Totally Accurate Battlegrounds: Comprehensive Weapons Data (Aug 2021 Updated)

A guide on the damage output of most standard weapons in the game, up-to-date as of the August 2nd 2021 hotfix patch.

 

A Guide to This Guide

Most of the numbers given in this guide are approximate; there are some unseen decimals at work when it comes to damage and health, and fire rates have been estimated to the nearest reasonable fraction based on recorded gameplay.

Gun Basics

Each gun in TABG usually fires one of seven types of ammo;

  • Small (in a Yellow box)
  • Normal (in a Green box)
  • Big (in a Blue box)
  • Shotgun (in a Red box)
  • Bolts
  • Musket (in an open Brown box)
  • Taser

Which type of ammo a gun takes can give you an idea of its power, however there is a lot of variation even between guns which fire the same ammo. Try to keep a mixture of guns that take different types of ammo with you, so you’re not out of luck if you run out of one type.

Guns which fire Bolts, Musket Ammo or Taser Ammo tend to have a short range before the bullet drops to the ground. Attach a Fast Barrel to these guns if you find one!

Also, guns which fire Taser Ammo can stun the opponent if they hit! They won’t be able to aim or move for a while, but be careful as they can still hold down the trigger.


Each gun in TABG also uses any number of three fire modes;

  • Auto, which fires at a set rate while you hold down the trigger
  • Burst, which fires a set number of bullets each time you pull the trigger
  • Single, which fires one bullet each time you pull the trigger

In this guide, I will be listing how many bullets a gun in Burst mode will fire, as well as which modes each gun is compatible with.

Damage Basics

Weapon damage for most guns depends on where your hit your opponent. All damage values in this guide are for the torso unless otherwise stated.

Shots to the head will deal double damage, and can be an instant kill for some weapons.

Shots to the torso will deal regular damage.

Shots to the limbs will deal diminished damage depending on how far down the limb the hit is.

On top of this, equipping the Heavy Barrel to your gun will cause it to deal approximately 130% of its regular damage output. This means a shot to the head can deal up to 260% damage!

Shotguns ignore where on the body they hit, so always aim for your opponent’s centre of mass to make sure as many pellets hit them as possible.

Melee weapons also ignore where on the body they hit, so don’t worry about trying to damage your opponent’s head from that distance.

Weapons start to do less damage the further you are from your target, depending on the gun. Sniper rifles can deal maximum damage from a longer range, while shotguns and pistols lose damage rapidly the further your opponent is.

Sniper Rifles

Sniper rifles can still do maximum damage even when you are far from your opponent, however they usually have a lower firing rate and longer reload time which makes them worse for close encounters.

Name
Damage
Ammo Type
Magazine Size
Fire Rate
Reload Time
Auto?
Burst?
Single?
Notes
VSS
23
Small
20
10/s
1¼s
×
Comes with a 4× scope and a Suppressor attached by default;
Bullets drop off very rapidly, find a Fast Barrel!
FAL
49
Normal
20
3½/s
2¼s
×
×
Winchester Model 1886
47
Big
9
1⅔/s
1¾s
×
×
Kar98K
78
Big
5
¾/s
2¼s
×
×
A Kar98K equipped with the Heavy Barrel will deal over 100 damage to the torso
Garand
42
Big
8
3½/s
2s
×
×
M14
33
Normal
25
8/s
1¾s
×
×
AWP
78
Big
10
⅔/s
2½s
×
×
An AWP equipped with the Heavy Barrel will deal over 100 damage to the torso
Barrett
68
Big
10
4/s
2½s
×
×
A shot to the head with the Barrett will deal over 100 damage
Musket
130
Musket
1
½/s
2s
×
×
A shot to the torso with the musket will deal over 100 damage!

Battle Rifles

Battle rifles are good all-rounder weapons, serving well at most ranges but especially excelling at medium-range combat.

Name
Damage
Ammo Type
Magazine Size
Fire Rate
Reload Time
Auto?
Burst?
Single?
Notes
FAMAS
17
Normal
30
15/s
1¼s
×
AK-47
23
Normal
30
10/s
1½s
×
M16
18
Normal
30
20/s
1½s
×
3
SCAR-H
25
Normal
25
7⅔/s
1½s
×
MP-44
34
Normal
30
4¾/s
1¾s
×
AUG
18
Normal
30
10/s
1¼s
×
Comes with a 2× scope attached by default

SMGs

Sub-machine Guns are suited for closer quarters, and tend to be better put to use in closed areas like buildings.

