Data coverage: Aug 28, 2026Sep 11, 2026 (UTC)
14-day rolling telemetry windowPage generated: Sep 11, 2026, 4:24 PM UTCTelemetry aggregate refreshes daily
SKS

SKS

DMR

Accepts a foregrip and multiple DMR attachments.

The SKS is a semi-automatic DMR chambered for 7.62mm ammunition. It accepts a lower-rail grip along with other DMR attachments.

Select a weapon to view its damage stats

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Hit Rate14.8%
HS %19.0%
Users2.5%
Kill Dist108m
Fire Rate115 RPM
Muzzle Vel.844 m/s

Quick Compare

Compare SKS 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 SKS

Fire Rate

115 RPM

524 ms between shots

Muzzle Velocity

844 m/s

R² = 0.98 (15 buckets)

Velocity Range

848.0533.0 m/s

close to far range

Bullet Velocity by Distance

Measured bullet travel time from SKS 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

44.4 cm

1.99 mrad holdover

Drop at 400 m

198.2 cm

4.69 mrad holdover

Drop at 600 m

560.0 cm

8.99 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 SKS 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
SKS

SKS

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:

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

Attachment Statistics

All weapons →

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

Scope / Sight

AttachmentUsage %Acc %Kill %Avg Dmg
115x Scope
0.3%
75.93%
-2.40pp
9.18%
+1.74pp
28.8
+0.14 dmg
2Red Dot Sight
0.2%
78.22%
-0.11pp
8.91%
+1.47pp
27.8
-0.86 dmg
32x Scope
0.7%
80.94%
+2.61pp
7.64%
+0.20pp
29.2
+0.54 dmg
4Holosight
0.1%
77.97%
-0.36pp
7.49%
+0.05pp
27.9
-0.76 dmg
53x Scope
3.2%
79.39%
+1.06pp
7.42%
-0.02pp
28.6
-0.06 dmg
No attachment
0.2%
70.30%7.89%27.4

Muzzle

AttachmentUsage %Acc %Kill %Avg Dmg
1Suppressor AR
17.4%
77.20%
-0.56pp
7.32%
+0.64pp
28.7
-0.11 dmg
2Suppressor SR
10.0%
77.54%
-0.22pp
6.95%
+0.27pp
28.6
-0.21 dmg
3Flash Hider SR
8.3%
77.24%
-0.52pp
6.67%
-0.01pp
28.9
+0.09 dmg
4Compensator AR
12.5%
78.35%
+0.59pp
6.58%
-0.10pp
28.9
+0.09 dmg
5Flash Hider AR
11.4%
77.71%
-0.05pp
6.48%
-0.20pp
29.0
+0.19 dmg
No attachment
9.5%
78.17%6.48%29.1

Grip / Laser

AttachmentUsage %Acc %Kill %Avg Dmg
1Laser Sight
1.9%
78.18%
+0.28pp
7.00%
+0.23pp
29.2
+0.28 dmg
2Foregrip
19.4%
77.73%
-0.17pp
6.97%
+0.20pp
28.9
-0.02 dmg
3Half Grip
7.8%
77.77%
-0.13pp
6.89%
+0.12pp
29.0
+0.08 dmg
4Thumb Grip
15.6%
77.79%
-0.11pp
6.75%
-0.02pp
28.7
-0.22 dmg
5Tilted Grip
15.4%
78.38%
+0.48pp
6.60%
-0.17pp
28.9
-0.02 dmg
No attachment
4.3%
78.40%6.94%29.2

Stock

AttachmentUsage %Acc %Kill %Avg Dmg
1Cheek Pad
72.6%
77.66%
0.00pp
6.62%
0.00pp
28.8
0.00 dmg
No attachment
27.4%
78.22%6.79%29.0

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

SKSBuffPCconsole

Horizontal recoil decreased approximately 10%, and muzzle velocity drop over distance was reduced.

Effective 12/3/2025, 12:00:00 AMPatch Notes - Update 39.1

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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