StatGardenREF. DESK
Calculators/Gaming/Time to kill (TTK)
Gaming

Time to kill (TTK) calculator

How many shots a target takes and how long that takes at a given rate of fire, the way shooter players compare weapons.

Published 1 October 2026

What this calculator does

Time to kill is the figure shooter players argue about, and it is lumpier than damage per second suggests. Damage arrives in whole shots, so a weapon doing 28 damage and one doing 30 both need six shots against 150 health and kill at exactly the same moment. The extra two damage per shot buys nothing at all until it crosses the threshold into five shots.

That is why this page reports shots to kill alongside the time. The thresholds are where weapon balance actually lives, and a small damage change near one matters far more than a large change in the middle of a band.

The formula

Formulashots to kill = ceil(effective health ÷ damage per shot); time to kill = (shots − 1) ÷ (rounds per minute ÷ 60)

Shots to kill is the target health divided by the damage each shot applies, rounded up, because a partial shot does not exist. The time is then (shots − 1) ÷ rounds per second, counting from the first shot landing rather than from the trigger pull. A one-shot kill therefore takes zero time by this measure. Rounds per second is the rate of fire divided by 60.

TermMeaning
Shots to killHealth divided by damage per shot, rounded up.
Time to killThe gap between the first and last shot, so one fewer interval than there are shots.
Rate of fireRounds per minute, the figure games normally quote.
OverkillDamage on the final shot that was not needed. Large overkill means you are close to a lower threshold.

The inputs explained

FieldWhat to enter
Target healthTotal effective health, so health plus shields or armour if those take damage the same way.
Damage per shotDamage of a single body shot before any multiplier.
Rate of fire (rpm)Rounds per minute. A weapon listed at 600 rpm fires ten times a second.
Damage multiplier (headshot etc) (×)Multiplier for where you hit. Leave it at 1 for body shots, or set it to the headshot multiplier to see the best case.

When to use it

Comparing two weapons honestly

Compare shots to kill first and time second. Two weapons on the same shot count are separated only by fire rate, and two on different shot counts are rarely close however similar their DPS looks.

Working out whether a damage buff matters

Raise the damage a point at a time and watch the shots-to-kill line. Most of the time nothing happens, then it drops by one and the time falls off a cliff. The overkill figure tells you how close you are to that edge.

Headshots versus body shots

Set the multiplier to your weapon headshot value and compare. The gap it opens is usually much larger than any gear choice, which is the honest answer to most weapon comparisons.

Worked examples

Every figure in the tables below is produced by this page’s own calculator at build time, so the numbers and the tool always agree. Select any row to load that scenario.

How much does damage per shot change time to kill?

Damage rises steadily. The time does not.

150 health, 600 rounds per minute
Damage per shotTime to killShots to killOverkill on the last shot
200.700 s810.00
250.500 s60.00
280.500 s618.00
300.400 s50.00
340.400 s520.00
380.300 s42.00
500.200 s30.00
Damage of 25 and 28 both need six shots and kill in exactly the same 0.5 seconds, so the extra three damage is wasted. The steps happen at 25, 30, 38 and 50, where the shot count drops. Notice the overkill column: it is zero at 25 and 30, which is the sign that you are sitting exactly on a threshold.

What does a faster fire rate buy you?

The shot count is fixed at six here, so only the spacing between shots changes.

150 health, 28 damage per shot, body shots
Rate of fireTime to killSustained DPS
450 rpm0.667 s210.00
600 rpm0.500 s280.00
750 rpm0.400 s350.00
900 rpm0.333 s420.00
1100 rpm0.273 s513.33
Every row needs the same six shots, so fire rate is doing all the work. Going from 450 to 900 rounds per minute halves the time to kill from 0.667 to 0.333 seconds. Within a shot-count band, fire rate is the only thing that matters.

Questions

Why is a one-shot kill shown as zero seconds?

Time to kill is measured between the first and last shot landing. With one shot there is no gap. It is the standard convention, and it keeps weapons on different shot counts comparable.

Should I include shields in the health figure?

Yes, if they soak damage at the same rate. If shields take reduced or increased damage, work the two pools out separately and add the times together.

Why does more damage sometimes change nothing?

Because damage lands in whole shots. Until the increase removes a shot from the count, the kill takes exactly as long. The overkill figure shows how much headroom is being wasted.

How do I compare this with DPS?

DPS smooths over the thresholds and time to kill does not. Use DPS for sustained fights against large health pools, and time to kill for duels.

The health figure you put in is often inflated by armour, which effective HP works out, and the sustained figure underneath it all is on the DPS calculator.