Name
Damage
Ammo Type
Magazine Size
Fire Rate
Reload Time
Auto?
Burst?
Single?
Notes
P90
16
Small
50
15/s
1s
×
Vector
20
Small
50
15/s
1s
2
UMP-45
23
Small
9
8⅓/s
1s
2
PPSH-41
14
Small
71
10/s
1¼s
×
MP-40
33
Small
32
5/s
1⅓s
×
×
M1a1 Thompson
23
Small
30
10/s
1s
×
AKS-74AU
18
Small
30
10/s
1¼s
×
MP5-K
17
Small
20
16/s
⅓s
×
The quickest reload time in the game!
Glockinator
10
Small
50
30/s
1s
4
2
Will always fire at least 2 bullets, even in Single mode;
Can’t have scopes attached to it

Pistols

Pistols are comparatively small and weak, but they are also common and can be held in one hand. Keep one in your tertiary weapon slot, or keep two in a regular weapon slot to double your firepower!

Name
Damage
Ammo Type
Magazine Size
Fire Rate
Reload Time
Auto?
Burst?
Single?
Notes
TEC-9
20
Small
25
6/s
¾s
×
MAC-10
6
Small
32
16/s
1s
×
Luger P08
36
Small
8
4/s
½s
×
×
Desert Eagle
31
Normal
8
4/s
¾s
×
×
Revolver
32
Normal
6
9/s
1¼s
×
×
M1911
26
Small
7
7/s
½s
×
×
G18C
12
Small
25
16⅔/s
¾s
×
Taser
10
Taser
1
1/s
1s
×
×
Stuns the enemy on hit!
Beretta 93R
17
Small
20
10/s
¾s
×
3
Flintlock
94
Musket
1
¾/s
1¼s
×
×
A Flintlock equipped with the Heavy Barrel will deal over 100 damage to the torso

Machine Guns

Machine guns have large magazines and deal damage through sheer rate of fire, however they can be very unwieldy. Find a Weapon Mastery blessing or a Compensator to make them easier to handle! They also all only fire in Auto mode, so manually control your bursts with the trigger.

Name
Damage
Ammo Type
Magazine Size
Fire Rate
Reload Time
Notes
M1989-BAR
33
Normal
30
6/s
2½s
MG-42
20
Normal
80
15¼/s
2½s
Browning M2
20
Normal
500
10/s
3½s
Minigun
16
Normal
150
50/s
3s
The highest rate of fire in the game, find a Storm blessing to apply extra damage!

Crossbows

Crossbows take some skill to use properly as their bolts don’t have a very high range, however in the right hands they can be deadly with their high damage output! Find a Fast Barrel to make them easier to use.

Name
Damage
Ammo Type
Magazine Size
Fire Rate
Reload Time
Auto?
Burst?
Single?
Notes
Crossbow
130
Bolts
1
1/s
1s
×
×
Automatic Crossbow
39
Bolts
14
7½/s
1¼s
×
Crossbow Pistol
91
Bolts
1
1/s
1s
×
×
Can be held in one hand
Gaussbow
65
Bolts
1
1/s
1s
×
×
Gaussbow bolts explode after a moment, dealing huge damage to your target and anything around them!
Fireowork Crossbow
3
Bolts
10
7½/s
1s
×
Enemies hit by Fireowork Bolts will have trouble controlling themselves for a few seconds
Balloon Crossbow
3
Bolts
10
7½/s
1s
×
Enemies hit by Balloon Bolts will gradually float into the air for a few seconds
Taser Crossbow
32
Taser
1
1/s
1s
×
×
Stuns the enemy on hit!
Currently does not spawn with the correct ammo, be sure to find Taser ammo elsewhere!

Shotguns

Shotguns are designed for very close quarters, and fire pellets out in a cone in front of you rather than a single bullet at a time. They also ignore where you hit the opponent, so just focus on hitting them with as many pellets as possible! Attaching an Accuracy Barrel will tighten the cone of your Shotgun, making it more accurate.

