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Rainbow Six Siege

Weapons, sensitivity, meta, operators & maps

Stat comparisonDamage, shots and time to kill, gun against gun
Damage testingShoot a practice dummy: torso, limbs and head
Loading the 3D range…

110 / 110 HPReady
Shots fired
0
Total hit damage
0
Overkill
0

Damage feed

Oldest → newest · Last 100 shots
  1. Take your first shot to see the breakdown.

i

“Killed” means target HP is depleted; DBNO and finishing shots are not simulated. Damage rounds down per bullet or pellet after modifiers, before adding hits or subtracting HP. Changing the gun, target or damage conditions resets this test. Its settings are separate from every comparison above.

Recoil patternsSpray patterns, recoil stats and the leaderboard
Gun leaderboard

Site recoil model · no attachments · side drift and spread over the first 30 bullets.

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Where each bullet of a full magazine lands when you aim and hold fire without pulling down, relative to the first shot (up = climb, right = right). Bullets count from 0 = the first shot, as in Ubisoft’s patch notes. Dots are bullets; rings mark where a new recoil stage starts; shading is the random sideways spread: green ±1, yellow ±1.5, red ±2 standard deviations. Each card can show mouse & keyboard or controller recoil (the game keeps a separate list for each) and a barrel and grip; pick the same gun again to compare. Built from the game’s recoil data, with the climb and sideways scale measured from in-game sprays; no attachments, sway or recoil control. See the calculator’s (i) notes.

Custom gunsChange any gun’s stats and recoil, then use it anywhere on the site
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How results work

STK = target HP ÷ damage per shot, rounded up.
TTK = (STK − 1) × 60,000 ÷ RPM. First shot: 0 ms.

Damage rounds down per bullet or pellet after range, barrel, hit-area and wallbang modifiers, before hits are added. Example: 55 × 0.75 → 41. Zero damage cannot kill.

Compare Guns uses each group’s first gun: minus = fewer shots / faster; plus = more / slower. TTK and its differences use full precision, then display rounded milliseconds (<1 ms keeps its sign).

What the estimates include

Comparison STK/TTK: HP depletion only: no headshots, DBNO, finishing shots, spread, recoil or reloads. Shotguns assume every pellet hits one zone. Limb hits do not continue into the torso. The 3D range in Damage testing does simulate headshots and pellet spread.

Default limb damage: 75%, the value for all weapon types before Siege X (Y10S2 notes), restored in Y10S4.1. CSRX 300: 60% (unconfirmed — community data; no Ubisoft source found). Custom limb settings scale that exception. Rook adds 25 bonus HP.

RPM defaults to Ubisoft’s official fire rates, verified against the game files (Y11S3.1). Settings → RPM source switches to frame-counted Y11S3 measurements, which can differ by a few RPM. Rates Ubisoft hasn’t published (COMMANDO 9, TACIT .45, Bailiff 410, semi-auto shotguns) come from the game files. Pump-action shotguns use the frame-counted rate in both modes: the pump action limits them below the 220 RPM stored in the files. Saved edits take priority. Measurement method · Y11S3.1 notes.

Extras & attachments

Range: each gun’s damage falloff curve from the game files (break distances and multipliers as stored, current install with Y11S3.1), read at whole meters 0–40 m. Example: most assault rifles keep 100% to 25 m and fall linearly to 60% at 35 m; shotguns 100% to 5 m, 75% from 6–10 m, 45% from 13 m. Community 120-fps measurements match the same curves within 1 damage on 74 of 109 guns; the rest differ only where a drop starts. Skeleton Key keeps its measured curve.

Extended barrel: measured attachment curves for 38 guns, not another 12% bonus added on top. Custom base damage scales those curves as an estimate. Stat boxes show close-range damage.

Wallbang: manual retained-damage estimate (0–100%), off by default. No universal Ubisoft wall value was verified. No material, layer or stud simulation.

Each comparison and the dummy have independent Extras. Closing the dropdown hides controls, not their effects; its header lists active modifiers.

