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Combat·Fights ·akaheadshot, head shot, crit

Headshots & bullet falloff

Headshots & bullet falloff

Aim for the head and your gun hits for 1.65x — but falloff quietly drains that damage with range, so where you stand matters as much as where you click.

How it works

Every gunshot carries two range-and-aim modifiers: a headshot lands on the head hitbox for a 1.65x weapon-damage bonus and flashes yellow, while bullet falloff shaves damage down the farther your target is. Your real bullet DPS is aim multiplied by positioning.

The numbers

A headshot is any gunshot that lands on a hero's head (weakpoint) hitbox. It deals 1.65x your weapon damage — nerfed from 1.8x in the 11-21-2025 patch — and shows a yellow flash with a sharp hit sound; an ordinary body shot flashes orange. Headshots only exist on gun/weapon damage: abilities (spirit damage) and melee can't crit a head. Bullet falloff is the second modifier and it is always on. Each hero's gun has a near distance and a far distance — inside the near distance you deal 100% weapon damage, between near and far the damage scales down linearly, and past the far distance it bottoms out at a minimum floor. The exact ranges vary per hero (a mid-range gun might stay full out to roughly 22m and bottom out near 58m, a shotgun far sooner). The two stack: the 1.65x is applied to the post-falloff weapon damage, so a point-blank headshot is enormous while a cross-map headshot can be worth less than a close body shot. Big-body heroes are simply easier to head-hit, and a few carry a built-in bullet reduction (Bebop, for example, has a small built-in bullet resist), so the same crit isn't worth the same on every target.

How to play it

Fight inside your gun's full-damage band. If you're a precision/hitscan hero, hold the range where you're at 100% while the enemy is already past their own near distance — you out-trade them on every bullet. If your gun falls off fast (close-range or shotgun heroes), you have to close the gap or you're just chipping. Headshots reward aim, but spread punishes it: crouch or stand still where your hero tightens its spread, and burst your shots so each round lands on the head instead of spraying the body. Lining up heads matters most on big targets and on low-HP enemies you want to delete — one 1.65x round can flip a trade. Read your hit-flash colour mid-fight: yellow means you're connecting on the head, orange means you're body-shotting and leaving damage on the table. If everything is orange, raise your crosshair to neck/head height before blaming the gun.

Items & interactions

Several weapon items bend these two curves. Headshot Booster banks a lump of bonus weapon damage onto your next headshot, and Headhunter upgrades that to also heal you and grant a brief speed burst — both pay you for landing the crit, not spraying. Crippling Headshot turns a headshot into a heavy healing cut (-35% as of 11-21-2025) and Weakening Headshot shaves the target's bullet resist so your follow-up shots hit harder. To fight through falloff, Long Range and Sharpshooter add weapon damage when you're beyond a minimum distance from the target — they don't extend your full-damage range, they just reward fighting far; Point Blank and Close Quarters do the opposite up close. High-Velocity Rounds speed up your bullets, which makes tracking heads on moving targets far easier at range. One edge case: falloff is measured by the actual distance a bullet travels, not the straight line to the target, so shots through portals, doors or around geometry use the real path — don't expect point-blank numbers through a teleport.

Raw dataidentity & API

identity

id
mechanic_headshots
slug
headshots
category
combat
flowStage
fighting
aliases
headshot, head shot, crit, crit damage, headshot multiplier, weakpoint, damage falloff, fall-off, range damage, bullet range, weapon range, optimal range, хедшот, выстрел в голову, крит, уменьшение урона на дистанции, дальность
sourcePath
manual:mechanics/headshots
updatedAt
2026-06-06T00:00:00.000Z