Left 4 Dead 2 Mini Wiki


Weapon Stats Summary


Weapon Damage Related Stats Accuracy Related Stats
Dmg Bul. RM R GR PNL PP PMD CPMD CT CS CC DPS DPM TD VP SPP MS SD MDS MSS MIAS MMS (SG)PSP (SG)PSY
Uzi 20 1 0.84 2500 None 2 30 0 0 0.0625 50 650 320 1000 10600 0.9 0.32 30 5 0.7 1 1.7 3
Mac-10 25 1 0.84 2200 900 2 30 0 0 0.0625 50 650 400 1250 17500 1 0.4 30 5 0.85 1.2 1.7 3
H&K MP5 26 1 0.84 2500 None 2 30 0 0 0.075 50 650 312 1300 18200 1 0.32 30 5 0.75 1.1 1.7 3
Pump Shotgun 250 10 0.7 3000 None 2 30 500 300 0.5 8 72 500 2000 16000 4 1 5 5 0 0.8 2.5 1.5 5.0 7.5
Chrome Shotgun 248 8 0.7 3000 None 2 30 496 300 0.5 8 72 496 1984 15872 4 1 5 5 0 0.8 2.5 1.5 3.0 5.0
Assault Rifle 33 1 0.97 3000 1500 2 50 377 0 0.0875 50 360 377 1650 13530 1.2 0.75 30 5 0.05 0.4 1.5 5
Combat Rifle 44 1 0.97 3000 1500 2 50 352 0 0.07 60 360 352 2640 18480 1 0.6 5 4 0.05 0.35 1.25 4
AKM 58 1 0.97 3000 1500 2 50 446 0 0.13 40 360 446 2320 23200 2 1.6 35 7 0.5 1 3 6
SG552 33 1 0.97 3000 1500 2 50 363 0 0.0825 50 360 363 1650 13530 1.2 0.75 30 5 0.05 0.4 1.5 5
Tactical Shotgun 253 11 0.7 3000 None 2 30 1687 0.15 10 90 2530 25300 3 20 5 5 0 0.8 2.5 1.5 4.0 8.5
Combat Shotgun 252 9 0.7 3000 None 2 30 1680 0.15 10 90 2520 25200 3 22 5 6 0 0.75 2.5 1.5 3.5 8.0
Hunting Rifle 90 1 None 8192 None 2 50 360 0.25 15 150 1350 14850 1.5 1 15 8 0 0.1 1.5 3
Military Rifle 90 1 None 8192 None 2 50 360 0.25 30 180 2700 18900 1.5 1 15 8 0.05 0.5 1.5 5
Steyr Scout 105 1 None 8192 None 2 50 105 0.9 15 180 1350 17550 1.5 1 15 8 0 0.1 1.5 3
AWP 115 1 None 8192 None 2 50 115 1.05 20 180 2300 23000 1.5 1 15 8 0 0.1 1.5 3
Grenade Launcher 400-1000 1 0.97 3000 1500 2 50 400-1000 0.5 1 30 12000-30000 1.2 0.75 30 5 0.05 0.4 1.5 5
M60 50 1 0.97 3000 1500 2 50 50 0.11 150 None 454.5 2 1.6 35 7 0.5 1 3 6

Tier 1 weapons


Uzi

The Uzi is the weakest of all weapons, however used with a laser sight it can become a very lethal bullet hose. Good at picking commons because of it's run and gun accuracy. Headhunting is the best thing this weapon can do at closer range, even against incoming hordes.

Damage Related

Damage:20

Bullets:1

RangeModifier:0.84

Range:2500

GainRange:None

PenetrationNumLayers:2

PenetrationPower:30

PenetrationMaxDistance:0

CycleTime:0.0625

ClipSize:50

CarryCapacity:650

Damage per Second:320

Damage per Magazine:1000

Total Damage:10600

Accuracy Related

VerticalPunch:0.9

SpreadPerShot:0.32

MaxSpread:30

SpreadDecay:5

MinDuckingSpread:0.7

MinStandingSpread:1

MinInAirSpread:1.7

MaxMovementSpread:3

Mac-10 (Silenced SMG)

The Mac-10 is the third weakest weapon of all damage per shot, this proves the Mac-10 to be a lot more efficient at dealing damage overall, but the slight changes in power does bad to it's accuracy, weapon spread and kick, all upon player decision which ever they prefer best.

