has TTK = 0 ms.

Why are the CS2 AK-47 numbers different with and without armor?

CS2 Kevlar reduces damage taken by about 22% on bullets to the chest. The AK-47 deals 36 damage unarmored but only around 27 damage against a Kevlar-helmet target, changing a 3-shot kill into a 4-shot kill. Our calculator models this with the armor percentage field.

What headshot multiplier should I enter for my game?

CS2 and most Source-engine games use 4x for rifles. Valorant uses 3.5x on most weapons. Apex Legends uses 2x on most weapons. Call of Duty modern titles are around 1.3-1.5x. Overwatch hero multipliers vary from 1x (no headshot) to 2x. Check your game's wiki for the exact number per weapon.

Does TTK matter more than DPS?

For competitive duels, TTK matters more because it determines who wins a same-time trade. DPS matters for sustained engagement across multiple targets. The calculator shows both so you can compare weapons that have similar DPS but very different TTK, which is a common balance pattern.

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