DUELIST: PvP Weapon Comparison Table
How to read the comparison table
Our comparison table organizes DUELIST: PvP weapons by class with relative damage per shot, cyclic fire rate, effective range band, mobility penalty, and duel mode suitability. Exact numeric values shift in beta — treat columns as comparative ranks (High/Medium/Low) until dataminers confirm patches.
Use the table to answer: "Does my SMG out-DPS that rifle inside 10 meters?" and "Which marksman loses least movement speed?"
Damage and TTK
Headshot multipliers define burst weapons in tier list debates. Body-shot baseline matters for console and mobile players landing fewer headshots — see A-tier weapons.
TTK = shots to kill ÷ fire rate adjusted for reload. Dodge windows invalidate theoretical TTK — practical duels include missed bursts.
Range and falloff
Third-person duels happen at mid range more than COD-style long lanes. Weapons with gentle falloff dominate 1v1 arenas; steep falloff weapons need map control on close rotations.
ADS spread versus hip-fire spread columns explain SMG S-tier status in CQC.
Updating after patches
When patch notes mention global TTK changes, we refresh comparison rows first, then narrative tier pages.
Pair table reading with gameplay tests in unranked — numbers never capture feel fully.
Weapon tier overview
| Weapon | Tier | Role | Notes |
|---|---|---|---|
| Assault Rifle | S | All-round | Stable recoil, strong mid-range duels |
| SMG | S | Close range | High mobility fights, melts in 1v1 corners |
| Shotgun | A | Burst | Punishes bad spacing; weak at range |
| Sniper | A | Long range | Arena sightlines; demands flick accuracy |
| LMG | B | Suppress | Team modes; slower repositioning |
| Pistol | B | Flex | Skill ceiling; budget loadout friendly |