Damage Related

Damage:25

Bullets:1

RangeModifier:0.84

Range:2200

GainRange:900

PenetrationNumLayers:2

PenetrationPower:30

PenetrationMaxDistance:0

CycleTime:0.0625

ClipSize:50

CarryCapacity:650

Damage per Second:400

Damage per Magazine:1250

Total Damage:17500

Accuracy Related

VerticalPunch:1

SpreadPerShot:0.4

MaxSpread:30

SpreadDecay:5

MinDuckingSpread:0.85

MinStandingSpread:1.2

MinInAirSpread:1.7

MaxMovementSpread:3

H&K MP5

As the second weakest weapon, the H&K MP5 holds itself in between damage and accuracy of both other SMGs however it's reload is extremely slow thus not making it a very reliable weapon unless the server you are on have it's reload changed to be as comparable as the other SMG's, the MP5 is just the worst of the 3.

Damage Related

Damage:26

Bullets:1

RangeModifier:0.84

Range:2500

GainRange:None

PenetrationNumLayers:2

PenetrationPower:30

PenetrationMaxDistance:0

CycleTime:0.075

ClipSize:50

CarryCapacity:650

Damage per Second:312

Damage per Magazine:1300

Total Damage:18200

Accuracy Related

VerticalPunch:1

SpreadPerShot:0.32

MaxSpread:30

SpreadDecay:5

MinDuckingSpread:0.75

MinStandingSpread:1.1

MinInAirSpread:1.7

MaxMovementSpread:3

Remington 870 Police Magnum Riot (Pump Shotgun)

It's spread with added pellets can allow wider clearing compared the Chrome Shotgun, making it better at handling hordes.

Damage Related

Damage:250 (10 pellets * 25 damage each)

Bullets:10

RangeModifier:0.7

Range:3000

GainRange:None

PenetrationNumLayers:2

PenetrationPower:30

PenetrationMaxDistance:500

CharacterPenetrationMaxDistance:300

CycleTime:0.5 (72/minute)

ClipSize:8

CarryCapacity:72

Damage per Second:500

Damage per Magazine:2000

Total Damage:16000

Accuracy Related

VerticalPunch:4

SpreadPerShot:1

MaxSpread:5

SpreadDecay:5

MinDuckingSpread:0

MinStandingSpread:0.8

MinInAirSpread:2.5

MaxMovementSpread:1.5

PelletScatterPitch:5.0

PelletScatterYaw:7.5

Remington 870 Marine Magnum (Chrome Shotgun)

Having a tighter spread, everything such as skeets or witch crowning becomes a lot easier if used right, however with the lower pellet count it's focused power makes it less efficient at horde control.

Damage Related

Damage:248 (8 pellets * 31 damage each)

Bullets:8

RangeModifier:0.7

Range:3000

GainRange:None

PenetrationNumLayers:2

PenetrationPower:30

PenetrationMaxDistance:500

CharacterPenetrationMaxDistance:300

CycleTime:0.5 (72/minute)

ClipSize:8

CarryCapacity:72

Damage per Second:496

Damage per Magazine:1984

Total Damage:15872

Accuracy Related

VerticalPunch:4

SpreadPerShot:1

MaxSpread:5

SpreadDecay:5

MinDuckingSpread:0

MinStandingSpread:0.8

MinInAirSpread:2.5

MaxMovementSpread:1.5

PelletScatterPitch:3.0

PelletScatterYaw:5.0


Tier 2 weapons


M16A2 (Assault Rifle)

The M16A2 is the weapon of choice for all around situations, the fast reload and ability to fire controlled shots compensates for the lack of damage, this one can be nullified by headhunting. Though being an heavier assault rifle, run and gun is not the most viable idea unless you are at CQC. Undisciplined players might find themselves to run out of ammo quickly, so making every shot count is important.

Damage Related

Damage:33

Bullets:1

RangeModifier:0.97

Range:3000

GainRange:1500

PenetrationNumLayers:2

PenetrationPower:50

PenetrationMaxDistance:0

CycleTime:0.0875 (685.7/minute)

ClipSize:50

CarryCapacity:360

Damage per Second:377

Damage per Magazine:1650

Total Damage:13530

Accuracy Related

VerticalPunch:1.2

SpreadPerShot:0.75

MaxSpread:30

SpreadDecay:5

MinDuckingSpread:0.05

MinStandingSpread:0.4

MinInAirSpread:1.5

MaxMovementSpread:5

FN SCAR-L (Combat Rifle)

The FN SCAR-L has the largest magazine out of all weapons, however the fire rate is limited by the three round burst mode making it harder to headhunt (nonetheless it's worth attempting against leaping Hunters in Versus.), this however help players conserving ammo. In term of usage, the FN SCAR-L reveals itself to be really good at run and gun, it's accuracy being superior to the M16A2, also has less recoil, weapon spread and kick making it easier to keep bullets landing where they are needed. All those pros come with the slowest of all reload times compared other rifles, being slightly more powerful per bullet otherwise, the FN SCAR-L makes out to be the best rifle at handling tanks because of it's larger magazine which in turn does more damage and consistently slow down chasing tanks, the ability to land shots reliably on the move makes it great for body shots.

