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PUBG Mobile : All Weapon Damage Stats And List of Damage By All Guns
PUBG Mobile : All Weapon Damage Stats And List of Damage By All Guns | TechnoHubNet
PUBG Mobile Continues To Be One Of The Most Popular Online Mobile Games In The World. If You Are Good at Playing PUBG Mobile, Then I’m Sure You’ve a Particular Gun Combo That You Usually Prefer. But Do You Actually Know The Amount Of Damage Each Gun Offers?
The Game Developers Don’t Actually Offer Official Stats, But Thanks To Various Sources We Do Have A Certain Idea. Here’s A List of All the Weapons on PUBG Mobile Along With Their Damage Stats. Do Note, These Are Not Accurate Numbers, But Are The Closest Values.
1. Assault Rifles (AR)
Assault Rifles are Weapons with Medium-High Ammo Capacity and the Ability to Place A Lot of Rounds Downrange Quickly. While They Don't Boast The Ammo Limit Of Light Machine Guns, They Trade It For A Much Higher Accuracy. Similarly, There Is A Trade-Off With Higher Accuracy Weapons Like DMRs Or Sniper Rifles in That Those Weapons Have A Much Lower Rate Of Fire And Ammo Capacity Compared To Assault Rifles. As Such, Assault Rifles Are A Midpoint Between The Weapons In Battlegrounds.
2. Light Machine Guns (LMG)
Light Machine Guns Are Essentially Weapons That Boast Higher Rate Of Fire Over Assault Rifles And A Slight Increase In Bullet Damage, But With A Much Higher Drop Off In Terms Of Range And Ammo Carrying Capacity. While LMGs Themselves Can Fire More Bullets, They Go Through These Bullets Much Faster, And Because Of How Many Of Them There Are, You Go Through Them A Lot Faster Too. This Limits Their Usefulness Dramatically.
Assault Rifles (AR) &
Light Machine Guns (LMG) Damage Stats:-
Weapon
|
Base Damage
|
Fire Rate
|
Reload Duration
|
Spawn Rate
|
Avg. Accuracy
|
Avg. Kill Distance
|
Groza
|
47
|
0.08s
|
3s
|
0.1%
|
10.24%
|
21.18%
|
Beryl M762
|
46
|
0.086s
|
2.9s
|
3.67%
|
13.21%
|
12.06m
|
AUG A3
|
41
|
0.085s
|
3.66s
|
0.13%
|
11.87%
|
24.57m
|
M416
|
41
|
0.085s
|
2.1s
|
9.87%
|
12.38%
|
19.23m
|
G36C
|
41
|
0.086s
|
3.8s
|
10.11%
|
13.36%
|
15.47m
|
QBZ 95
|
41
|
0.092s
|
3.66s
|
9.26%
|
13.99%
|
15.25m
|
SCAR-L
|
41
|
0.096s
|
2.2s
|
7.49%
|
12.87%
|
18.23m
|
M16A4
|
43
|
0.075s
|
2.2s
|
5.56%
|
22.69%
|
23.6m
|
Mk47 Mutant
|
49
|
0.1s
|
3.36s
|
2.41%
|
22.18%
|
18.85m
|
AKM
|
47
|
0.1s
|
2.9s
|
8.16%
|
13.32%
|
14.21m
|
DP-28
|
51
|
0.109s
|
5.5s
|
2.63%
|
15.33%
|
12.99m
|
M249
|
45
|
0.075s
|
8.2s
|
0.09%
|
12.72%
|
23.13m
|
3. Designated Marksman Rifles (DMR)
DMRs, Or Designated Marksman Rifles, Are Weapons Between The Assault Rifles And Sniper Rifles Categories. Broadly Speaking, They've got Just Short Of the Range of A Sniper Rifle, And Just Slightly Higher Damage than an Assault Rifle, albeit with a Slightly Lower Magazine Size. Functionally Speaking, They're A Great Short to Medium Range Precision Rifle, But They're Not That Great in Assault Situations.
