keepcalculator

06 Numbers and Powers

Locked 2 Weapons Tier List: Autos & Scrims

Card No. 06·17106 · Updated · Standard formula, shown below

Damage per Second 250 HP/s
Magazine Damage
750 HP
Result
Shots to Kill (150 HP)
6 shots
Result
Time to Kill (150 HP)
0.50 sec
Result
You enter
Time to Kill (s), Damage per Shot, Fire Rate (RPM), Magazine Size
You get
Damage per Second, Magazine Damage, Shots to Kill (150 HP), Time to Kill (150 HP)
Rounding
0 dp · 2 dp

This tier list ranks the best weapons in Locked 2 for both automatic fire and scrimmage play, based on raw time-to-kill, recoil control, and situational versatility. You enter your preferred weapon class and playstyle, and the guide tells you which guns to prioritize in ranked and tournament settings. The rankings below reflect the current meta as of the latest patch, focusing on weapons that consistently win duels and hold angles.

Formula

The core metric for any weapon is time-to-kill (TTK): the time from your first bullet landing to the moment the enemy’s 150 HP pool hits zero. The formula is:

TTK = (shots to kill – 1) × (60 / fire rate)

Where shots to kill = ceil(150 / damage per shot), and fire rate is in rounds per minute. The -1 accounts for the first bullet firing at time zero. Damage per second (DPS) is simply damage × fire rate / 60, and magazine damage is damage × magazine size.

Worked Example

Using the defaults: a weapon dealing 25 damage per shot at 600 RPM with a 30-round magazine.

  1. Shots to kill: ceil(150 / 25) = 6 shots
  2. TTK: (6 – 1) × (60 / 600) = 5 × 0.1 = 0.50 seconds
  3. DPS: 25 × (600 / 60) = 250 HP/s
  4. Magazine damage: 25 × 30 = 750 HP

The calculator returns a TTK of 0.50 seconds, matching the manual math.

Why TTK Drives the Tier List

In Locked 2, every weapon has a distinct damage profile, fire rate, and recoil pattern. The tier list below ranks guns by their effective TTK—the theoretical TTK adjusted for how easy the recoil is to control at typical engagement distances. A gun with a 0.40s TTK but wild horizontal bounce will lose to a 0.55s TTK laser in real fights. Scrims (organized team matches) also value weapons that can win multiple fights per magazine, so magazine capacity and reload speed matter almost as much as raw TTK.

S-Tier: The Meta Defaults

  • Vandal (auto rifle) – 40 damage, 600 RPM, 25-round mag. Two-taps headshots (80 damage per head) and kills in 4 body shots. Its recoil is a straight vertical pull, easy to learn. TTK: 0.30s to the head, 0.40s to the body.
  • Phantom (auto rifle) – 33 damage, 660 RPM, 30-round mag. More forgiving, 5 body shots, but 3 headshots (99 per head) still kill. TTK: 0.36s head, 0.45s body. The extra 5 rounds make it better for 1v2 clutches.
  • Operator (sniper) – 150 damage, 40 RPM, 5-round mag. One-shot to the body at any range. Not an auto, but it defines scrims because it forces the enemy to respect long angles. TTK: 0.00s (instant kill).

A-Tier: Strong but Situational

  • Bulldog (burst rifle) – 35 damage per bullet, 3-round burst, 675 RPM burst rate. One burst to the head (105) leaves a 45 HP enemy; two bursts kill. Effective TTK: 0.27s if you land both bursts, but the burst delay punishes misses.
  • Guardian (semi-auto rifle) – 65 damage, 210 RPM, 12-round mag. Two body shots kill (130), one headshot (130) plus one body. TTK: 0.29s, but requires precise clicking. Better for long-range holds than close-range rushes.
  • Spectre (SMG) – 26 damage, 800 RPM, 30-round mag. Kills in 6 body shots (156), TTK: 0.38s. The high fire rate makes it forgiving, but damage falloff at range is steep. Best for eco rounds and close-quarters sites.

