Sawed-off weapon icon

Sawed-off

Shotgun · 12 Gauge

Base damage
21.0
per pellet · 8 per shot
Fire rate
230
RPM, peak
Measured range
0–50m
damage outside unknown
Last change
10 Jun 2025
patch 36.1

Fire rate: Only as fast as you can click, and you get two shots before reload.

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 50m 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. Shotgun values are per pellet.

081523300m10m30m40m50m0m · 21.0 dmg2m · 21.0 dmg4m · 20.9 dmg6m · 20.4 dmg8m · 19.3 dmg10m · 17.9 dmg12m · 16.6 dmg14m · 15.0 dmg16m · 13.6 dmg18m · 12.3 dmg20m · 11.5 dmg22m · 11.2 dmg24m · 10.9 dmg26m · 10.7 dmg28m · 10.4 dmg30m · 10.2 dmg32m · 10.0 dmg34m · 9.7 dmg36m · 9.5 dmg38m · 9.3 dmg40m · 9.0 dmg42m · 8.8 dmg44m · 8.5 dmg46m · 8.3 dmg48m · 8.2 dmg50m · 8.0 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×SHOTGUN class×Armour
Helmet
Vest
Single/Burst fire timing
Sawed-off hit area, weapon class and armour damage multipliers per body part, with the resulting damage, hits to kill and time to kill
Body partHit areaSHOTGUNArmourTrue ×DamageHTKTTK
Head1.001.500.600.9018.910.00s
Neck0.751.500.600.6714.210.00s
Clavicle1.000.900.600.5411.320.26s
Chest1.100.900.600.5912.520.26s
Upper stomach1.000.900.600.5411.320.26s
Lower stomach0.950.900.600.5110.820.26s
Pelvis1.000.900.600.5411.320.26s
Upper arm0.601.050.6313.210.00s
Forearm0.501.050.5311.020.26s
Hand0.301.050.326.620.26s
Thigh0.601.050.6313.210.00s
Calf0.501.050.5311.020.26s
Foot0.301.050.326.620.26s

Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the SHOTGUN 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. Hits to kill assumes all 8 pellets connect. I'm currently trying to work out how to account for the pellet spread, as obviously all 9 pellets won't hit the same exact body part at normal distances, so more realistic shotgun damages coming soon!

Change history

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

  1. 36.1patch notes
    • Spawn ratebuff

      Now world spawns on all maps

  2. 35.1patch notes
    • Handlingbuff

      New aim punch system: shotguns apply a lot of aim punch (less than SRs), falling off sharply with distance

  3. 34.1patch notes
    • Spawn rate

      World spawn rates adjusted to narrow the variation in shotgun quantities across maps

Open the Sawed-off 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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