All Marathon Weapons
Accuracy and headshot data are estimates. TTK values may differ from in-game results. Verified weapon stats rolling out now.Methodology

How We Calculate TTK

Durandal.gg ranks Marathon weapons by time-to-kill using a 12-step formula. This page explains every step, lists our assumptions, and flags what we know vs. what we're estimating.

25 of 28 weapons have verified base stats from the in-game armory. Weapons without verified data are marked with a yellow warning icon in the UI.

The 12-Step Formula

Steps execute in this fixed order for every weapon, skill level, range, and shield tier.

StepNameWhat it does
1Per-weapon accuracyScale per-weapon ADS baseline by skill ratio, or fall back to type-wide accuracy
2RPM accuracy penaltyFaster-firing weapons get a per-slug accuracy penalty
3Volt projectile penaltyVolt and Volt Cell weapons get reduced hit rate (7 weapons)
3bHit-rate capCap accuracy at 0.99 to prevent unrealistic shot counts
4Base damageUse weapon base damage (charged damage handled separately by wrapper)
5Effective damageBlend body and headshot damage using headshot ratio and precision multiplier
6Shotgun pellet modelMultiple pellets per trigger pull, each with its own hit/crit roll (3 weapons)
7Hits to killDivide EHP by effective damage, round up, then divide by hit rate for shots fired
8-9Segmented fire timePer-magazine loop with N-1 intervals, burst/overheat/charge branches
10Reload cyclesCount reload cycles needed, apply reload cancel or per-round reload
11Additive timesSpin-up time applied per magazine segment
12Final TTKSum of fire time + reload time + spin-up (minimum 0.05s)
Accuracy Model

Each weapon can have its own per-weapon ADS accuracy baseline for each range band (short, medium, long). When a per-weapon baseline exists, it replaces the type-wide pro accuracy as the reference point. The skill scaling ratio ("skillAds / proAds") then adjusts the baseline up or down based on the selected skill level. When no per-weapon data exists, the formula falls back to the type-wide accuracy table, which is identical to the previous behavior.

A hit-rate floor of 0.05 prevents any weapon from being modeled as fully unusable at any range. A hit-rate cap of 0.99 prevents unrealistically low shot counts. Both are applied after RPM and Volt penalties.

Fire Time Model

Fire time is calculated per magazine segment. The total shots needed to kill are divided across magazine loads, and each segment computes its own fire time using N-1 intervals (the first shot in each segment is "free", time only counts between shots). This correctly handles partial magazines on the last segment and ensures reload boundaries are respected.

Weapon Mechanics

Some weapons use special mechanics that branch the formula at specific steps.

Shotgun pellet model (step 6)

Each trigger pull fires multiple pellets. Hit rate determines how many connect, headshot ratio determines how many hit the head. Applies to: WSTR Combat Shotgun (8 pellets). Misriah 2442 (7 pellets). V85 Circuit Breaker (12 pellets).

Burst fire (steps 8-9)

RPM is the intra-burst fire rate. Between burst groups, there's a fixed delay. The number of intra-burst intervals is the total shots minus the number of burst groups (the first shot in each group has no preceding interval). BRRT SMG (5-round, 0.15s delay). BR33 Volley Rifle (3-round, 0.2s delay).

Overheat (steps 8-9)

Weapon fires at listed RPM until an overheat threshold using N-1 intervals, then switches to a sustained rate with full intervals for remaining shots. V22 Volt Thrower (507 RPM → 250 after 12 shots).

Charge weapons

Two charge models exist. Mandatory charge (railguns) requires a charge before every shot: the first shot pays charge time, subsequent shots pay the greater of charge time or the RPM-based interval. Optional charge (V11 Punch, V66 Lookout) computes both tap mode (base damage, no charge) and charge mode (boosted damage, charge timing per shot), then picks whichever yields the lower TTK. V11 Punch (2x charged). V66 Lookout (1.5x charged). Ares RG (0.4s charge). V00 Zeus RG (1.1s charge).

Volt projectile penalty (step 3)

Volt and Volt Cell weapons fire projectiles with travel time, reducing effective hit rate. Volt drain weapons use finite magazines derived from drain percentage (floor(100 / drain%)). They reload normally when the volt battery is depleted. Applies to: V11 Punch, V75 Scar, V22 Volt Thrower, V66 Lookout, V85 Circuit Breaker, V99 Channel Rifle, V00 Zeus RG.

