Fire Rate

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Revision as of 13:37, 28 July 2026 by Vergir (talk | contribs) (1) Add info about fire rate slow affecting gun cycle time 2) make formulas use real values so they don't get outdated 3) add category:stats and other small fixes)
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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

Total modifier

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

Total Modifier=(Sum of Bonuses)(1Total 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: (1Slow1)×(1Slow2)×

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

Applying the modifier

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

Combined bonuses and slows

For an example with multiple sources:

First, the groups are calculated separately:

  • Bonuses: 0.18+0.2=0.38
  • Slows: (10.25)×(10.28)=0.75×0.72=0.54

They are then combined into the total modifier:

Total Modifier=0.38(10.54)=0.380.46=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

For an example with only slows applied:

The calculation is:

0(1(0.75×0.72×0.68))
0(10.3672)=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

Values referenced from Hero Comparison Table.

Base Fire Rate
Hero Rounds/s Spirit Scaling
Abrams 1.59 +0
Apollo 2.63 +0
Bebop 11.9 +0
Billy 11.8 +0
Calico 4.76 +0
Celeste 1.72 +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
Paige 2 +0
Paradox 7.56 +0
Pocket 1.9 +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
Venator 7.94 +0
Victor 5.05 +0
Vindicta 4.33 +0
Viscous 4.76 +0
Viscous (alt fire) 0.794 +0
Vyper 14.3 +0
Warden 3.81 +0.01
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

Fire Rate

This is a dynamic list "Fire Rate". Edit contents.
NameSoulsCostCategoryStat change
Rapid Rounds800 Weapon+9% Fire Rate
Active Reload1,600 Weapon+25% Fire Rate
Kinetic Dash1,600 Weapon+25% Fire Rate
Swift Striker1,600 Weapon+20% Fire Rate
Blood Tribute3,200 Weapon+35% Fire Rate
Burst Fire3,200 Weapon+10% Fire Rate
+32% Fire Rate
Heroic Aura3,200 Weapon+26% Fire Rate
Shadow Weave3,200 Weapon+25% Fire Rate
Capacitor6,400 Weapon+5% Fire Rate
Frenzy6,400 Weapon+15% Fire Rate
+40% Fire Rate
Ricochet6,400 Weapon+18% Fire Rate
Spellslinger6,400 Weapon+11% Fire Rate
Spiritual Overflow6,400 Weapon+30% Fire Rate
Infinite RoundsLegendary Weapon+35% Fire Rate
Battle Vest1,600 Vitality+7% Fire Rate
Fury Trance3,200 Vitality+32% Fire Rate
Healing Tempo6,400 Vitality+35% Fire Rate
Vampiric Burst6,400 Vitality+34% Fire Rate
Quicksilver Reload1,600 Spirit+10% Fire Rate
Surge of Power3,200 Spirit+20% Fire Rate
Focus Lens6,400 Spirit+10% Fire Rate
Mercurial Magnum6,400 Spirit+22% Fire Rate
Shrink RayLegendary Spirit+20% Fire Rate
  • Burst Fire additionally increases Fire Rate by +32%% for 4.5 seconds after hitting an enemy hero.
  • Heroic Aura's Fire Rate bonus is doubled for nearby player minions within its 35m radius.

Map Spawns

  • Golden Statues can provide a permanent increase: +1.5% Fire Rate before 10 minutes, +2% Fire Rate before 30 minutes, or +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

This is a dynamic list "Fire Rate Slow". Edit contents.
NameSoulsCostCategoryStat 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