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

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

Enter your game’s weapon stats, then compare chest, head, abdomen and limb hits. Save named setups to revisit them below.

All multipliers are relative to chest damage. Abdomen and limbs start at 1× (same damage); enter the correct values for your game.

Shields, pellets & reloads

Shields add to target HP and receive the same damage reduction. For a shotgun, enter damage per pellet and pellets per trigger shot; all pellets are assumed to hit. Keep pellets at 1 for an ordinary bullet.

Set magazine size to 0 to ignore reloads. Otherwise reload time is the gap from the LAST shot in an empty magazine to the FIRST shot after reloading. It replaces the regular/burst gap, and the next magazine starts a fresh burst. Magazine size counts rounds, not pellets.

Example presets

Starting examples, not a current game-stat database. Verify damage, multipliers and armor rules for your game and patch. Presets reset abdomen/limbs to 1× and firing mode to regular shots.

Time to kill by hit location

Body / chest

—
Rounds to kill
—
Sustained DPS
—
Damage per round
—
DPS before reloads
—
Reloads to kill
—
Damage per magazine
—
Kills per magazine
—

Head

—
Rounds to kill
—
Sustained DPS
—
Damage per round
—
DPS before reloads
—
Reloads to kill
—
Damage per magazine
—
Kills per magazine
—

Abdomen

—
Rounds to kill
—
Sustained DPS
—
Damage per round
—
DPS before reloads
—
Reloads to kill
—
Damage per magazine
—
Kills per magazine
—

Limbs

—
Rounds to kill
—
Sustained DPS
—
Damage per round
—
DPS before reloads
—
Reloads to kill
—
Damage per magazine
—
Kills per magazine
—

Each result assumes every projectile hits the same selected region. A round is one fired shot, not an individual pellet. A lethal first hit is 0 ms: timing starts at the first hit.

How this estimate works

Damage per round = chest damage × pellets × region multiplier × range fraction × (1 − armor reduction). Rounds to kill = (HP + shields) ÷ damage per round, rounded up. Timing starts at the first hit and includes burst gaps and any required reloads. Sustained DPS includes burst gaps and enabled reloads; DPS before reloads excludes reload time.

Ideal timing only: no travel time, charge-up, regeneration, penetration or separate shield/health damage rules. All pellets hit the chosen region. Main results assume no misses or mixed hit locations. Match target HP, shields, armor and range when comparing setups.

Saved guns

Up to 30 setups are saved only in this browser on this site, including their target settings. They do not sync across devices and clearing browser data removes them.

No saved guns yet. Name your setup and save it to compare results here.

Compare two guns

Both guns use the current target HP, shield HP, armor reduction and range percentage. Weapon stats, firing mode and reload settings stay with each gun.

Pin a setup or save a gun, then change the current weapon to compare it.

Mixed hits and misses

Build an exact shot order to see how head, chest, abdomen, limb hits and misses affect this weapon. Each entry is one fired shot (all pellets for shotguns); burst pauses and reloads still apply. Damage uses the current pellet count. The sequence does not repeat.

    Add shots in the order they land. Up to 200 shots.

    Timing starts at the first scheduled shot, including a first-shot miss. This is an exact entered sequence, not a probability or accuracy estimate.

    Share and back up

    A setup link includes your current inputs and name. It does not include your saved library. JSON backups contain saved gun settings; imports add valid entries without replacing existing guns.

    Rate TTK Calculator: 4.4 (7 ratings)

    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

    Enter damage per bullet or pellet, fire rate in rounds per minute (RPM), target HP, optional shield HP, range and armor reductions, then set the head, abdomen and limb damage multipliers. The body is the 1× baseline. Each of the four results assumes all shots and pellets land on that location. Effective damage per round is base damage × pellets per round × location multiplier × range percentage / 100 × (1 - armor percentage / 100). Shots to kill is the ceiling of (HP + shield HP) divided by that effective damage; a multi-pellet round counts as one shot. Continuous-fire time to kill without reloads is (shots - 1) × 60000 / RPM in milliseconds. A one-shot kill has a TTK of 0 ms because the first landed shot starts the clock.

