RUSTLY

Rust Damage Calculator

Pick a weapon and a target's HP to see body shots needed, DPS and time to kill.

Body Shots
1
Damage / Shot
180
DPS
360
Time to Kill
Instant

Body damage only — no headshot multiplier or armor reduction is applied, since those depend on hit location and the target's specific armor loadout rather than the weapon alone. Time to kill assumes every shot lands. Reload time is added once you exceed a magazine's capacity. Full damage chart →

Shots to kill a player (100 HP)

Body shots and time to kill against a full-health player, no armour and no headshots. Change the target HP in the calculator above for scientists, animals or a wounded player.

WeaponDamageBody shotsTime to kill
Double Barrel Shotgun1801Instant
Waterpipe Shotgun1801Instant
M4 Shotgun157.51Instant
Bolt Action Rifle8021.71s
High Caliber Revolver6520.70s
Crossbow6027.13s
Python Revolver6020.20s
Assault Rifle5020.13s
Hunting Bow5022.25s
Mini Crossbow5021.00s
Speargun5027.13s
LR-300 Assault Rifle4530.24s
SKS42.530.30s
Blow Pipe40312.00s
Pump Shotgun4032.18s
Semi-Automatic Rifle4030.35s

Weapons with a known fire rate only, so every time-to-kill here is a real figure rather than a blank. For damage, RPM and DPS across every weapon in the game, see the weapon damage chart.

Explosives Aren't Included

C4, rockets, satchels and explosive ammo don't have a single "damage" number the way guns do — their effective damage changes depending on what they're hitting, since building materials each resist explosives differently. For exact explosive counts against a specific wall, door or vehicle, use the raid chart or the raid calculator instead.

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Damage & TTK — common questions

How much damage does C4 do in Rust?expand_more

C4 doesn't have one fixed damage number against players the way a gun does — it's a raid explosive, and its effective damage against a structure changes depending on that structure's material and resistances. For exact counts against a specific wall or door, use the raid chart instead of a flat damage figure.

How much damage does a rocket do in Rust?expand_more

Same story as C4 — a rocket's effective damage depends on what it's hitting (stone, metal and HQM all resist differently), so there's no single number that applies everywhere. See the raid chart for exact rocket counts per structure.

How much damage does the High Caliber Revolver do?expand_more

65 body damage per shot at 86 RPM — 2 body shots to drop a 100 HP player. It's the hardest-hitting pistol-class weapon in Rust, trading a slow fire rate and small magazine for near-rifle damage per hit.

How many bullets does it take to kill a player in Rust?expand_more

Depends entirely on the weapon and hit location — a base player has 100 HP. An Assault Rifle (50 damage) kills in 2 body shots, an MP5A4 (33 damage) takes 4, and a Bolt Action Rifle (80 damage) takes 2. Headshots deal more, but we don't have a verified headshot multiplier to publish a one-shot number. Use the calculator above for any weapon's body-shot count.

Which Rust weapon has the fastest time to kill?expand_more

Among weapons that need more than one hit, the Assault Rifle is fastest against a 100 HP player — 2 body shots at 450 RPM, about 0.13s. The Double Barrel Shotgun, Waterpipe Shotgun, M4 Shotgun technically beat that by killing in a single shot, but only at point-blank range with every pellet connecting. Raw TTK also assumes every shot lands, and says nothing about recoil, range or how forgiving the weapon is under pressure.

Why do shotguns show such high damage per shot?expand_more

A shotgun's damage figure is the total across all its pellets, so it only lands in full at close range with every pellet connecting. At distance the pellets spread and a fraction of that number actually hits, which is why a shotgun's shots-to-kill in this table is a best case rather than a typical one.

What is time to kill (TTK) in Rust?expand_more

TTK is how long a weapon takes to land enough hits to kill a target, based on its damage per shot and fire rate. A high-damage, low-RPM weapon and a low-damage, high-RPM weapon can end up with similar TTK against the same target despite completely different playstyles.

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