The following are the known statistics for all the weapons in PLAYERUKNOWN's BATTLEGROUNDS.

Note: Since Bluehole doesn't release the official weapon values of guns, no website has 100% accurate statistics for weapons. Each website relies on hundreds of spreadsheets and each website has different numbers. Most websites recorded their data via private matches and some don't include the feet/range. No one knows if the tests were consistent when recording the data. In short, no one has the exact numbers, but this data is close to the real values.

Q: What are statistics on par with the Xbox and Mobile versions?

A: The damage values are mostly the same across all platforms, but values based on recoil, etc are lower. Aiming is tough on console/mobile gaming so PUBG Corp made it easier for the player to control/aim the weapons by toning down some values.

Q: Where can I see which weapons are the most recently updated?

A: Head to Updated.

Statistics

Damage

Spread

Deviation

Recoil

Misc

Header Key

Abbreviation Full Name Description PWR Power The per shot damage without any multipliers applied. RAN Range The effective range before the damage is reduced to 0. STB Stability The amount of drift caused by movement and firing. RoF Rate of Fire The effective rate of fire over time. DMG Damage The theoretical damage from an entire magazine in the chest on unarmored opponent. DUR Duration of Fire The rate of fire when in fully automatic or most rapid mode of firing available. BPS Bullets Per Second The amount of ammunition placed down range in second. DPS Damage Per Second The theoretical maximum amount of damage per second. AMM Ammunition Type What type of ammunition is loaded into the arm. MAG Magazine Size The size of the magazine. CAP Capacity Also known as bulk, or the amount of inventory space taken up. ATTCH Attachments What is attachable to the weapon frame. BDMG 0 Body Damage Level 0 The amount of damage done to the body when the armor is at level 0. BDMG 1 Body Damage Level 1 The amount of damage done to the body when the armor is at level 1. BDMG 2 Body Damage Level 2 The amount of damage done to the body when the armor is at level 2. BDMG 3 Body Damage Level 3 The amount of damage done to the body when the armor is at level 3. HDMG 0 Head Damage Level 0 The amount of damage done to the head when the armor is at level 0. HDMG 1 Head Damage Level 1 The amount of damage done to the head when the armor is at level 1. HDMG 2 Head Damage Level 2 The amount of damage done to the head when the armor is at level 2. HDMG 3 Head Damage Level 3 The amount of damage done to the head when the armor is at level 3.

Damage calculation

Right now, there is no "official" calculation for how damage is figured out in-game. The best the community has come up with is an approximation of damage based on the values that we have for armor, damage, range, etc. It seems like the damage is largely based on a calculation as us this:

( DAMAGE * (DAMAGE / RANGE) ) * ARMOR %

This is very, very rough however, and is definitely not set in stone. This equation roughly means that damage is a value of the DAMAGE times its relational amount between RANGE and DAMAGE, reducing damage as you get further away from the target, and then this value is multiplied by the ARMOR percentage, which reduces the damage taken dependent on what is being worn. This is not an official equation by any means, but it's what the data seems to imply.

Body damage vs head damage

It seems that a far greater amount of damage is done to the head than is to the body. This might be because the head typically has less armor than the entire body, but may also be a mechanic to allow for headshots. Either way, in almost every case, a headshot is going to do more damage than a body shot, and skilled marksmen should aim here first.