Penguin ranks Battlefield 6 weapons by how fast they can win a fight (time to kill) and how hard they kick. Each weapon type gets its own S, A, B and C tiers, so friends can compare like with like.
Penguin's take, based on sym.gg data (version 1.4.2.0, 18 AUG 2026), checked 3 Oct 2026
Data as of 3 Oct 2026 · live game patch 1.4.3.5 · sym.gg weapon data version 1.4.2.0
Time to kill (TTK) is worked out from each gun's base damage and listed fire rate: shots needed for 100 health, minus one, times the time between shots. It counts chest hits only, every shot landing, no headshots, no armour and no attachments. Real fights are slower.
Kick per shot is the base recoil per shot from the sym.gg data (lower is calmer). It describes the gun, not how well players aim with it.
Tiers: inside each weapon type, TTK and kick get a weighted score (close-range TTK counts more for SMGs, mid-range more for rifles and LMGs, 40 m and 80 m for DMRs). Top 20% S, next 30% A, next 30% B, the rest C. Equal scores share a tier.
Accuracy: per-weapon hit rates for all players are not published openly anywhere Penguin could check. Trackers show accuracy per player, and Battlefield 6 tracker weapon stats can mix bots and real players. So this page uses kick per shot, not player accuracy.
Patch check: the sym.gg data is version 1.4.2.0. Penguin read the official patch notes up to 1.4.3.5. Only the Interdictor and the sniper sweet spots changed or disagree, so those are left unranked.
Assault rifles
STR-7, VCR-2
AM433, M16A4, KORD 6P67
BB36A4, AK4D, EF88 S4
CNVO-228E, L85A3, SOR-556 MK2
Numbers behind the assault rifles
Weapon
Tier
Damage 10/40 m
RPM
Shots to kill
TTK ms
Kick per shot
TR-7
S
33.4 / 25
720
3 / 4
167 / 250
1.16°
VCR-2
S
25 / 20
900
4 / 5
200 / 267
0.82°
M433
A
25 / 20
831
4 / 5
217 / 289
0.79°
M16A4
A
25 / 20
771
4 / 5
233 / 311
0.73°
KORD 6P67
A
20 / 16.7
900
5 / 6
267 / 333
0.54°
B36A4
B
25 / 20
720
4 / 5
250 / 333
0.73°
AK4D
B
33.4 / 25
514
3 / 4
233 / 350
0.85°
EF88 S4
B
25 / 20
675
4 / 5
267 / 356
0.72°
NVO-228E
C
27.3 / 20
655
4 / 5
275 / 366
0.73°
L85A3
C
25 / 20
635
4 / 5
283 / 378
0.67°
SOR-556 MK2
C
25 / 20
568
4 / 5
317 / 423
0.62°
Carbines
SM277, M4A1
ASG 553R, GRT-BC, BROD 3 S4
BM417 A2, QBZ-192, SOR-300SC
CAK-205
Numbers behind the carbines
Weapon
Tier
Damage 10/40 m
RPM
Shots to kill
TTK ms
Kick per shot
M277
S
25 / 25
720
4 / 4
250 / 250
0.95°
M4A1
S
21.5 / 16.7
900
5 / 6
267 / 333
0.85°
SG 553R
A
25 / 16.7
720
4 / 6
250 / 417
0.83°
GRT-BC
A
21.5 / 16.7
831
5 / 6
289 / 361
0.81°
BROD 3 S4
A
21.5 / 16.7
831
5 / 6
289 / 361
0.83°
M417 A2
B
27.3 / 20
655
4 / 5
275 / 366
0.94°
QBZ-192
B
21.5 / 16.7
771
5 / 6
311 / 389
0.77°
SOR-300SC
B
25 / 16.7
600
4 / 6
300 / 500
0.74°
AK-205
C
17.7 / 14.3
720
6 / 7
417 / 500
0.51°
SMGs
SKV9, SCW-10
ACZ3A1, PW7A2, SGX
BPW5A3, USG-90, PP-19
CSL9, UMG-40
Numbers behind the SMGs
Weapon
Tier
Damage 10/40 m
RPM
Shots to kill
TTK ms
Kick per shot
KV9
S
20 / 14.3
1080
5 / 7
222 / 333
0.54°
SCW-10
S
25 / 16.7
800
4 / 6
225 / 375
0.71°
CZ3A1
A
20 / 14.3
982
5 / 7
244 / 367
0.69°
PW7A2
A
16.7 / 14.3
947
6 / 7
317 / 380
0.51°
SGX
A
20 / 14.3
831
5 / 7
289 / 433
0.60°
PW5A3
B
20 / 14.3
771
5 / 7
311 / 467
0.56°
USG-90
B
17.7 / 14.3
900
6 / 7
333 / 400
0.55°
PP-19
B
20 / 14.3
720
5 / 7
333 / 500
0.54°
SL9
C
20 / 14.3
675
5 / 7
356 / 533
0.52°
UMG-40
C
21.5 / 16.7
635
5 / 6
378 / 472
0.60°
LMGs
SM123K, M121 A2
AM240L, M250, L110
BDRS-IAR, M/60, RPK-74M
CRPKM, KTS100 MK8
Numbers behind the LMGs
Weapon
Tier
Damage 10/40 m
RPM
Shots to kill
TTK ms
Kick per shot
M123K
S
25 / 20
831
4 / 5
217 / 289
0.61°
M121 A2
S
33.4 / 25
655
3 / 4
183 / 275
0.81°
M240L
A
33.4 / 25
600
3 / 4
200 / 300
0.81°
M250
A
25 / 25
675
4 / 4
267 / 267
0.73°
L110
A
25 / 20
720
4 / 5
250 / 333
0.57°
DRS-IAR
B
25 / 20
771
4 / 5
233 / 311
