// tool · body-shot math

TTK Calculator

Pick a weapon and a target unit, get the answer to “how many shots and can I finish the mag?” in one screen. All four primary weapons, all four units, exact integer math — no DPS guesses, no fake fire rates.

Updated

// pick two, get the math

The Calculator #

Choose your primary weapon and the unit you’re shooting at. The math updates instantly.

Body shots to drop
Drop them in one magazine?
Magazine size
Math

The verdict line is the one that matters most in a real fight: if you can’t finish the kill in one magazine, you have to reload mid-engagement and the enemy gets a free window to either hit back or break line of sight. This is exactly why the Sniper-vs-Enforcer matchup is structurally bad: TG-87 needs 3 shots, but only carries 2 per mag.

// reference

Full TTK Reference Matrix #

Every primary weapon against every target. Same numbers the calculator uses — here all at once so you can scan trade-offs and matchups before you load in.

Attacker’s primary vs Sniper
(175)
vs Infiltrator
(200)
vs Assault
(250)
vs Enforcer
(320)
TG-87 (152 dmg / 2 mag)2 ✓2 ✓2 ✓3 ⚠
TT-02 (108 dmg / 2 mag)2 ✓2 ✓3 ⚠3 ⚠
EnfExt210 (48 dmg / 60 mag)4 ✓5 ✓6 ✓7 ✓
Rifle0 (37 dmg / 30 mag)5 ✓6 ✓7 ✓9 ✓

Legend: ✓ = drops in one magazine. ⚠ = requires reload mid-fight. The two ⚠ rows are why low-magazine, high-damage weapons (TG-87, TT-02) lose to Enforcer in open trades despite their per-shot lethality — the magazine boundary becomes a tactical commitment, not just a number.

// honesty

What This Calculates (and What It Doesn’t) #

What it does

  • Body-shots-to-kill (BTK). Pure arithmetic: ceil(target_resistance ÷ weapon_damage). All four primary damage values (152, 108, 48, 37) and all four unit resistance values (175, 200, 250, 320) come from in-game observation and have been cross-checked against the TTK matrix on the Weapon Comparison page. Every cell in that matrix matches what this calculator outputs.
  • Magazine sufficiency. BTK ≤ magazine_size tells you whether you finish the fight before a reload. Magazine sizes (2 / 2 / 60 / 30) come from the per-class pages.

What it doesn’t do (and why)

No second-based TTK. “TTK” on this site means “shots to drop,” not “seconds to drop.” The seconds version would require each weapon’s exact rate of fire in rounds-per-minute, and none of those values have been independently verified from gameplay. Posting them would be a guess dressed up as a number, and this guide doesn’t do that.

No range-specific damage. The site’s damage-falloff chart (on Weapon Comparison) shows the shape of each weapon’s effective range, but the exact numerical falloff at specific meters isn’t independently verified. The BTK math here uses each weapon’s nominal damage value — the number in the matrix — which is closest to its damage at its intended range.

No headshot multipliers. Whether Destructors Online has a headshot bonus and what the multiplier is hasn’t been confirmed. If you’ve verified this in-game with screenshots showing the damage value, contact us via the about page — it will be added with the source noted.

No secondaries (yet). Sniper’s secondary Rifle0 (16 dmg / 16 mag) is verified, but the other three classes’ secondary stats aren’t fully confirmed. Adding secondaries to the calculator requires the verified magazine and damage values for each variant; partial guesses would corrupt the comparison.

If any of these caveats turn into verified data later, the calculator will be expanded and a Changelog entry will note the new inputs. Until then, what you see here is what we know.