Ammo & reload

Magazine + chamber is weapon-specific: not every gun has +1. Reserve excludes both loaded magazine and chamber. Where available, reserve = Ubisoft total − loaded rounds.

Base reload timings are measured ammo-counter refill intervals, not full reload animations or guaranteed fire-ready times. Tactical means rounds remain; for tube-fed / break-action shotguns, it measures the final round during a full reload. Empty measures filling from empty.

Angled grip: Ubisoft lists +20% reload speed. This app estimates time as base ÷ 1.20; it is not a verified engine formula for ammo-counter refill. No measured grip pairs are available in this snapshot. Grip support comes from the per-gun catalog.

ADS shows the standing base time from the game files' weapon table (the measured catalog agrees on 102 of 103 guns; CSRX 300 is 0.50 s), with no optic / iron-sight bonus. Laser sight uses Ubisoft’s +10% ADS speed: time ÷ 1.10, not 10% subtracted. Reload and ADS toggles never change STK or TTK. Timings remain approximate.

Recoil stages: the bullet where each recoil stage starts in a full-auto burst (0 = first shot), read from the game files. They match Ubisoft’s published numbers: Reaper MK2 0, 3, 10, 25 and the 416-C’s hardest stage from bullet 10. The row shows the mouse & keyboard list; the controller list and the per-stage values are used in Recoil patterns. Single-shot guns have one stage and no row.

Recoil patterns: where each bullet of a full magazine lands, aimed and without pulling down, relative to the first shot. Each gun has two recoil lists in the game files, one for mouse & keyboard and one for controller: the AR-15.50’s first-shot multipliers sit at the end of the two lists and match Ubisoft’s Operation Split Fire notes (3.7 on mouse & keyboard, 2.3 on controller). On mouse & keyboard each shot climbs 0.817 × the stage’s Camera Up Speed (× a small per-shot ramp some stages have, up to its ceiling) + 0.460 × the controller list’s Camera Up Speed; the first shot uses each list’s First Shot Multiplier. Both constants were fitted to 18 in-game sprays of 12 guns (FOV 60 and 90 give the same angles); every spray lands within −4% to +6% of the prediction, and the constants fitted on the first 7 guns predicted the next 5 within 1–6%. Why the controller list affects mouse & keyboard isn’t known, so treat it as a fit. On controller each shot climbs 1.062 × the controller list’s Camera Up Speed, from one M4 controller spray. Sideways: the average drift is 0.516 × the middle of the stage’s sideways range; the random part per shot is σ 0.20 × the range’s width, capped at 0.36° (0.64° on machine pistols, Scorpion, Vector and Reaper), fitted to 103 measured sprays of 21 guns. A few guns (PCX-33, M762 and others) lean a steady extra 2–3° left or right that the game files don’t explain. Controller random not measured. The climb stops at the gun’s cap (30°; 10° on shotguns, from the gun data; older entries without the field use the default 30°). Attachments: compensator sideways × 0.65 and muzzle brake first shot × 0.5 (Ubisoft, Y8S1), vertical grip climb × 0.8 (Ubisoft, Y9S1 “+20% vertical recoil control”), flash hider climb × 0.85 (measured; Ubisoft gives no number); suppressor, extended barrel and angled grip don’t change recoil. M4 sprays with each attachment agreed (muzzle brake ×0.47, compensator ×0.55, vertical grip ×0.82, flash hider ×0.86); the same values are applied on controller (unconfirmed). Guns that fire one shot per trigger pull (one recoil stage in the files: handguns, marksman rifles, shotguns) are drawn clicked as fast as possible: the first shot kicks with the First Shot Multiplier and later shots like full-auto shots (417 sprays: first shot 2.0° as predicted, later shots 1.55° vs 1.42° predicted). On them the muzzle brake halves the first shot and cuts later shots to ×0.35 (measured on the 417 only); the vertical grip measured ×0.83 there. The flash hider and compensator haven’t been measured on these guns and aren’t applied. Slower firing may change the climb. Not every gun can take every attachment. F90, G36C, MP5K and MP5SD share their stats with other guns in the files; each was matched to its recoil list by an in-game spray. Shading shows the random sideways part: green within ±1 standard deviation (σ; about 68% of sprays end inside), yellow ±1.5 σ (about 87%), red ±2 σ (about 95%); with an attachment the no-attachment pattern’s bands are drawn in grey underneath. “One spray” draws one set of random sideways kicks (seeded, so it stays the same until you press Shuffle) over the same bands, and the summary says how many σ left or right of the average it ends; the climb is as modelled. Weapon sway, recovery between shots and recoil control are not modelled.