0.71°
M/60
B
33.4 / 25
514
3 / 4
233 / 350
0.74°
RPK-74M
B
20 / 16.7
686
5 / 6
350 / 437
0.47°
RPKM
C
27.3 / 20
554
4 / 5
325 / 433
0.66°
KTS100 MK8
C
25 / 20
514
4 / 5
350 / 467
0.53°
DMRs
SVSSM S4
ALMR27, SVDM
BSVK-8.6, M39 EMR
CGRT-CPS
Numbers behind the DMRs
Weapon
Tier
Damage 40/80 m
RPM
Shots to kill
TTK ms
Kick per shot
VSSM S4
S
20.67 / 17.13
800
5 / 6
300 / 375
0.80°
LMR27
A
27.3 / 25
450
4 / 4
400 / 400
0.92°
SVDM
A
37.5 / 33.4
300
3 / 3
400 / 400
1.56°
SVK-8.6
B
50 / 50
150
2 / 2
400 / 400
3.01°
M39 EMR
B
37.5 / 33.4
257
3 / 3
467 / 467
1.75°
GRT-CPS
C
27.3 / 25
360
4 / 4
500 / 500
1.06°
Pistols
SVZ. 61
AM44, M357 Trait
BM45A1, P18
CES 5.7, GGH-22
Numbers behind the pistols
Weapon
Tier
Damage 10/40 m
RPM
Shots to kill
TTK ms
Kick per shot
VZ. 61
S
15 / 12.5
818
7 / 8
440 / 513
0.51°
M44
A
59.9 / 33.4
164
2 / 3
366 / 732
6.00°
M357 Trait
A
37.5 / 25
225
3 / 4
533 / 800
3.00°
M45A1
B
25 / 16.7
327
4 / 6
550 / 917
1.67°
P18
B
20 / 14.3
400
5 / 7
600 / 900
1.20°
ES 5.7
C
17.7 / 14.3
450
6 / 7
667 / 800
1.00°
GGH-22
C
21.5 / 16.7
360
5 / 6
667 / 833
1.50°
Sniper rifles not ranked
Official 1.3.3.0 notes set narrower sniper sweet spots (SV-98 54-75 m, M2010 ESR 75-100 m, PSR 90-120 m, L115 100-133 m) than the windows in the sym.gg data, and 1.4.3.0 reworked the Interdictor after the sym.gg data date. Unranked until the numbers agree.
In the game: Interdictor S4, L115, M2010 ESR, Mini Scout, PSR, SV-98
Official sweet spots since update 1.3.3.0 (30 Jun 2026): SV-98 54–75 m, M2010 ESR 75–100 m, PSR 90–120 m, L115 100–133 m. In the sweet spot a chest hit is lethal in Multiplayer.
The Mini Scout has no sweet spot by design. It is built for fast follow-up shots.
Update 1.4.3.0 (15 Sep 2026) reworked the Interdictor: minimum damage 62 → 80, limb damage now matches chest damage, sweet spot damage 150 → 100 at 120–160 m.
Shotguns not ranked
The data has no pellet spread, so a fair shotgun TTK can't be worked out. Unranked.
In the game: 18.5KS-K, DB-12, M1014, M87A1
Point blank with all 16 pellets on target, the sym.gg data gives per shell: M87A1 134, M1014 115, 18.5KS-K 80, DB-12 80. A full 100 is a one-shot kill.
Season 4 added a 4" barrel extension for the M87A1, M1014, 18.5KS-K and DB-12 (more pellet speed, slower aiming).
Interesting facts for players
The fastest-firing automatic in the sym.gg data is the KV9 at 1080 rounds per minute.
Quickest chest-shot TTK at 10 m on this page: TR-7, 167 ms. At 40 m the quickest automatic is the M277 with 250 ms.
EA aims for 200–300 ms close-range TTK on automatic primaries. On chest shots at 10 m, 26 of 40 automatics in the data land inside that band.
Most guns lose damage in steps, at 9, 21, 36, 75 m. Stepping a little closer can save a whole bullet.
Gentlest automatic kick per shot (base gun, no attachments): RPK-74M, 0.47°.
Since update 1.3.3.0, recoil goes in a steadier direction but bullet spread grows a little after the first shot, so short bursts and taps win at range. Hits to arms, legs and lower torso do less damage than chest hits, except with shotguns and pistols.
Update 1.4.2.0 added an “ADS Dispersion Crosshair” under HUD / Crosshair settings. It shows the spread growing while firing, and it is on by default in the Firing Range. A good place for friends to practise bursts.
Since Season 4, bullets lose damage in water and can do nothing after travelling far enough underwater.
Season 5 is announced as the start of Year 2. EA lists more shots to kill against armour for several weapon types in REDSEC, all still subject to change. Penguin updates this page when the patch notes go live.
Penguin checks the stat trackers
For attachments, headshots, live player stats and community votes, the trackers below go deeper than this page. Penguin links out and does not copy their numbers.