Designated
Marksman Rifles (DMR) Damage Stats:
Weapon
|
Base Damage
|
Fire Rate
|
Reload Duration
|
Spawn Rate
|
Avg. Accuracy
|
Avg. Kill Distance
|
MK14
|
61
|
0.09s
|
3.683s
|
0.14%
|
26.15%
|
151.73m
|
SLR
|
58
|
0.1s
|
3.683s
|
3.68%
|
25.98%
|
117.82m
|
SKS
|
53
|
0.09s
|
4.55s
|
4.66%
|
25.75%
|
96.08m
|
QBU
|
48
|
0.1s
|
3s
|
5.57%
|
23.95%
|
72.41m
|
Mini 14
|
46
|
0.13s
|
3.6s
|
3.93%
|
24.86%
|
82.11m
|
VSS
|
41
|
0.086s
|
2.9s
|
1.16%
|
14.37%
|
29.11m
|
4. Submachine Guns (SMG)
Submachine Guns Are Great Close-Range Weapons That Have The Accuracy Of Most Pistols But Get The Magazine Size And Fire Rate Of One Of The Assault Rifles. While The Aforementioned Hit In Accuracy Can Make A Lot Of These Shots Null, The Ability To Put So Many Bullets Out In Close Range Can Very Quickly Overwhelm Enemies And Negate Any Positional Or Equipment Benefit They Might Have.
Submachine
Guns (SMG) Damage Stats:
Weapon
|
Base Damage
|
Fire Rate
|
Reload Duration
|
Spawn Rate
|
Avg. Accuracy
|
Avg. Kill Distance
|
Vector
|
31
|
0.055s
|
2.2s
|
2.63s
|
12.58%
|
9.52m
|
UZI
|
26
|
0.048s
|
3.1s
|
2.92%
|
12.6%
|
6.01m
|
MP5K
|
33
|
0.066s
|
4.58s
|
6.36%
|
14.63%
|
14.9m
|
Tommy Gun
|
40
|
0.086s
|
3.45s
|
1.29%
|
12.66%
|
8.45m
|
PP-19 Bizon
|
35
|
0.065s
|
3.7s
|
2.45%
|
14.04%
|
8.03m
|
UMP45
|
39
|
0.092s
|
3.1s
|
3.27%
|
15.36%
|
10.75m
|
5. Sniper Rifles
Sniper Rifles Are The Ultimate Weapons When It Comes To Range And Power. In General, These Rifles Suffer From Low Magazine Sizes And A Cripplingly Low Rate Of Fire, But Are Redeemed By Their High Damage And Extreme Range Capabilities. Due To The Small Magazine Sizes And Slow Rate Of Fire, One Must Use These Rifles With Extreme Caution, As One Shot Missed Could Spell The End For The User, And Multiple Shots Missed Means A Long Time Of Being Vulnerable While Reloading Or Switching Weapons.
Sniper Rifle Damage Stats:
Weapon
|
Base Damage
|
Fire Rate
|
Reload Duration
|
Spawn Rate
|
Avg. Accuracy
|
Avg. Kill Distance
|
AWM
|
105
|
1.85s
|
4.6s
|
0.23%
|
12.82%
|
148.51m
|
M24
|
75
|
1.8s
|
4.2s
|
2.5%
|
8.93%
|
106.88m
|
Kar98k
|
79
|
1.9s
|
4s
|
4.4%
|
7.85%
|
111.13m
|
Win94
|
66
|
0.6s
|
4s
|
7.98%
|
44.43%
|
47.75m
|
6. Shotguns
Shotguns Are Weapons Designed To Fire Shell Cartridges That Are Different From Normal Bullet Cartridges. Shells Are Usually Loaded With A Kind Of Pellets That Can Vary In Size Depending On The Desired Application. The Shell Is Loaded With A Wad That Acts As A Wall, Pushing The Pellets Or Payload Out Of The Shell Cartridge. This Means That Most Rifles Used For Shooting Shotgun Shells Uses Normal Barrels Without Rifling Which Makes Them Less Effective For Shooting Bullets Designed For Rifled Barrels.
In Real-Life There Are Different Types Of Shot That Are Loaded Into A Shell Depending On Application. The Most Common Are: Small Pellets For Clay Pigeons And Pest Removal, Buck Shot For Larger Targets And Law Enforcement Applications, Slug For Rifled Barrels That Acts As One Projectile, Bean Bags For Less Than Lethal Applications And Flechette Nails That Penetrate Tissue.