    For burst weapons, RPM describes the spacing inside each burst. Enter the rounds per burst and the gap from the last round of a burst to the first round of the next; this gap replaces the normal interval at a burst boundary. With B rounds per burst, interval I = 60000 / RPM, and gap G, a burst cycle lasts (B - 1) × I + G. Without reloads, if q = floor((shots - 1) / B) and r = (shots - 1) mod B, TTK = q × cycle + r × I. For example, three rounds at 600 RPM with a 250 ms gap land at 0, 100 and 200 ms, then the next burst starts at 450 ms.

    Leave magazine size at 0 for unlimited ammunition, or enter a size to include reloads. The reload delay runs from the last shot in the empty magazine to the first shot after reloading; it replaces any normal interval or burst gap at that boundary, and the new magazine starts a fresh burst. No reload is added after the killing shot. For example, with a four-round magazine, the burst pattern above and a 1000 ms reload delay, the fifth shot lands at 1450 ms.

    Armor is one flat percentage reduction, and shield HP simply adds to the target's health pool. Supply current values for the weapon and game version you want to compare. Initial projectile travel, shield break effects, armor durability and game-specific damage rounding are outside this model. Reload calculations assume an unlimited reserve of ammunition. The four main result cards assume no misses; Mixed hits and misses lets you build an explicit sequence of up to 200 shots, including different locations and misses. Each entry fires one round with the current pellet count. Its clock starts on the first scheduled shot, even when that shot misses; it is not an average based on an accuracy percentage.

    For a worked comparison that changes one condition at a time, see how a missed shot, limb hit or reload changes burst-fire TTK. The fictional examples include shareable setups you can reproduce.

    TTK Is Not Everything (But It's Close)

    TTK helps compare ideal damage delivery, but it does not measure recoil control, accuracy or how easy it is to keep shots on a moving target. Two bullets at 300 RPM take 200 ms from first impact to the kill; ten bullets at 1500 RPM take 360 ms. A burst weapon can have a short TTK inside its first burst yet need much longer when the target survives until the next burst. Bullets to kill and the firing pattern explain these differences more clearly than DPS alone.

    With unlimited ammunition, sustained DPS is effective damage per round × RPM / 60 for continuous fire, or effective damage per round × rounds per burst × 1000 / burst-cycle milliseconds for burst fire. With a finite magazine, divide the magazine's total damage by the time from its first shot to the first shot after reloading, in seconds. This averages both the firing pattern and the reload delay. Save a named gun to keep its full settings, or pin a temporary setup for a two-gun comparison. The comparison applies the current target HP, shield HP, armor and range to both guns while keeping each gun's own damage, multipliers and firing pattern.

    Saves are stored in this browser on this device; clearing site data can remove them, and they do not automatically sync. Download a JSON backup to transfer or restore saved guns. Import adds valid entries and skips invalid, duplicate or excess entries. A setup link includes the current inputs, name and optional shot sequence, without including your saved library or automatically saving anything for the recipient.

    Why Headshot TTK Dominates Balance Discussions

    A higher damage multiplier can reduce the whole number of bullets needed, sometimes enough to remove an entire burst gap. As a custom example, 36 base damage against 100 HP at 600 RPM takes three body hits and 200 ms with no reductions. A 4× head multiplier makes the first headshot sufficient, for 0 ms theoretical TTK. This illustrates the arithmetic; it is not a promise about a named weapon's current in-game stats. Abdomen and limb multipliers provide the same comparison for other hit locations, while actual performance depends on where shots land.

    Network Latency And Peeker's Advantage

    This calculator starts its clock at the first landed shot. It does not estimate reaction time, network latency, server processing or an opponent's view of a peek. Those conditions vary by game and connection, so a calculated TTK cannot guarantee the winner of a trade. Keep weapon damage comparisons separate from system and network measurements. You can use the real-time FPS test to inspect browser frame delivery; it does not measure a game's network delay or peeker's advantage.

    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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