BEST WEAPONS - Mutant Rankings

Best Weapons against Mutants

More data = More Reliable Results. Help the project here  |  Why so little reliable results?

0% reliable data
0 / 168 weapons
0% in rankings
0 / 168 weapons
0% submitted
0 / 168 weapons
Include PseudoGiant Data
ALL ARMOR
Merge Ammo Variants
🔧 Toolkit:
⚡ Best Weighted avg Master TTK across mutant size classes (lower is better) - weapons
#Weapon Master
TTK
Avg
TTTK
Giant Strong Medium Small Toolkit Notes
💸 Cheapest Weighted average cost per kill in roubles (lower is better) - weapons
#Weapon Avg Cost/
Kill
Master
TTK
Giant Strong Medium Small Toolkit Notes
⚖️ Balanced Weighted Master TTK 60% + Cost 40% (lower is better) - weapons
#Weapon Balance
Score
Avg Cost/
Kill
Giant Strong Medium Small Toolkit Notes
⚠ Insufficient Data Under 5 kills in any active size class, or under 50 total = excluded from rankings
Pre-Processing
  • ● Data Cleaning: Every log players send is checked for duplicate entries and outlier data (non-vanilla ballistics, artifact on-hit effects...). Anything suspicious is skipped before being added to the database.
  • ● Minimum Sample Size: Each weapon needs enough kills recorded to enter the rankings pool (combination of mutant size / weapon / ammo). Anything below a reliable threshold is dropped.
  • ● IQR Outlier Removal: Statistical freaks and big outliers are automatically removed to not skew the data (mutant that ran away after being shot and shows as a 40s kill when the average for that bucket is 3s, for example).
  • ● Distance Merging: All range entries (Close / Medium / Long) for a given weapon + ammo + size class are kill-weighted into a single entry, since range matters less for mutant encounters than for NPCs.
TTK
Time To Kill / What happens in-game
Time from first shot to kill shot, measured in-game. Big melting pot of accuracy, fire rate, player skill and aim, enemy behavior etc. Very noisy by essence, but a real gameplay measurement.
STK
Standardized TTK / Theoretical limit of the weapon
Theoretical minimum kill time if every bullet hits, with reload time taken into account. This is the "weapon's ceiling" and a stat anchor to dampen a bit the very noisy TTK.
TTTK
True TTK / Recoil & Accuracy
Takes recorded accuracy and asks how long it realistically takes to land enough hits to kill. Allows weapons with good recoil to shine, balancing skill and weapon performance metrics.
Master TTK
Final Metric / The Ranking Scale
Weighted mix of all the previous data points. Aims at being a good representation of a weapon performance by balancing in-game recorded data, weapons "on-paper" stats, and players variable skill level.

Mutant Class Weights
All mutant classes have the same weight in the rankings. PseudoGiants are toggled off by default as they use different ammo damage multipliers.
25% PseudoGiant
25% Strong
25% Medium
25% Small
When PseudoGiant is excluded, remaining weights are renormalized: Small 33%, Medium 33%, Strong 33%.
Small
Flesh
Cat
Dog
Zombie
Tushkano...
Medium
Boar
Pseudodog
Snork
Lurker
Fracture...
Strong
Bloodsucker
Burer
Chimera
Controller...

⚡ Best
Lowest Master TTK
Ranks by weighted average Master TTK across all active size classes. Lower is better. The Low Data badge appears when total active kills are under 125 and any active class is under 25 kills.
💸 Cheapest
Lowest cost/kill
Average roubles spent per kill. Cheap and fast will be ranked at the top. Secondary column shows Master TTK so you can see what you're trading in speed for money.
⚖️ Balanced
Real efficiency
Normalises each weapon's Master TTK and Cost as a weighted score: TTK × 60% + Cost × 40%. TTK has higher weight as kill speed is the primary combat variable. Ties (within 2%) are grouped.