Mk12

Mk12

DMR

Semi-auto designated marksmen rifle originally built for use with units of USSOF

5.56mm DMR; high velocity with foregrip support

A hard-hitting 5.56mm DMR exclusive to Taego with high velocity. Features 4 attachment slots including lower rail foregrips. More damage than Mini14 with similar recoil patterns.

Select a weapon to view its damage stats

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Hit Rate12.8%
HS %18.9%
Users5.4%
Kill Dist137m
Fire Rate180 RPM
Muzzle Vel.950 m/s

Quick Compare

Compare Mk12 with other DMR weapons

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Ballistics & Fire Rate

Measured from real match telemetry — bullet velocity, fire rate, and travel time for the Mk12

Fire Rate

180 RPM

333 ms between shots

Muzzle Velocity

950 m/s

R² = 0.99 (15 buckets)

Velocity Range

933.3511.7 m/s

close to far range

Bullet Velocity by Distance

Measured bullet travel time from Mk12 shots in real matches (50–800 m, phase > 1.5). Velocity decays with distance due to drag.

Bullet Drop

How far the bullet falls below the aim point over distance, derived from measured flight time. Useful for comparing trajectory flatness between weapons.

Drop at 200 m

35.2 cm

1.58 mrad holdover

Drop at 400 m

178.2 cm

4.22 mrad holdover

Drop at 600 m

563.1 cm

9.03 mrad holdover

Bullet Drop by Distance

Estimated from real match flight times, median-aggregated per 50 m bucket. P75 shows upper spread. Negative values = bullet falls below aim point.

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Usage Patterns & Trends

How and where players use the Mk12 in real matches

Performance Trends (Last 29 Days)

Effectiveness Trends

Hit rate and kill efficiency over time

Popularity Trends

Weapon usage share over time

Map & Circle Usage

By Map

Weapon usage % across maps (14d)

Circle Phase

Usage by circle number

Combat Distances by Map

Average engagement distances across maps

Distance Profile

Engagement distribution %

Damage Analysis by Distance

Configure victim equipment and body parts to analyze weapon damage at different ranges

Victim Equipment

Select armor to simulate damage
Mk12

Mk12

DMR
Military Helmet (Level 2)

Military Helmet (Level 2)

40% damage reduction.

150 APLevel 2
Police Vest (Level 2)

Police Vest (Level 2)

40% damage reduction.

220 APLevel 2

Hit Zone Damage Lines

Toggle to compare damage values

Damage by Distance

Each bin is 25m (0–800m)

Current configuration:

Mk12
Military Helmet (Level 2)
Police Vest (Level 2)

Attachment Statistics

All weapons →

Which attachments players use on the Mk12 — ranked by kill %. +pp / −pp shows the delta vs. the slot average across all attachments.

Grip / Laser

AttachmentUsage %Acc %Kill %Avg Dmg
1Laser Sight
0.6%
77.14%
-0.83pp
6.14%
+0.61pp
24.9
+0.18 dmg
2Half Grip
5.9%
78.27%
+0.30pp
5.55%
+0.02pp
24.7
-0.02 dmg
3Foregrip
13.0%
78.48%
+0.51pp
5.53%
0.00pp
24.7
-0.02 dmg
4Tilted Grip
11.0%
78.44%
+0.47pp
5.49%
-0.04pp
24.8
+0.08 dmg
5Thumb Grip
11.1%
78.31%
+0.34pp
5.36%
-0.17pp
24.6
-0.12 dmg
No attachment
1.9%
77.65%5.75%25.1

Scope / Sight

AttachmentUsage %Acc %Kill %Avg Dmg
1Holosight
0.0%
72.76%
-4.26pp
5.97%
+0.48pp
24.3
-0.73 dmg
23x Scope
0.7%
75.80%
-1.22pp
5.87%
+0.38pp
24.8
-0.23 dmg
3Hybrid Scope
2.6%
78.11%
+1.09pp
5.61%
+0.12pp
24.8
-0.23 dmg
42x Scope
0.2%
78.95%
+1.93pp
5.59%
+0.10pp
25.4
+0.37 dmg
5Red Dot Sight
0.1%
73.72%
-3.30pp
5.44%
-0.05pp
27.1
+2.07 dmg
No attachment
0.0%
86.13%6.36%24.8

Muzzle

AttachmentUsage %Acc %Kill %Avg Dmg
1Suppressor SR
11.5%
77.87%
+0.12pp
5.51%
+0.21pp
24.5
-0.16 dmg
2Suppressor AR
19.0%
77.33%
-0.42pp
5.37%
+0.07pp
24.5
-0.16 dmg
3Flash Hider SR
7.8%
77.74%
-0.01pp
5.33%
+0.03pp
24.8
+0.14 dmg
4Muzzle Brake
11.9%
77.66%
-0.09pp
5.29%
-0.01pp
24.6
-0.06 dmg
5Flash Hider AR
10.6%
77.94%
+0.19pp
5.29%
-0.01pp
24.8
+0.14 dmg
No attachment
5.0%
76.92%5.33%25.1

Understanding the Data

Performance Metrics

  • Hit Rate: Percentage of shots that connect with targets. Higher is better for accuracy.
  • Headshot %: Percentage of hits that land on the head. Critical for damage output.
  • Kill/Shot & Kill/Hit: Lethality metrics showing how deadly each shot or hit is.
  • Dmg/Shot & Dmg/Hit: Average damage dealt per shot fired or hit landed.
  • Shot/User Share: Popularity metrics showing weapon usage across matches.

Usage Pattern Charts

  • By Map: Shows which PUBG maps this weapon is most popular on, helping you pick the right weapon for each map.
  • Combat Distances: Average distances where players hit and kill with this weapon on different maps. Useful for understanding optimal engagement ranges.
  • Game Phase: When players use this weapon during matches (Early/Mid/Late game). Circles (●) represent match progression.
  • Distance Profile: Distribution of engagements across distances shown as percentages. Reveals the weapon's most common combat ranges.

Damage Range Chart (Main Chart)

The interactive chart above shows how weapon damage varies with distance and victim armor. Select different helmets and vests to see how armor affects damage to different body parts. Toggle hit zones (Head, Torso, Arm, Leg, etc.) to compare damage values. The "Current configuration" banner shows your selected setup.

About Our Data (Beta)

This feature is in beta. We collect and analyze millions of telemetry events from PUBG matches daily to bring you the most accurate weapon statistics possible.

What you should know:

  • Missing data points: If you see gaps in the chart, it means we don't have enough sample data in that distance bucket yet to show it confidently.
  • Unusual values: Some values may appear unexpected as we continue to refine our analysis algorithms and collect more data.
  • Continuous improvement: Our data collection and processing systems are constantly being improved to provide better accuracy.

Found something wrong or have feedback? Contact us and let us know what we can improve!

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