Per-round reload

Weapons with per-round reload (e.g. lever-action rifles) load individual rounds instead of swapping a full magazine. Only the rounds needed for the next segment are loaded, making partial reloads faster. Reload cancel multipliers still apply per round.

Spin-up time

Spin-up time is applied per magazine segment, not just once. After a reload, the weapon must spin up again before firing.

Known Unknowns

These are the biggest assumptions in our model. They affect TTK calculations and are the main source of potential error.

AssumptionCurrent valueConfidenceWhy it matters
Headshot ratiosType-based defaults (6-30%)GuessHigh precision weapons shift dramatically with headshot rate
Accuracy hit ratesPer-weapon baselines + skill scaling ratioEstimatedDetermines shots fired per kill, affects every weapon
Reload cancel timingType-based multipliers (Halo/D2 blend)EstimatedMarathon's actual reload cancel behavior is unknown
Volt projectile penalty0.85 default, 0.75 longEstimatedAffects V11 Punch, V75 Scar, V22 Volt Thrower, V66 Lookout, V85 Circuit Breaker, V99 Channel Rifle, V00 Zeus RG
V11 Punch charge multiplier2xestimatedNot confirmed in-game
BRRT SMG burst delay0.15sestimatedNot confirmed in-game
V22 Volt Thrower initial rpm507estimatedNot confirmed in-game
V22 Volt Thrower overheat threshold12 shotsestimatedNot confirmed in-game
BR33 Volley Rifle burst delay0.2sestimatedNot confirmed in-game
V66 Lookout charge multiplier1.5xestimatedNot confirmed in-game
Misriah 2442 pellet count7estimatedNot confirmed in-game
Ares RG charge time0.4splaceholderNot confirmed in-game
V00 Zeus RG charge time1.1splaceholderNot confirmed in-game
Data Sources

This site covers live, publicly released content only. We do not publish stats for unreleased weapons, hidden content, or anything not available to all players in the current patch.

SourceConfidenceCoverage
In-game armoryVerified25 of 28 weapons
Community datamineCommunity2 of 28 weapons
Datamined manifestScraped1 of 28 weapons
ADS spread formula derivationEstimatedAll accuracy hit rates
Stat Confidence Indicators

Every stat on weapon tooltips and detail pages carries a small dot indicating how confident we are in that value.

IndicatorMeaningHow we got it
● Green — VerifiedConfirmed from the in-game armoryDirect capture from Bungie's armory screen (Steam build 22344335)
● Blue — DataminedExtracted from game packagesADS accuracy and reload speeds extracted from .pkg files at the binary level, keyed to build ID 22344335
● Grey — EstimatedDerived or type-based defaultCalculated from ADS spread angles, genre research, or weapon-type defaults — not directly observed

Datamined ADS accuracy values are original data, not sourced from community sites. Each extraction is tied to a specific Steam build ID so results can be reproduced and updated per patch. 26 of 28 weapons currently have datamined ADS accuracy curves.

Frequently Asked Questions

How does Durandal.gg calculate TTK for Marathon weapons?

We use a 12-step formula that models per-weapon accuracy with skill scaling, segmented fire time with N-1 intervals, weapon mechanics (burst fire, shotgun pellets, overheat, mandatory and optional charge), reload cycles including per-round reload, and spin-up time. The formula runs per weapon, per skill level, per range, and per shield tier.

How accurate is the TTK data?

Base weapon stats (damage, RPM, magazine) are verified from the in-game armory for 25 of 28 weapons. Accuracy hit rates, headshot ratios, and some mechanic values are estimated. All estimated values are flagged in the UI with a warning icon.

What are the biggest unknowns?

Headshot ratios (no gameplay tracking data), accuracy hit rates (derived from ADS spread formulas with per-weapon baselines), and reload cancel timing (based on Halo/Destiny 2 research). Additionally, 9 weapon-specific mechanic values are estimated.

5 critical unknowns affect every ranking. Help us fix them

Launch March 2026. Input: MnK (Steam). mechanicsVersion: 3.0.