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Escape from Duckov
Boss kill records

Fastest kill: Speedy Group Commander

Billy Gun icon

Billy Gun with Large Energy Bullet: 3 body hits, 0.38 s, 60 damage per shot. Aiming at the head, Custom MP-155 with Special Shotgun Shell needs 2 hits (0.19 s).

Speedy Group Commander has 170 base health, body armor 3 (Lv.3 Body Armor) and head armor none. Update 2.3.30, reviewed .

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Best gun in each class

ClassBody shotsHeadshots
Assault rifleAS Val, Special AP Bullet (AR): 12 hits, 0.55 sCustom AK-47, Special AP Bullet (AR): 6 hits, 0.38 s
Battle rifleCustom M14, Special AP Bullet (L): 6 hits, 0.43 sCustom M14, Rusty Bullet (L): 4 hits, 0.26 s
BowRepeating Bow, Intermediate AP Arrow: 7 hits, 5.00 sRepeating Bow, Basic AP Arrow: 5 hits, 2.67 s
MagnumASh-12, Advanced AP Bullet (MAG): 5 hits, 0.45 sASh-12, Standard Bullet (MAG): 3 hits, 0.23 s
PistolGulu Gun, Enhanced Small Energy Bullet: 17 hits, 1.07 sCustom Glick, Special Bullet (S): 6 hits, 0.63 s
SMGCustom SR-3M, AP Bullet (S): 16 hits, 0.71 sCustom SR-3M, Special Bullet (S): 10 hits, 0.43 s
ShotgunBilly Gun, Large Energy Bullet: 3 hits, 0.38 sCustom MP-155, Special Shotgun Shell: 2 hits, 0.19 s
Sniper rifleTS-128 Smart Sniper Rifle, Advanced AP Sniper Bullet: 8 hits, 3.50 sTS-128 Smart Sniper Rifle, Special AP Sniper Bullet: 3 hits, 1.00 s
SpecialCube Gun, Enhanced Small Energy Bullet: 20 hits, 0.86 sCube Gun, Enhanced Small Energy Bullet: 19 hits, 0.82 s

Top 10 body-shot kills

#Gun and roundHitsTimePer shotThrough armor
1Billy GunLarge Energy Bullet30.38 s60100%
2Custom MP-155AP Shotgun Shell30.38 s70100%
3Custom MP-155Advanced AP Shotgun Shell30.38 s70100%
4MP-155 ULTIMAAP Shotgun Shell30.38 s60100%
5MP-155 ULTIMAAdvanced AP Shotgun Shell30.38 s60100%
6Custom M14Special AP Bullet (L)60.43 s28.62100%
7M14Special AP Bullet (L)60.43 s28.62100%
8ASh-12Advanced AP Bullet (MAG)50.45 s38100%
9ASh-12Special AP Bullet (MAG)50.45 s41.8100%
10Custom M14AP Bullet (L)70.51 s27100%

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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