By GamGem ResearchLast updated 3 Sept 2026 · 00:00
Act 5 · Patch 13.05
Bandit
Sidearm · Semi · 600 credits
Through a heavy shield at close range, Bandit needs 4 body shots.
A cheaper Sheriff trade: fewer shots, easier to land. Bands published to 50 m · magazine 8 · reload 1.5s · wall penetration medium.
Shots to kill
| Range | No shield | Light shield | Heavy shield | ||||||
|---|---|---|---|---|---|---|---|---|---|
| H | B | L | H | B | L | H | B | L | |
| 0–10 m | 1 | 3 | 4 | 1 | 4 | 4 | 1 | 4 | 5 |
| 10–30 m | 1 | 3 | 4 | 1 | 4 | 4 | 2 | 4 | 5 |
| 30–50 m | 1 | 3 | 4 | 2 | 4 | 5 | 2 | 5 | 6 |
Damage by band
| Range | Head | Body | Leg |
|---|---|---|---|
| 0–10 m | 152 | 39 | 33 |
| 10–30 m | 128 | 39 | 33 |
| 30–50 m | 112 | 34 | 28 |
The duel, in numbers
- Body shots, heavy shield
- 4
- Head shots, heavy shield
- 1
- That burst takes
- 0.59 s at 5.1 / s
- Best band
- 0–10 m
The burst time counts the gaps between shots, not the shots — the first bullet leaves at zero. It is how long the burst lasts, never how fast you react.
What else this money buys
What this page will not print
- Recoil pattern
- First-shot deviation
- Bloom per shot
- Wallbang % per surface
- Sample size
Riot publishes a single wall-penetration level and no recoil figures at all. This weapon’s level is Medium — the rest of that column would be invented to fill the shape of a drawing.





