Data coverage: Oct 25, 2026 – Oct 29, 2026 (UTC)
5-day rolling telemetry windowPage generated: Oct 29, 2026, 6:23 PM UTCTelemetry aggregate refreshes daily
Mk12

Mk12

DMR

Accepts foregrips; integrated bipod aids prone fire.

The Mk12 is a semi-automatic DMR chambered for 5.56mm ammunition. It supports lower-rail grips and includes a bipod for steadier prone fire.

Select a weapon to view its damage stats

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Hit Rate12.4%
HS %19.0%
Users5.2%
Kill Dist140m
Fire Rate180 RPM
Muzzle Vel.956 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

334 ms between shots

Muzzle Velocity

956 m/s

R² = 0.99 (15 buckets)

Velocity Range

941–513.4 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). Values are average flight speeds, not instantaneous speeds. Low-sample or inconsistent tails are omitted.

Bullet Drop

Estimated gravitational displacement (½gt², g = 9.8 m/s²) from event timing, not measured drop below the aim point or scope holdover. Only sufficiently sampled, consistent distance buckets are published.

Estimated drop at 200–250 m

35.2 cm

1.58 mrad equivalent angle

Estimated drop at 400–450 m

178.2 cm

4.22 mrad equivalent angle

Estimated drop at 600–650 m

561.0 cm

9.01 mrad equivalent angle

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 30 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 %

PUBG Weapon Damage by Body Part & Distance

Configure victim equipment and body parts to analyze PUBG weapon damage across distance 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

Damage by Body Part

Toggle to compare damage values

Damage Across 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.

Scope / Sight

AttachmentUsage %Acc %Kill %Avg Dmg
1Holosight
0.1%
10.53%
-3.50pp
1.24%
+0.36pp
18.8
-0.69 dmg
2Red Dot Sight
0.1%
13.13%
-0.90pp
1.01%
+0.13pp
21.3
+1.81 dmg
3Hybrid Scope
2.0%
15.16%
+1.13pp
0.92%
+0.04pp
19.3
-0.19 dmg
48x Scope
34.7%
15.48%
+1.45pp
0.85%
-0.03pp
19.6
+0.11 dmg
53x Scope
0.6%
15.59%
+1.56pp
0.85%
-0.03pp
18.5
-0.99 dmg
—No attachment
0.1%
13.78%1.28%16.6

Grip / Laser

AttachmentUsage %Acc %Kill %Avg Dmg
1Laser Sight
0.6%
16.19%
+1.07pp
0.89%
+0.06pp
20.1
+0.35 dmg
2Thumb Grip
11.4%
15.33%
+0.21pp
0.86%
+0.03pp
19.5
-0.25 dmg
3Half Grip
6.1%
14.86%
-0.26pp
0.83%
0.00pp
19.5
-0.25 dmg
4Lightweight Fore Grip
58.0%
14.88%
-0.24pp
0.82%
-0.01pp
19.4
-0.35 dmg
5Foregrip
12.6%
14.77%
-0.35pp
0.81%
-0.02pp
20.2
+0.45 dmg
—No attachment
2.0%
16.02%0.85%20.0

Muzzle

AttachmentUsage %Acc %Kill %Avg Dmg
1Flash Hider SR
8.5%
15.01%
+0.08pp
0.87%
+0.05pp
19.8
+0.27 dmg
2Suppressor SR
10.5%
15.34%
+0.41pp
0.87%
+0.05pp
19.1
-0.43 dmg
3Compensator SR
22.8%
15.17%
+0.24pp
0.85%
+0.03pp
19.9
+0.37 dmg
4Flash Hider AR
11.5%
14.75%
-0.18pp
0.81%
-0.01pp
19.6
+0.07 dmg
5Suppressor AR
18.8%
14.59%
-0.34pp
0.79%
-0.03pp
19.2
-0.33 dmg
—No attachment
5.3%
15.01%0.82%19.9

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.

Patch history

Mk12NerfPCconsole

Damage decreased from 44 to 43 and horizontal recoil increased by approximately 8%.

Effective 2/4/2026, 12:00:00 AMPatch Notes - Update 40.1

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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