Fire Rate

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Fire Rate icon Fire Rate, also known as Bullets Per Second, is a stat that determines the amount of ammo that will be fired by the weapon per second. Its inverse is called gun cycle time, which instead measures seconds per bullet.

Several heroes have abilities that increase their Fire Rate to shoot faster, and it can also be decreased, primarily through enemy items. All bonuses and slows are combined into a single total modifier, which is then applied to the hero's base Fire Rate.

Calculation

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Total modifier

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Bonuses and slows are combined under separate rules: positive bonuses are additive, while slows are multiplicative.

Total Modifier=(Sum of Bonuses)−(Total Slows)

Where:

  • Sum of Bonuses = all positive bonuses added together (e.g., 0.18+0.2)
  • Total Slows = the result of multiplying the remaining values of each slow: (1−Slow1)×(1−Slow2)×…

Any total modifier lower than -50% is capped at that value.

Applying the modifier

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The total modifier is not applied the same way in both directions. Its effect depends on its sign:

  • If the total modifier is positive, it increases Fire Rate directly:
Final Fire Rate=Base Fire Rate×(1+Total Modifier)
  • If the total modifier is negative, it instead increases the gun cycle time, the interval between shots:
Final Fire Rate=Base Fire Rate1+|Total Modifier|

Because a negative modifier lengthens the interval rather than shortening the rate, it reduces the number of bullets fired per second by less than its stated value:

  • A -10% modifier leaves 90.9% of base Fire Rate.
  • A -25% modifier leaves 80% of base Fire Rate.
  • A -50% modifier, the maximum, leaves 66.7% of base Fire Rate, a reduction of only 33.3% in bullets per second.

Positive modifiers have no equivalent discrepancy: a +50% modifier grants a full 50% more bullets per second. The in-game UI reports the total modifier itself, not the resulting change in bullets per second.

Examples

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Combined bonuses and slows

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For an example with multiple sources:

First, the groups are calculated separately:

  • Bonuses: 0.18+0.2=0.38
  • Slows: (1−0.25)×(1−0.28)=0.75×0.72=0.54

They are then combined into the total modifier:

Total Modifier=0.38−(1−0.54)=0.38−0.46=−0.08

Because the total modifier is negative, it is applied to the gun cycle time:

Final Fire Rate=Base Fire Rate1+0.08=0.926×Base Fire Rate

The hero therefore fires 7.4% fewer bullets per second, while the in-game UI displays the total modifier of -8%, rounded to the nearest whole number.

Maximum slow reduction

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For an example with only slows applied:

The calculation is:

0−(1−(0.75×0.72×0.68))
0−(1−0.3672)=−0.6328

This results in a calculated modifier of -63.28%. Due to the cap, the value is raised to the maximum of -50%, which is then applied to the gun cycle time:

Final Fire Rate=Base Fire Rate1+0.5=0.667×Base Fire Rate

Even under the maximum possible slow, the hero still fires two thirds of the bullets per second of an unslowed hero.

Base Fire Rate

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Values referenced from Hero Comparison Table.

Base Fire Rate
Hero Rounds/s Spirit Scaling
Abrams 1.59 +0
Apollo 2.63 +0
Baba 3.23 +0
Bebop 11.9 +0
Billy 11.8 +0
Calico 4.76 +0
Celeste 1.72 +0
Deadman Danny 4 +0
The Doorman 1.59 +0
Drifter 2.27 +0
Dynamo 3.81 +0
Graves 9.8 +0
Grey Talon 1.67 +0
Haze 9.52 +0
Holliday 2.12 +0
Infernus 9.52 +0
Ivy 13.6 +0
Kelvin 3.81 +0
Lady Geist 2.12 +0
Lash 5.83 +0
McGinnis 4.76 +0
Mina 3.97 +0
Mirage 2.72 +0
Mo & Krill 5.29 +0
Nurse Harrow 2.63 +0
Paige 2 +0
Paradox 7.56 +0
Pocket 1.9 +0
Rat King 5 +0
Rem 3.85 +0
Seven 5.83 +0
Shiv 1.81 +0
Shiv (alt fire) 0.794 +0
Silver 1.18 +0
Silver (Transformed) 2 +0
Sinclair 2.72 +0
Solomon 2 +0
Venator 7.94 +0
Victor 5.05 +0
Vindicta 4.33 +0
Violet 1.54 +0
Viscous 4.76 +0
Viscous (alt fire) 0.794 +0
Vyper 14.3 +0
Warden 3.81 +0.008
Wraith 10.6 +0
Yamato 2.38 +0
Yamato (alt fire) 0.952 +0

Notes:

  • Due to a bug, The Doorman's and Paige's weapons have incorrect fire rate values listed in the game UI. The values listed here are accurate.
  • McGinnis' and Victor's weapons have a wind-up time before reaching maximum fire rate.

Sources

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Fire Rate

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Abilities

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This is a dynamic list "firerate". Edit contents · Edit notes.
Hero Ability Notes
Apollo Disengaging Sigil After T1.
Deadman Danny Jettison Fuel After T2.
Haze Bullet Dance —
Ivy Kudzu Connection Scales with Spirit Power. Upgrades at T2.
Lady Geist Soul Exchange After T3.
Mina Sanguine Retreat After T1.
Love Bites After T3.
Mirage Traveler After T1.
Paige Plot Armor After T1. Scales with Spirit Power.
Silver Slam Fire —
Lycan Curse —
Sinclair Spectral Assistant After T3.
Victor Shocking Reanimation After T1 and only while on cooldown.
Wraith Full Auto Upgrades at T2.

Items

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Map Spawns

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  • Golden Statues can provide a permanent increase: +1.5% Fire Rate before 10 minutes, +2% Fire Rate after 10 minutes, and +2.5% Fire Rate after 30 minutes.
  • Powerup runes can provide a temporary Gun buff that provides +12% to +35% Fire Rate for 160 seconds (scaling with game time from 5 to 40 minutes).

Fire Rate Slow

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Abilities

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This is a dynamic list "firerateslow". Edit contents · Edit notes.
Hero Ability Notes
Bebop Exploding Uppercut Scales with Spirit Power.
Kelvin Arctic Beam Upgrades at T1.
Frozen Shelter —
Lash Flog After T2.
Nurse Harrow Lurking Terrors —
Pocket Enchanter's Satchel After T3.
Rem Pillow Toss After T2.
Sinclair Vexing Bolt After T1.
Solomon Rook Battery After T1.
Violet Living Ink —
Warden Alchemical Flask After T3.
Yamato Crimson Slash —

Items

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This is a dynamic list "Fire Rate Slow". Edit contents.
NameSouls CostCategoryStat change
Hunter's Aura3,200 Weapon+15% Fire Rate Slow
Juggernaut6,400 Vitality+40% Fire Rate Slow
Rusted Barrel800 Spirit+32% Fire Rate Slow
Suppressor1,600 Spirit+28% Fire Rate Slow