Damage Related

Damage:44

Bullets:1

RangeModifier:0.97

Range:3000

GainRange:1500

PenetrationNumLayers:2

PenetrationPower:50

PenetrationMaxDistance:0

CycleTime:0.07 (502/minute)

ClipSize:60

CarryCapacity:360

Damage per Second:352

Damage per Magazine:2640

Total Damage:18480

Accuracy Related

VerticalPunch:1

SpreadPerShot:0.6

MaxSpread:5

SpreadDecay:4

MinDuckingSpread:0.05

MinStandingSpread:0.35

MinInAirSpread:1.25

MaxMovementSpread:4

AKM (Assault Rifle)

The AKM sacrifices all for firepower, so common infected will fall like flies at Normal/Versus difficulty (One shot anywhere). This is the weapon that can slay any enemies quickly, every actions of AKM is short lived, magazine wise but also reloading actually being faster than the FN SCAR-L. While powerful per shot, it does not deal enough damage to kill Hunters/Smokers in one headshot, it does have enough to kill Hunters while they are mid-air with one. (Versus only.)

Damage Related

Damage:58

Bullets:1

RangeModifier:0.97

Range:3000

GainRange:1500

PenetrationNumLayers:2

PenetrationPower:50

PenetrationMaxDistance:0

CycleTime:0.13 (461.5/minute)

ClipSize:40

CarryCapacity:360

Damage per Second:446

Damage per Magazine:2320

Total Damage:23200

Accuracy Related

VerticalPunch:2

SpreadPerShot:1.6

MaxSpread:35

SpreadDecay:7

MinDuckingSpread:0.5

MinStandingSpread:1

MinInAirSpread:3

MaxMovementSpread:6

SG552

Featuring a slighter faster fire rate than the M16A2, the SG552 is an ideal upgrade if you'd rather use a scope than firing controlled shots with the other assault rifles.

Damage Related

Damage:33

Bullets:1

RangeModifier:0.97

Range:3000

GainRange:1500

PenetrationNumLayers:2

PenetrationPower:50

PenetrationMaxDistance:0

CycleTime:0.0825 (686/minute (no scope) / 444/minute (scope))

ClipSize:50

CarryCapacity:360

Damage per Second:363 (no scope) / 231 (scope)

Damage per Magazine:1650

Total Damage:13530

Accuracy Related

VerticalPunch:1.2

SpreadPerShot:0.75

MaxSpread:30

SpreadDecay:5

MinDuckingSpread:0.05

MinStandingSpread:0.4

MinInAirSpread:1.5

MaxMovementSpread:5

Benelli M4 (Tactical Shotgun)

Weaker pellets as a trade off for having even more than the pump shotgun, the Benelli M4 exceeds mostly at handling hordes because of that, while still able to skeet and crown witches, you want to get close and personal to make sure it all works.

Damage Related

Damage:253

Bullets:11

RangeModifier:0.7

Range:3000

GainRange:None

PenetrationNumLayers:2

PenetrationPower:30

PenetrationMaxDistance:500

CycleTime:0.15 (400/minute)

ClipSize:10

CarryCapacity:90

Damage per Second:1687

Damage per Magazine:2530

Total Damage:25300

Accuracy Related

VerticalPunch:3

SpreadPerShot:20

MaxSpread:5

SpreadDecay:5

MinDuckingSpread:0

MinStandingSpread:0.8

MinInAirSpread:2.5

MaxMovementSpread:1.5

PelletScatterPitch:4.0

PelletScatterYaw:8.5

Spas-12 (Combat Shotgun)

The Spas-12 spread grows bigger per shots compared the Benelli M4, so spamming shots to kill a leaping hunter might put you to the bigger disadvantage since you have less pellets. Nonetheless, it's more accurate and tighter therefor if put to proper use it can be better than the Benelli M4 at skeeting or crowning witches.

Damage Related

Damage:252

Bullets:9

RangeModifier:0.7

Range:3000

GainRange:None

PenetrationNumLayers:2

PenetrationPower:30

PenetrationMaxDistance:500

CycleTime:0.15 (400/minute)

ClipSize:10

CarryCapacity:90

Damage per Second:1680

Damage per Magazine:2520

Total Damage:25200

Accuracy Related

VerticalPunch:3

SpreadPerShot:22

MaxSpread:5

SpreadDecay:6

MinDuckingSpread:0

MinStandingSpread:0.75

MinInAirSpread:2.5

MaxMovementSpread:1.5

PelletScatterPitch:3.5

PelletScatterYaw:8.0

Mini-14 (Hunting Rifle)

As a sacrifice for the magazine size, the Mini-14 is potentially more accurate and reliable without it's scope. Accurate enough, it can be used as a run and gun at closer range while the scope can be used 100% accurately while moving as well.

