Combat math
Can one gun finish a 1v4?
What a clutch costs in ammunition before skill enters the picture, and why the loadout that wins a clutch is not the loadout your team runs.
Ammunition budget: M416
| Hits to knock one enemy | |
| Hits to knock the whole squad | |
| Rounds you must fire, at your hit rate | |
| Rounds in one extended magazine | |
| Swapping instead of reloading saves |
Rounds to fire, by hit rate and enemy armour
Each cell is what knocking the squad costs at that accuracy and armour, measured against 40 rounds in one magazine. Hover or tab onto a cell for the arithmetic.
| Hit rate | Level 1 vest | Level 2 vest | Level 3 vest |
|---|
Double-gun loadouts, ranked by margin
| Loadout | Both guns work inside 30 m | Usable rounds | Margin |
|---|
Margin is usable rounds minus rounds needed. A marksman rifle or sniper contributes nothing at fifteen metres, so those pairings score exactly as one gun would — which is the case for changing weapons when your last teammate goes down.
Weapon database
Read before quoting. PUBG Mobile publishes no weapon statistics — the game shows a power bar. Every figure here is a community private-lobby estimate, sources disagree (two put the M416 at 41 and 43), and reload times could not be sourced for most weapons. Each row carries its own confidence grade; a dash is a genuine gap, not a zero.
| Weapon | Class | Damage | Mag / ext | Reload | Hits to knock | Confidence | Note |
|---|