M16A4 weapon icon

M16A4

Assault Rifle · 5.56mm

Base damage
43.0
at the muzzle
Fire rate
770
RPM, peak (burst)
Measured range
0–500m
damage outside unknown
Last change
8 Apr 2025
patch 35.1

Fire rate: The gaps inside a burst are fixed, but the time gap between bursts depends on your clicking skill, so the real RPM is lower than this. RPM for single fire mode is coming soon!

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 500m 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.

0132538500m130m250m380m500m0m · 43.0 dmg20m · 43.0 dmg40m · 43.0 dmg60m · 43.0 dmg80m · 43.0 dmg100m · 42.8 dmg120m · 42.4 dmg140m · 41.9 dmg160m · 41.3 dmg180m · 40.6 dmg200m · 39.9 dmg220m · 39.1 dmg240m · 38.2 dmg260m · 37.4 dmg280m · 36.6 dmg300m · 35.8 dmg320m · 35.1 dmg340m · 34.4 dmg360m · 33.8 dmg380m · 33.3 dmg400m · 32.7 dmg420m · 32.5 dmg440m · 32.3 dmg460m · 32.3 dmg480m · 32.3 dmg500m · 32.3 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×AR class×Armour
Helmet
Vest
Single/Burst fire timing
M16A4 hit area, weapon class and armour damage multipliers per body part, with the resulting damage, hits to kill and time to kill
Body partHit areaARArmourTrue ×DamageHTKTTK
Head1.002.350.601.4160.620.07s
Neck0.752.350.601.0645.530.15s
Clavicle1.001.000.600.6025.840.23s
Chest1.101.000.600.6628.440.23s
Upper stomach1.001.000.600.6025.840.23s
Lower stomach0.951.000.600.5724.550.30s
Pelvis1.001.000.600.6025.840.23s
Upper arm0.600.900.5423.250.30s
Forearm0.500.900.4519.460.38s
Hand0.300.900.2711.690.62s
Thigh0.600.900.5423.250.30s
Calf0.500.900.4519.460.38s
Foot0.300.900.2711.690.62s

Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the AR 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 M16A4, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.

  1. 35.1patch notes
    • Handling

      New aim punch system: ARs, LMGs and DMRs apply low level of aim punch, 5.56mm having weaker punch

  2. 22.2patch notes
    • Fire ratebuff

      Single and burst rate of fire increased, restoring a high-risk high-reward feel to the two ARs that dont have full-auto

      600 RPM800 RPM

  3. 20.1patch notes
    • Attachmentsbuff

      The 8x and 15x Scopes can now be attached, to make them more useful at range

  4. 19.2patch notes
    • Attachments

      Can now equip the new Heavy Stock, trading ADS speed and hip-fire accuracy for recoil control

Open the M16A4 in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.

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