Because Of The Spread Of The Pellets, The Shotgun Is Less Useful Over Larger Distances, As The Traveling Projectiles Tend To Travel Away From The Center Of The Predicted Bullet Path Eventually Covering The Area Much Like A Cone Shape. With An Adjustment Of The Barrel Using A Choke, The Rifle Can Direct Most Of The Pellets In A More Narrow Path, Making The Shotgun More Effective Even At Medium Ranges.
Shotgun Damage Stats:
Weapon
|
Base Damage
|
Fire Rate
|
Reload Duration
|
Spawn Rate
|
Avg. Accuracy
|
Avg. Kill Distance
|
S12K
|
24
|
0.25s
|
3s
|
1.08%
|
87.01%
|
6.39m
|
S1897
|
26
|
0.75s
|
4s
|
3.44%
|
91.44%
|
6.61m
|
S686
|
26
|
0.2s
|
3s
|
2.48%
|
91.5%
|
4.92m
|
Sawed-Off
|
22
|
0.25s
|
4s
|
0.42%
|
91.45%
|
6.11m
|
DBS
|
26
|
S
|
S
|
0.07%
|
85.35%
|
9.37s
|
7. Pistols
Pistols Are Great Secondary Weapons, But They Can Also Function As Primaries. Because They Do Decent Damage at Decent Range, They're Sort Of an "All around Okay" Weapon. Replace With An Actual Main Weapon As Soon As You Can, Though, Because The Limited Ammo Carry And Damage Rating Will Harm You In The Long Run.
Pistols and Sidearm
Damage Stats:
Weapon
|
Base Damage
|
Fire Rate
|
Reload Duration
|
Spawn Rate
|
Avg. Accuracy
|
Avg. Kill Distance
|
Deagle
|
62
|
0.25s
|
2.5s
|
0.59%
|
40.43%
|
42.49m
|
R1895
|
55
|
0.4s
|
6.25s
|
2.23%
|
44.47%
|
5.04m
|
R45
|
55
|
0.25s
|
3.2s
|
0.61%
|
42.27%
|
13.8m
|
P1911
|
41
|
0.11s
|
2.1s
|
2.05%
|
34.26%
|
8.64m
|
P92
|
35
|
0.09s
|
2s
|
2.55%
|
34.52%
|
9.64m
|
P18C
|
23
|
0.06s
|
2s
|
0.27%
|
31.27%
|
71.62m
|
Skorpion
|
22
|
0.07s
|
3.1s
|
0.4%
|
27.78%
|
9.83m
|
8. Melee Weapons
Melee Weapons Are Often A Weapon Of Last Resort - They Don't Have Any Range And Have Poor "Rate Of Fire". That Being Said, If You Can Get the Drop on Your Enemy, You Can Absolutely Use These Weapons to Great Effect, Getting a Relatively Easy Kill. That's Hard To Do, Though, So As Said Before, You Should Really Consider Them Sidearm Or Weapons Of Last Resort.
Melee and Other Weapon
Damage Stats:
Weapon
|
Base Damage
|
Fire Rate
|
Crossbow
|
105
|
3.8s
|
Pan
|
80
|
0.75s
|
Machete
|
60
|
0.75s
|
Crowbar
|
60
|
0.75s
|
Sickle
|
60
|
0.75s
|
Superman Punch
|
38
|
1s
|
Punch
|
18
|
0.33s
|
9. Throwables
The Throwable Weapon Type Is Perhaps The Most Consistently Misused In The Game. While They Can Do Immediate Damage, Especially the Frag Grenade and Molotov cocktail, they’re Best Used as a Denial Weapon. By Laying Down Fire and Tossing These Weapons into an Area, You're Denying This Area to Your Adversary, and Allowing for Greater Control of Their Movement and Their Basic Abilities. For Instance, The Smoke Grenade Can Help Obscure Your Movements, And The Stun Grenade Can Help To Remove Sight And Sound From Your Adversary, At Least Temporarily.
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