Damage Related

Damage:90

Bullets:1

RangeModifier:None

Range:8192

GainRange:None

PenetrationNumLayers:2

PenetrationPower:50

PenetrationMaxDistance:0

CycleTime:0.25 (240/minute)

ClipSize:15

CarryCapacity:150

Damage per Second:360

Damage per Magazine:1350

Total Damage:14850

Accuracy Related

VerticalPunch:1.5

SpreadPerShot:1

MaxSpread:15

SpreadDecay:8

MinDuckingSpread:0

MinStandingSpread:0.1

MinInAirSpread:1.5

MaxMovementSpread:3

MSG3 (Military Rifle)

For it's accuracy as a trade off, the magazine becomes twice as large. Making it the reliable weapon to defend positions or picking off commons, running with the Military Rifle can be punishing. However with the scope it's possible to recover accuracy quickly and move around also.

Damage Related

Damage:90

Bullets:1

RangeModifier:None

Range:8192

GainRange:None

PenetrationNumLayers:2

PenetrationPower:50

PenetrationMaxDistance:0

CycleTime:0.25 (240/minute)

ClipSize:30

CarryCapacity:180

Damage per Second:360

Damage per Magazine:2700

Total Damage:18900

Accuracy Related

VerticalPunch:1.5

SpreadPerShot:1

MaxSpread:15

SpreadDecay:8

MinDuckingSpread:0.05

MinStandingSpread:0.5

MinInAirSpread:1.5

MaxMovementSpread:5

Steyr Scout

A bit like a shotgun meant for distant combat. Not efficient for CQC clearing.

Damage Related

Damage:105

Bullets:1

RangeModifier:None

Range:8192

GainRange:None

PenetrationNumLayers:2

PenetrationPower:50

PenetrationMaxDistance:0

CycleTime:0.9 (66.6/minute)

ClipSize:15

CarryCapacity:180

Damage per Second:105

Damage per Magazine:1350

Total Damage:17550

Accuracy Related

VerticalPunch:1.5

SpreadPerShot:1

MaxSpread:15

SpreadDecay:8

MinDuckingSpread:0

MinStandingSpread:0.1

MinInAirSpread:1.5

MaxMovementSpread:3

Arctic Warfare Super Magnum

While having slight more ammo and damage, it is comparitively still worst than the Steyr Scout in practice, the AWSM does not have any noticeable benefits.

Damage Related

Damage:115

Bullets:1

RangeModifier:None

Range:8192

GainRange:None

PenetrationNumLayers:2

PenetrationPower:50

PenetrationMaxDistance:0

CycleTime:1.05 (57/minute)

ClipSize:20

CarryCapacity:180

Damage per Second:115

Damage per Magazine:2300

Total Damage:23000

Accuracy Related

VerticalPunch:1.5

SpreadPerShot:1

MaxSpread:15

SpreadDecay:8

MinDuckingSpread:0

MinStandingSpread:0.1

MinInAirSpread:1.5

MaxMovementSpread:3


Tier 3 weapons


M79 (Grenade Launcher)

Well placed shots against commons can clear areas easily, tanks are very vulnerable to those as with damage being situational, it can go up to 1000 on a direct hit. All infected, besides the witch and charger unless having a survivor pinned down will die in one direct blast.

Damage Related

Damage:400-1000

Bullets:1

RangeModifier:0.97

Range:3000

GainRange:1500

PenetrationNumLayers:2

PenetrationPower:50

PenetrationMaxDistance:0

CycleTime:0.5 (120/minute)

ClipSize:1

CarryCapacity:30

Damage per Second:400-1000

Damage per Magazine:400-1000

Total Damage:12000-30000

Accuracy Related

VerticalPunch:1.2

SpreadPerShot:0.75

MaxSpread:30

SpreadDecay:5

MinDuckingSpread:0.05

MinStandingSpread:0.4

MinInAirSpread:1.5

MaxMovementSpread:5

M60

The M60 has a special property that kills any common infected on any difficulties, even uncommon. Unfortunately limited, those should either be kept for a tank or a crescendo event.

Damage Related

Damage:50

Bullets:1

RangeModifier:0.97

Range:3000

GainRange:1500

PenetrationNumLayers:2

PenetrationPower:50

PenetrationMaxDistance:0

CycleTime:0.11 (545.5/minute)

ClipSize:150

CarryCapacity:None

Damage per Second:454.5

Damage per Magazine:7500

Total Damage:7500

Accuracy Related

VerticalPunch:2

SpreadPerShot:1.6

MaxSpread:35

SpreadDecay:7

MinDuckingSpread:0.5

MinStandingSpread:1

MinInAirSpread:3

MaxMovementSpread:6