Valodex
Tools · 01

Time to kill

Pick up to four weapons, set the distance, armor and where your bullets land, and watch the shot timeline play out on a target dummy. Every number comes from the live damage tables.

01 · Weapons

2/4 selected
Sidearms
SMGs
Shotguns
Assault Rifles
Sniper Rifles
Heavy Weapons

02 · Engagement

15.0m

Cyan ticks are the selected weapons' falloff breakpoints.

Target armor
Hits land on

03 · Time to kill

vs 100 HP + 50 armor · 15.0 m · body
Vandal
Rifle · 2,900 cr · 9.75/s
Shots4
TTK308ms
One magazine
Head
160
Body
40
Legs
34
  1. Shot 1 at 0 ms: Body for 40, 86.4 HP left
  2. Shot 2 at 103 ms: Body for 40, 70 HP left
  3. Shot 3 at 205 ms: Body for 40, 30 HP left
  4. Shot 4 at 308 ms: Body for 40, 0 HP left
Phantom
Rifle · 2,900 cr · 11.00/s
Shots4
TTK273ms
Fastest
Head
156
Body
39
Legs
33.1
  1. Shot 1 at 0 ms: Body for 39, 86.7 HP left
  2. Shot 2 at 91 ms: Body for 39, 72 HP left
  3. Shot 3 at 182 ms: Body for 39, 33 HP left
  4. Shot 4 at 273 ms: Body for 39, 0 HP left

04 · Range visualizer

Showing Vandal · click a result card to switch
WebGL unavailable — the shot log below has the full playback.
Dummy at 15.0 m · Body
Shot log · Vandal
ShotTimeHitDamageTo armorTo healthHP leftArmor left
10 msBody4026.413.686.423.6
2103 msBody4023.616.4700
3205 msBody40040300
4308 msBody4004000
The model

Targets have 100 HP plus armor (light 25, heavy 50, regen 25 — regen absorbs like light). Armor soaks 66% of each hit until it is gone; whatever it cannot soak goes to health. No rounding is applied inside the simulation — values stay fractional exactly as the game tracks them, and the target dies at 0 HP. TTK is measured from the first shot ((shots − 1) ÷ fire rate), so a one-shot kill is 0 ms. Shotguns count every pellet landing. Spin-up weapons use their base fire rate.