B-Tier: Niche or Outclassed

  • Stinger (SMG) – 27 damage, 900 RPM, 20-round mag. Kills in 6 shots, TTK: 0.33s, but the mag runs dry fast and recoil jumps. Only viable at very close range with a light buy.
  • Marshal (sniper) – 85 damage, 60 RPM, 5-round mag. One-shot to the head (170), but body shots leave 65 HP. A cheaper Operator for eco rounds, but you must hit heads.
  • Judge (shotgun) – 12 pellets × 12 damage (144 max), 60 RPM, 5-round mag. One-shot at point-blank, but useless beyond 5 meters. A niche pick for defending tight corners.

How to Choose for Scrims vs. Autos

In scrims, coordination and utility usage matter more than individual fragging. The Operator is non-negotiable on defense for most maps because it denies entire lanes. Your riflers should default to Vandal/Phantom, but the Phantom’s larger mag helps when retaking sites against multiple enemies. In autos (casual or ranked solo queue), you face more unpredictable pushes, so the Spectre’s high fire rate covers mistakes. The Bulldog is a strong budget pick for the second round after a win, letting you save credits for a full buy later.

Common Mistakes and Misconceptions

One frequent error is treating TTK as the only stat. Recoil control, movement speed, and reload time all affect real-world performance. Another mistake is ignoring damage falloff—the Spectre and Stinger lose ~30% damage beyond 15 meters, making their TTK calculations meaningless at range. Also, many players overvalue the Vandal’s one-tap headshot potential; in practice, hitting two headshots in a row is rare, so the Phantom’s consistency often wins more rounds. Finally, don’t forget that the Operator costs more than twice a rifle—if you miss your first shot, you’re likely dead, so it’s a high-risk, high-reward choice.

Frequently Asked Questions

Is the Vandal always better than the Phantom?

No. The Vandal has a faster TTK to the head and body at long range, but the Phantom’s 30-round magazine and lower recoil make it better for spraying through smoke or fighting multiple enemies. Most pros use the Phantom on defense and the Vandal on attack, but it’s personal preference.

What’s the best budget weapon for eco rounds?

The Bulldog is the best value at 2050 credits—it can one-burst an enemy with a headshot if they have light shields (100 HP). The Marshal at 950 credits is also strong if you can hit headshots. Avoid the Stinger unless you plan to rush a close site.

Does the tier list change after the latest patch?

Balance patches can shift weapons by a tier or two. The current list reflects the post-4.0 meta where the Vandal and Phantom dominate, but if a patch reduces the Vandal’s damage or increases the Spectre’s falloff, rankings will move. Always check patch notes for exact numbers.

Should I use the Judge on defense?

Only on maps with tight chokepoints like Split or Bind. The Judge is a one-shot at point-blank, but its slow fire rate and short range mean you’ll lose to any rifle beyond 5 meters. It’s a gamble that works if the enemy rushes you, but it’s not a reliable choice.

How do I improve my aim to make the Vandal worth it?

Practice in the range with the Vandal’s recoil pattern—pull down in a straight line and counter the slight right drift after 8 shots. Use the Guardian to train crosshair placement, since it rewards precise first shots. Aim at head level and learn common angle pre-aims.

Related

Formula used
in t | Time to Kill (s) | sec | 0.8 | 0 | 5
in d | Damage per Shot | HP | 25 | 1 | 200
in r | Fire Rate (RPM) | shots/min | 600 | 1 | 1200
in m | Magazine Size | rounds | 30 | 1 | 150
out dps | Damage per Second | HP/s | d * (r / 60) | 0
out mag_dmg | Magazine Damage | HP | d * m | 0
out ttk | Shots to Kill (150 HP) | shots | ceil(150 / d) | 0
out ttk_time | Time to Kill (150 HP) | sec | (ceil(150 / d) - 1) * (60 / r) | 2

Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work

Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.

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