Name
Damage*
Ammo Type
Magazine Size
Fire Rate
Reload Time
Pellets
Notes
The Arnold
59
Shotgun
6
1⅓/s
1½s
7
Can be held in one hand
Sawed-Off Shotgun
42
Shotgun
2
10/s
1s
8
Can be held in one hand
Mossberg-500
125
Shotgun
5
1¼/s
1½s
10
AA12
55
Shotgun
15
4⅔/s
1s
7
Can be fired in Auto or Single
Blunderbuss
200
Musket
1
1/s
1s
8
Rainmaker
39
Shotgun
15
10½/s
¾s
5
Can only by fired in Auto;
Can’t have scopes attached to it;
Bullets drop off very rapidly, find a Fast Barrel!

*The damage values given in this table are approximate for all pellets hitting the opponent at point blank.

Explosive Weapons

Explosive weapons deal damage in a radius around where they detonate, letting you harm multiple opponents at once! However, the explosions can also harm you if you’re too close to them.

Name
Damage*
Ammo Type
Magazine Size
Fire Rate
Reload Time
Auto?
Burst?
Single?
Notes
MGL
100~
Big
6
5/s
1½s
×
×
Fires grenades that bounce for a couple of seconds before detonating
Missile Launcher
50~
Big
10
15/s
2½s
×
Fires missiles that follow a straight path and detonate on contact, except on contact with an opponent, which will cause a smaller amount of damage like a bullet would

*The damage values given in this table are approximated for detonation at point blank with the opponent.

Melee Combat

Other than guns you may also find melee weapons in the field; these do a set amount of damage per swing and also come with a unique secondary function each!

Name
Damage
Hands
Attack Rate
Secondary Damage
Secondary Effect
Jarl Axe
117
Two
1/s
25
Lunges and applies an ice effect in a radius around where you land, slowing down your opponents
Katana
78
Two
1/s
39
Lunges forward at high speed, potentially cutting through multiple opponents
Sabre
34
One
1/s
17
Throws a phantom sword that launches opponents away from it, dealing multiple hits
Rapier
16
One
5/s
23
Launches multiple phantom swords at your opponent, which do take into account where you hit them
Viking Axe
37
One
1½/s
0
Throws a phantom axe which creates an impenetrable ice wall for a few seconds where it lands
Ballistic Shield
26
Two
½/s
0
Passively blocks bullets coming at you from ahead while you’re holding it, does not block bullets from behind while it is on your back
Your fists!
10
Yes, they are
3/s
0
Press X by default to bring them out at any time!

Unique Guns

Other than the weapons listed in this guide, keep your eyes open for rare weapons with unique and special effects out in the field! Examples include;

  • The Mossberg-5000, which can ricochet bullets off walls!
  • The Flying Blunderbuss, which launches you into the air when you fire!
  • The Taser Minigun, which fires stunning Taser rounds instead of Normal!
  • The Liberating Garands, which fit in one hand each and are always fully Automatic!
  • The Really Big Barrett, which is really, really big!

Spellbooks

There are also mystical spellbooks to be found, which can be wielded in one hand alongside your other guns! Examples include;

  • Healing Aura, which heals your and your nearby teammates!
  • Track, which guides you to the nearest opponent in any direction!
  • Gravity Field, which lifts everyone in a huge radius helplessly into the air!
  • Teleport, which launches a small pellet that teleports you instantly to where it lands!
  • Summon Rock, which summons a rock!

Synergy & Final Tips

Certain weapon combinations work better than others, and certain blessings or attachments can make the difference in how effective your loadout is! Here are a few ideas to get you started when it comes to what to look for when you land.

  • Blessings like Storm and Ice only care about how many bullets hit the opponent, not how much damage is done, so use them with weapons that have a high rate of fire!
  • Accuracy Barrels reduce the amount of spread a gun has, so don’t bother putting it on something like a Musket and save it for your Blunderbuss!
  • If you get downed, you’ll drop the weapon in your first slot, so keep anything precious to you in the second one!

Thanks to Onyyx for his great guide, all credit to his effort. you can also read the original guide from Steam Community. enjoy the game.

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Post Author: Robins Chew

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