Calculate time to kill (TTK) in FPS games. Enter enemy HP, damage per shot, and fire rate to find how fast you can eliminate a target.
Time to kill (TTK) is arguably the most important metric in competitive FPS games. It measures how quickly a weapon can eliminate an opponent from full health, assuming every shot connects. Lower TTK means faster kills and less time exposed to return fire.
Unlike DPS, TTK accounts for the discrete nature of bullets. The first shot is instant (zero delay), and each subsequent shot requires one fire-rate interval. This means TTK equals the number of additional shots needed minus one, divided by the fire rate.
This calculator lets you quickly compare TTK across different weapons and health pools. In games like Call of Duty, Valorant, or Apex Legends, even a 50ms TTK difference between weapons can decide gunfights. Use this tool to find the fastest-killing option for any scenario.
Gamers, streamers, and content creators benefit from precise ttk calculator (time to kill) data when optimizing their setup, planning purchases, or maximizing performance and value. Bookmark this tool and return whenever your hardware, games, or streaming requirements change.
TTK directly determines who wins a fair gunfight. If two players see each other at the same time, the player with a lower-TTK weapon has the advantage. This calculator helps you identify which weapons dominate at different health values, making it essential for competitive loadout optimization and understanding game balance patches.
TTK = (ceil(HP / Damage) − 1) / Fire Rate Shots to kill = ceil(HP / Damage) The first shot is instant, so we subtract 1 from the shot count for the time calculation.
Result: 0.400s (400ms)
Against 150 HP, a weapon dealing 35 damage needs ceil(150/35) = 5 shots to kill. The first shot is instant, so TTK = (5 − 1) / 10 = 0.4 seconds or 400 milliseconds.
TTK is the fundamental metric that shapes the pace and feel of an FPS game. Games with fast TTK (under 300ms) emphasize positioning and first-shot advantage. Games with slow TTK (over 600ms) emphasize sustained aim tracking and movement.
Game developers carefully tune TTK when balancing weapons. A new weapon with a TTK just 30ms faster than the meta can completely shift the competitive landscape. This is why community weapons spreadsheets always include TTK calculations.
Optimal TTK assumes perfect accuracy, but real TTK includes missed shots and movement delays. The actual time to eliminate an opponent also depends on network latency, hit registration, and player reaction time. Use optimal TTK as a theoretical floor and expect real performance to be 20-50% slower.
TTK stands for time to kill. It's the time in seconds from the first bullet hitting an enemy to the killing blow, assuming every shot connects. It's the primary metric for comparing weapon lethality in FPS games.
TTK measures the time between the first hit and the last hit. The first shot is instantaneous (time = 0), so only the intervals between subsequent shots contribute to the total time. That's why we subtract 1 from the shot count.
Divide the RPM (rounds per minute) value by 60. For example, 600 RPM ÷ 60 = 10 rounds per second. Many game wikis list fire rates in RPM, so this conversion is frequently needed.
No. TTK assumes you have enough ammo in the magazine to kill the target without reloading. If a weapon needs more shots than its magazine holds, actual kill time includes a reload penalty.
DPS and TTK are closely related but not identical. DPS is a continuous measure, while TTK is discrete — it depends on exact shot counts. A weapon can have lower DPS but faster TTK against a specific HP value if it needs fewer shots to kill.
It varies by game. Call of Duty typically has 150-250ms TTK (fast), while Halo or Apex Legends ranges from 600ms to over 1 second (slow). Faster TTK games reward reaction time; slower TTK games reward tracking aim.