Time to kill calculator
How quickly does a weapon kill? Enter the target health, damage per shot, rounds per minute and your accuracy. See the shots needed and the time to kill, and compare other fire rates and damage values.
How time to kill is calculated
Time to kill, often shortened to TTK, is how long a weapon needs to bring a target from full health to zero. The number of shots is the target health divided by the damage per shot, rounded up. The time between shots is 60 divided by the rounds per minute. The first shot hits at time zero, so the time is the interval multiplied by one fewer than the shots needed.
For example, 100 health and 25 damage needs four shots. At 600 rounds per minute the gap between shots is 0.1 seconds, so the kill takes 0.3 seconds, or 300 milliseconds. This calculator also adjusts for accuracy by estimating how many shots you must fire to land the hits you need.
Example time to kill
Time to kill against 100 health at perfect accuracy for a few example weapons. These are example numbers, not real game data.
| Damage | Fire rate | Shots | Time to kill |
|---|---|---|---|
| 20 | 900 RPM | 5 | 267 ms |
| 25 | 600 RPM | 4 | 300 ms |
| 30 | 700 RPM | 4 | 257 ms |
| 34 | 600 RPM | 3 | 200 ms |
| 100 | 50 RPM | 1 | 0 ms |
Why shots to kill matter more than damage
Because shots are whole numbers, small changes in damage can suddenly change the number needed. A weapon that does 34 damage kills a 100 health target in three shots, and one that does 33 needs four. That one extra shot at 600 rounds per minute adds 100 milliseconds, which is often the difference between winning and losing a duel. Developers balance weapons around these steps, which is why patch notes about a one point damage change can be significant.
Fire rate matters most when many shots are needed. For two or three shot kills the gap between shots is small, so aim and positioning matter more than the raw fire rate. Use the table to see how bonus or reduced damage changes the count.
Using time to kill in practice
Compare weapons by TTK at the ranges you fight in, since damage often falls off with distance. Add the time you need to reload and to correct recoil for a more realistic picture. In games with armour or shields, apply them first to find the effective health. If you want to see how much a crit build changes damage, use the crit chance and damage calculator.
Your own setup also affects results. Lower latency and smoother frames help you land those shots, so check your connection quality, your frame time and your reflexes with the reaction time test.
How to use the time to kill calculator
- Enter the health of the target.
- Enter the damage per shot of the weapon.
- Enter the fire rate in rounds per minute.
- Set your accuracy to see the effect of misses.
- Compare the table to see how bonus or reduced damage changes the result.
Common mistakes to avoid
- Counting the first shot in the time. It lands at time zero.
- Comparing weapons on damage alone and ignoring fire rate.
- Ignoring range falloff, which changes shots to kill at long distance.
Related tools and guides
Keep going with these: Crit chance and average damage calculator, Loot drop chance calculator, FPS to frame time converter, reaction time test, does frame generation add input lag.
Frequently asked questions
How do I calculate time to kill?
Divide target health by damage per shot and round up to get shots. The time between shots is 60 divided by rounds per minute. Multiply that gap by one fewer than the shots needed, because the first shot lands at time zero.
Does fire rate or damage matter more?
It depends on how many shots a kill takes. For one or two shots, damage and aim dominate. For many shots, fire rate matters more. Because shot counts jump in whole numbers, small damage changes can alter the kill time a lot.
Why is the first shot not counted in time to kill?
It lands at the moment you pull the trigger, so no time has passed. Only the gaps between the following shots add time. A weapon that kills in one shot has a time to kill of zero by this definition.
How does accuracy change time to kill?
Misses mean you must fire more rounds to land the hits you need, so the time grows. The calculator divides shots needed by your accuracy and rounds up. At 50 percent accuracy, a four shot kill takes about eight rounds.
Does this include reload and recoil?
No. It models continuous fire at a constant rate. Reload time, recoil, range falloff, armour and reaction time all change real fights, so use time to kill to compare weapons on equal terms and not to predict a duel. Add them yourself for a fuller picture.
Independent site. Not affiliated with or endorsed by NVIDIA, AMD or Intel. Product names are trademarks of their owners.