XK23: Ubisoft’s published 3.5 s reload is shown separately; its type is unspecified.

Magazine and total ammo match the game files for every gun except Skeleton Key (not linked yet); Glaive-12, PMR90A2 and Reaper MK2 totals were updated from the files. Tactical/empty reload pairs still come from the credited measured snapshot. Your custom damage/RPM do not alter ammo.

Measured records for guns on screen: . All 113 weapon records.

Data, saves & credits

Offline hanslhansl Y11S3 snapshot, adapted under CC BY-SA 4.0. Weapon balance checked September 5, 2026; ammo/falloff cross-check September 6. RPM cross-checked against Ubisoft’s Y11S3.1 notes on September 28; no RPM changes listed. Official rates are used where published. Damage, falloff, magazine and total ammo were checked against the installed game files on October 8, 2026 (M1014 30 and SPAS-15 26 per the Y11S3.1 notes; ITA12L 41). No live API.

Your weapon edits and comparison settings stay in this browser. Dummy tests reset separately. Silhouettes use Ubisoft artwork, © Ubisoft; the dummy is an original simplified illustration. Unofficial fan tool, not affiliated with Ubisoft.

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Aim Trainer

Ready when you are

Browser approximation: physical cm/360 can vary with browser/OS input. Verify on your mousepad.

Recoil practice wall

Aim at the dot, hold fire and pull down to keep your bullets in the ring. You get a score after every spray.

Loadout

View & input

Sensitivity · box 01

Challenges & drills

Length
Door clear

The clock runs while the mouse is captured (Escape pauses it); infinite runs until you press End. 5-dummy challenge: five dummies about 6, 10, 14, 18 and 22 m out, with your dummy settings. Wall peeks: three dummies at once, spread over seven walls left to right; each one lean-peeks, shoulder-baits, jiggles, crouch-peeks, wide-swings or sprints the gap to the next wall. Lean peek: you can't walk; lean (Q / E) past the corner, kill the target, lean back. Score: how long its head could see you per kill. Angle hold: a new corner every rep; hold your crosshair at head height on its edge, a bot wide-swings it after a random delay. Placement = how far your crosshair was from its head when it appeared. Door clear (1 or 2 bots): you stand outside a doorway into a preset room (office, warehouse or lobby) with real map furniture; when the shutter opens, one dummy is somewhere in the room (standing, crouched or prone; in the open, behind a desk, half covered or peeking a corner). Usually you have to swing or step through the door to find it: you get 2.5 s from the moment it comes into view (8 s to find it). No health bars in challenge runs.

Session stats

Accuracy = shots that hit a target. Reaction = a target appearing to your first hit on it. Time-to-kill = first hit to kill. Backspace also resets.

Progress

Targets

Controls & notes
Mouse aimLeft click fire (hold)Right click aim down sights (hold)W A S D moveShift sprint (hold, moving forward)C crouchQ E leanR reload (infinite ammo off)X clear holes+ − sensitivity ±1% (scope ADS ±1 while aiming)Backspace resetEsc pause / settingsHold Esc leave fullscreen (Chrome / Edge)

Use the same physical mouse DPI as box 01.

Mouse input limitations ↗

Hover or tap a topic for its sources and what’s unconfirmed.

Operator loadout

Compare sets Gun 1. Hover or tap Shared by to see other operators.Ubisoft loadout & ratings ↗

Chart

Map blueprints

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© Ubisoft · Drawings save in this browser

Settings

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