JS9 weapon icon

JS9

SMG · 9mm

Base damage
32.0
at the muzzle
Fire rate
900
RPM, fixed
Measured range
0–275m
damage outside unknown
Last change
14 Oct 2025
patch 38.1

Fire rate:

Damage falloff

Base damage drops with distance to the target. We don't show the analyzed damage for each meter so that the charts and damage calculations don't lag your browser too much. That's why there are these points at growing intervals. The curve stops at 275m because that is as far as our recorded hits reach. We don't know what the damage does past that point, and it won't necessarily stay flat.

0102030400m70m140m210m280m0m · 32.0 dmg20m · 31.9 dmg40m · 31.7 dmg60m · 30.9 dmg80m · 29.4 dmg100m · 27.4 dmg120m · 25.2 dmg140m · 23.0 dmg160m · 21.2 dmg180m · 19.8 dmg200m · 19.7 dmg220m · 19.6 dmg240m · 19.4 dmg260m · 19.3 dmg275m · 19.2 dmg

Damage multipliers

Actual damage is base damage multiplied by four things: distance, the hit area you hit, the weapon class you are holding, and armour. Hit area and weapon class are the two that never change, so multiplying them gives you the weapon's true multiplier for that body part. Armour then applies on top of that rather than replacing it. Helmets cover the head and neck, vests cover the clavicle, chest, stomach and pelvis, and nothing covers the arms or legs.

Base damage×Distance×Hit area×SMG class×Armour
Helmet
Vest
JS9 hit area, weapon class and armour damage multipliers per body part, with the resulting damage, hits to kill and time to kill
Body partHit areaSMGArmourTrue ×DamageHTKTTK
Head1.002.100.601.2640.330.13s
Neck0.752.100.600.9530.240.20s
Clavicle1.001.050.600.6320.250.27s
Chest1.101.050.600.6922.250.27s
Upper stomach1.001.050.600.6320.250.27s
Lower stomach0.951.050.600.6019.260.33s
Pelvis1.001.050.600.6320.250.27s
Upper arm0.601.300.7825.050.27s
Forearm0.501.300.6520.850.27s
Hand0.301.300.3912.590.53s
Thigh0.601.300.7825.050.27s
Calf0.501.300.6520.850.27s
Foot0.301.300.3912.590.53s

Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the SMG column is where the classes differ (AR vs DMR etc, each class has different balance). In the armour column, 1.00 means armour could cover that body part but you have none equipped, and a line means armour never reaches there.

Change history

Every change we have recorded for the JS9, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.

  1. 38.1patch notes
    • Handlingnerf

      Hip-fire accuracy reduced by about 57% through increased initial bullet spread

    • Handlingnerf

      Hip-fire accuracy during sustained fire reduced by about 51.5%

  2. 35.1patch notes
    • Handlingbuff

      New aim punch system: SMGs apply a high level of aim punch. VSS is treated as an SMG here

  3. 33.1patch notes
    • Handlingbuff

      Hip-fire accuracy during sustained fire increased by about 40%

    • Handlingbuff

      Accuracy when aiming over the shoulder increased by about 25%, and by 60% during sustained fire

    • Handlingbuff

      Hip-fire and over-the-shoulder accuracy while moving increased

    • Ammobuff

      9mm ammo weight reduced by about 20%

  4. 30.1patch notes
    • Handlingbuff

      Movement speed increased by about 2.6% and sprint speed by about 2.4% to match unarmed speed

    • Damage falloffnerf

      Damage at medium and long range reduced, noticeable from about 50m out

  5. 28.1patch notes
    • Damagenerf

      Base damage decreased

      3432

    • Recoilnerf

      Vertical recoil increased by about 18% and horizontal recoil by about 15%

  6. 27.1patch notes
    • Added

      Added to the game as a 9mm SMG with single and full-auto fire, 34 damage, 200m effective range, 400m/s muzzle velocity and 900 RPM. Takes all SMG muzzle and magazine attachments and scopes up to 6x. No foregrip or stock. Spawns in Rondo only

Open the JS9 in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.

Other SMG weapons