TTK Calculator
Time to kill, shots to kill, and damage breakpoints for any shooter. Compare two weapons side by side.
Target
Weapon A
Weapon B
Damage breakpoints (Weapon A)
Damage per shot, after the hit multiplier, that Weapon A needs to kill in fewer shots.
| Shots to kill | Damage needed per shot | TTK at Weapon A's fire rate (no reloads) |
|---|
How to use it
Enter the target's health, plus any armor or shield that takes damage the same way. Then enter each weapon's damage per shot and fire rate in rounds per minute (RPM), the figure most games and wikis list. Leave the hit multiplier at 1 for body shots, or set it to the game's headshot multiplier to see the best case. Results update as you type.
TTK formula: how to calculate time to kill
Shots to kill = (health + armor) ÷ (damage per shot × hit multiplier), rounded up. TTK in ms = (shots to kill − 1) × 60,000 ÷ RPM. Time to kill counts from the moment the first shot lands, so it's the number of gaps between shots, and a one-shot kill has a TTK of 0 ms. Example: 35 damage at 720 RPM against 100 health is 3 shots, and 2 × 60,000 ÷ 720 = 166.67 ms.
With reloads: if you enter a magazine size, reloads = (shots to kill − 1) ÷ magazine size, rounded down. Each reload replaces one shot gap with the reload time: TTK = (shots − 1 − reloads) × 60,000 ÷ RPM + reloads × reload time.
How to read TTK and breakpoints
1. Shots to kill moves in steps. Against 150 health at 600 RPM, a 25-damage weapon and a 28-damage weapon both need 6 shots and both kill in 500 ms. The extra 3 damage buys nothing until it crosses 30, where it drops to 5 shots and 400 ms. The breakpoint table shows exactly where those steps are.
2. Higher DPS doesn't always mean faster kills. In the example above, 28 damage has 280 DPS and 25 damage has 250 DPS, yet the TTK is the same. Use DPS to compare sustained pressure and TTK to compare duels.
3. Overkill tells you how close you are to a breakpoint. Zero overkill means the last shot is exactly enough. A big overkill number means a small damage loss, such as range falloff, won't add a shot. A small one means any nerf will.
4. Headshots change the step, not just the number. With 30 damage at 600 RPM against 100 health, body shots take 4 shots (300 ms). A 1.5× headshot multiplier makes it 3 shots (200 ms). Set the multiplier to see each case.
5. Reloads can dominate. 25 damage at 900 RPM kills 100 health in 4 shots and 200 ms. With a 3-round magazine and a 2,000 ms reload, the same kill takes about 2,133 ms. Magazine size matters most against high-health targets.
TTK on paper assumes every shot hits. Your real TTK also depends on accuracy, ping, and how fast your screen shows the target. See what frame rate adds with the FPS to frame time converter.
Related tools
- FPS to Frame Time Converter: turn frames per second into milliseconds per frame.
- 1% Low & 0.1% Low FPS Calculator: analyze a frame-time log for average FPS, lows, and stutters.
- Backlog Finish-Date Calculator: see when your pile of games will actually be done.
FAQ
What does TTK mean? TTK stands for time to kill: the time between your first shot landing and the target reaching zero health. Lower TTK means the target has less time to react or shoot back.
Why does a one-shot kill show 0 ms? TTK counts the gaps between shots, starting when the first shot lands. A single shot has no gaps, so its TTK is 0 ms. Some games and creators count from the trigger pull instead, which adds one shot interval.
Does it work with any shooter? Yes, as long as you enter that game's damage per shot, fire rate (RPM), and target health. There are no built-in game or weapon presets, so the numbers come from you. It doesn't model damage falloff over range, armor that reduces damage by a percentage, burst-fire delays, or pellet spread, so enter damage that already includes those effects.
Where do I find weapon stats? Use the game's own stat screen, patch notes, or its official or community wiki. Stats change with patches, so check they're current.
Is anything sent to a server? No. The calculations run entirely in your browser.