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

In reduction mode, shields add to HP and receive the same reduction. Breakable armor uses its own durability instead; pooled shields are disabled. For shotguns, enter damage per pellet and pellets per round; all pellets hit one region.

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

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

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

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

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

Regular armor mode: round damage = chest damage × pellets × hit multiplier × range fraction × (1 − reduction). Shots to kill = (HP + shields) ÷ round damage, rounded up. Breakable armor mode resolves armor first, then health, using the chosen armor multiplier and excess-damage rule. TTK includes burst gaps and required reloads. DPS and magazine damage describe health damage after armor breaks.

Entered-stat estimates: no travel time, charge-up, regeneration, armor bypass or game-specific rounding. Every pellet in a round hits the same region; excess damage is handled once per round. Match target and range settings when comparing guns.

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.

Automatically compare saved guns

Every saved gun is recalculated against the current target and range. Sort by a hit location to find the fastest and slowest TTK. Your stored setups are not changed.

Save at least two guns above to compare their rankings. A single saved gun can still show its results here.

Compare two guns

Both guns use the current target HP, armor model, armor durability, excess-damage rule, shield HP, reduction and range. Each keeps its own weapon stats, armor-damage multiplier, firing mode and reload settings.

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.

    Live TTK range

    Try your setup on a practice target. Saved guns use the current target settings.

    Start, then aim and hold the mouse, touch, or Space to fire. In the focused range, use arrow keys or WASD to aim. Release to stop firing.

    Health + shields—

    Choose your settings, then start a trial.

    Ideal TTK
    —
    Your firing TTK
    —
    First-shot delay
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    Sequence minimum
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    Accuracy
    —
    Shots / hits / misses
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    Hit distribution:—

    Firing TTK starts on the first fired shot, including a miss. First-shot delay is separate. Sequence minimum is the same hit order at ideal cadence.

    Moving targets repeat the same path from the start of each trial.

    Browser simulation using your inputs. It does not measure a game server, network latency or real-game recoil. All pellets hit the selected region.

    Recent completed trials

    Up to 10 trials in this tab. Medians include only identical weapon, target and movement settings.

    Complete a trial to see your results.

    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. In damage-reduction mode, 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.

    Choose the armor model that matches your rules. The original model applies a flat damage reduction and adds shield HP to health. Breakable armor instead absorbs damage in a separate durability pool before health takes damage; flat reduction and pooled shields are disabled in that mode. Set an armor-damage multiplier and choose whether the unused fraction of the breaking round carries into health or is discarded. For example, 50 armor HP plus 100 health at 40 damage per round takes four rounds with carry-over, or five when excess damage is discarded. Each hit-location result shows shots/time to break armor and total shots/time to kill. All pellets are treated as one combined round, not individually resolved armor impacts.

    Supply current values for your game and patch. Travel time, regeneration, armor bypass and game-specific rounding are outside this model. Reloads assume unlimited reserve ammunition. The four result cards assume no misses; Mixed hits and misses accepts an explicit sequence of up to 200 rounds. Its clock starts on the first scheduled shot, including a miss; 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 magazine damage by the time from its first shot to the first shot after reloading, in seconds. In breakable-armor mode, DPS and magazine damage describe damage to health after armor breaks; total TTK includes the armor phase. The automatic saved-gun table ranks every saved weapon by a selected hit location, showing total shots and time for all four regions and identifying tied fastest/slowest results. Every gun uses the current target, armor model and range while retaining its own weapon and armor-damage multipliers, burst and reload settings.

    The Live TTK Range lets you fire at a stationary or moving practice target with those same settings. Your firing TTK starts on the first fired shot, including a miss; first-shot delay is displayed separately. Trial results include accuracy, hit locations and armor-break timing. Compare calculated ideal TTK with your measured trial time, and repeat identical trials for a median. These are browser simulations, not measurements of another game's recoil, server or network. Trials interrupted by focus loss or a long browser stall are not saved as completed results.

    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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