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Escape from Duckov
Boss kill records

Fastest kill: Big Ice

Billy Gun icon

Billy Gun with Large Energy Bullet: 5 body hits, 0.77 s, 60 damage per shot. Aiming at the head, ASh-12 with Special AP Bullet (MAG) needs 5 hits (0.45 s).

Big Ice has 300 base health, body armor 3.9 (Lv.4 Snowfield Body Armor) and head armor 4.3 (Lv.4 Snowfield Helmet). Update 2.3.30, reviewed .

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Best gun in each class

ClassBody shotsHeadshots
Assault rifleAS Val, Special AP Bullet (AR): 20 hits, 0.95 sAS Val, Special AP Bullet (AR): 15 hits, 0.70 s
Battle rifleCustom M14, Special AP Bullet (L): 11 hits, 0.86 sCustom M14, Advanced AP Bullet (L): 7 hits, 0.51 s
BowRepeating Bow, Intermediate AP Arrow: 12 hits, 7.83 sRepeating Bow, Intermediate AP Arrow: 10 hits, 7.50 s
MagnumASh-12, Advanced AP Bullet (MAG): 8 hits, 0.80 sASh-12, Special AP Bullet (MAG): 5 hits, 0.45 s
PistolCustom Glick, Advanced AP Bullet (S): 17 hits, 3.10 sCustom Glick, Advanced AP Bullet (S): 12 hits, 1.38 s
SMGCustom SR-3M, Advanced AP Bullet (S): 28 hits, 1.29 sCustom SR-3M, Advanced AP Bullet (S): 21 hits, 0.95 s
ShotgunBilly Gun, Large Energy Bullet: 5 hits, 0.77 sBilly Gun, Large Energy Bullet: 5 hits, 0.77 s
Sniper rifleTS-128 Smart Sniper Rifle, Advanced AP Sniper Bullet: 14 hits, 9.70 sTS-128 Smart Sniper Rifle, Special AP Sniper Bullet: 6 hits, 2.50 s
SpecialCube Gun, Enhanced Small Energy Bullet: 36 hits, 4.09 sCube Gun, Enhanced Small Energy Bullet: 33 hits, 3.95 s

Top 10 body-shot kills

#Gun and roundHitsTimePer shotThrough armor
1Billy GunLarge Energy Bullet50.77 s60100%
2Custom MP-155Advanced AP Shotgun Shell50.77 s70100%
3MP-155 ULTIMAAdvanced AP Shotgun Shell50.77 s60100%
4ASh-12Advanced AP Bullet (MAG)80.80 s38100%
5ASh-12Special AP Bullet (MAG)80.80 s41.8100%
6Custom M14Special AP Bullet (L)110.86 s28.62100%
7M14Special AP Bullet (L)110.86 s28.62100%
8Custom M14Advanced AP Bullet (L)120.94 s27100%
9M14Advanced AP Bullet (L)120.94 s27100%
10AS ValSpecial AP Bullet (AR)200.95 s15.4100%

Assumptions

  • Every shot hits. Body shots meet body armor without a crit; aiming at the head makes every shot a crit that meets head armor, which is why the headshot column is faster here.
  • Base health from the enemy preset; difficulty health scaling, talents and buffs are not included. Armor keeps its full value for the whole fight.
  • Within half the bullet distance. Each emptied magazine adds the gun's full reload time. Explosive weapons are excluded.

Method

Every gun is tried with every round of its caliber. Damage per hit = gun damage × round multiplier ÷ pellets × (crit factor on headshots) × 2 ÷ (armor − AP + 2) × the boss's physical damage factor; hits = health ÷ damage per shot, rounded up; time = (hits − 1) ÷ fire rate plus reloads. Rules: src/rules/escape-from-duckov/damage.mjs, read from the game's Health.cs and ItemAgent_Gun.cs (October 2025 build; not yet re-read on 2.3.30). Round values from the Bilibili Duckov wiki, armor values from the game item data.

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