This article introduces a performance comparison of submachine guns (SMGs) in Knives Out. Which submachine gun is truly the strongest? Use this as a reference for which weapons to pick up.
Table of Contents
Submachine Gun List
Basic Performance
SMG | DMG | RNG | Fire R. | Rcl | Ammo | Mob |
---|---|---|---|---|---|---|
Thompson | 36 | 180 | 16 | 6.5 | 35 | 22 |
MP5 | 35 | 160 | 16 | 5.5 | 30 | 25 |
MK5 | 34 | 160 | 21 | 4 | 24 | 26 |
Dual TMP | 33 | 150 | 19 | 6 | 28 | 50 |
PP2000 | 31 | 160 | 18 | 6 | 40 | 22 |
Type 05 SMG | 30 | 250 | 19 | 6 | 40 | 28 |
P90 | 30 | 250 | 17 | 3 | 50 | 25 |
UZI | 24 | 160 | 20 | 2 | 30 | 28 |
*DMG = Damage, RNG = Range, Fire R. = Fire Rate, Rcl = Recoil, Ammo = Ammunition, Mob = Mobility.
Fire Rate & Damage Comparison
Table of Contents (Tap to Navigate) | |
---|---|
Fire Rate | Reload Speed |
Headshot Damage | Body Damage |
Fire Rate
Weapon | Sec. to Fire 30 Rounds |
---|---|
UZI | About 1.5 sec |
Type 05 SMG | About 1.6 sec |
MK5 | About 1.7 sec |
P90 | About 1.7 sec |
Dual TMP | About 1.8 sec |
PP2000 Medical Gun | About 1.8 sec |
MP5 | About 1.9 sec |
Thompson | About 1.9 sec |
*Time in seconds to empty a 30-round magazine on full auto.
Reload Speed
Weapon | Reload Speed |
---|---|
UZI | 0.4 sec |
MP5 | 0.9 sec |
Dual TMP | 0.9 sec |
MK5 | 1.1 sec |
Type 05 SMG | 1.7 sec |
PP2000 Medical SMG | 2.0 sec |
P90 | 2.4 sec |
Thompson | 2.5 sec |
*Automatic reload time in seconds when all ammunition in the magazine is depleted.
Headshot Damage
*Values verified in the shooting range are listed; MAX damage value is 100.
Weapon | None | Lv1 | Lv2 | Lv3 |
---|---|---|---|---|
Thompson | 75 | 38 | 30 | 26 |
MP5 | 73 | 37 | 29 | 26 |
MK5 | 71 | 36 | 29 | 25 |
Dual TMP | 69 | 35 | 28 | 24 |
PP2000 Medical SMG | 65 | 33 | 26 | 23 |
Type 05 SMG | 63 | 32 | 26 | 23 |
P90 | 63 | 32 | 26 | 23 |
UZI | 50 | 25 | 20 | 18 |
*Lv1 = Helmet (Lv1), Lv2 = Helmet (Lv2), Lv3 = Helmet (Lv3)
Body Damage
*Values verified in the shooting range are listed; MAX damage value is 100.
Weapon | None | Lv1 | Lv2 | Lv3 |
---|---|---|---|---|
Tonfa | 36 | 18 | 15 | 13 |
MP5 | 35 | 18 | 14 | 13 |
MK5 | 34 | 17 | 14 | 12 |
Dual TMP | 32 | 17 | 14 | 12 |
PP2000 Medic SMG | 31 | 16 | 13 | 11 |
Type 05 SMG | 30 | 15 | 12 | 11 |
P90 | 30 | 15 | 12 | 11 |
UZI | 24 | 12 | 10 | 9 |
*Lv1 = Bulletproof Vest (Lv1), Lv2 = Bulletproof Vest (Lv2), Lv3 = Bulletproof Vest (Lv3)
Strengths of Submachine Guns
Low Recoil
Submachine guns have very low recoil when firing on full auto, so you can keep shooting straight ahead without trying to control recoil with camera movement. For those who struggle with tap firing or recoil control, using a submachine gun on full auto is a viable option.
Which Weapon is Strong?
There are multiple types of submachine guns, each with its own characteristics, and the best choice largely depends on your skill and preference.
An Upgrade to the MP5

The Thompson submachine gun is a new SMG implemented in the November 29 (Thursday) update. It has high single-shot damage, surpassing the previous highest damage value of the MP5. Recommended for players skilled at hip firing.
High Damage Rate SMG

An SMG with a suppressor that once reigned supreme. It has since been nerfed and now has rather modest performance. Its long range and suppressor allow for stealthy gameplay.
Exceptionally Stable SMG

With the introduction of the Thompson, it has become the second most powerful SMG, but it remains an easy-to-use and strong weapon. It is differentiated from the Thompson by its attachments and faster sight recovery time.
Increased Stability

The November 29 (Thursday) update addressed the MK5's biggest weakness, its small magazine capacity. The initial magazine capacity was increased from 15 to 20 rounds, making it significantly more stable than before.
High-Capacity Crowd Controller

The P90 has a very large magazine, allowing it to take down multiple enemies without reloading. Its low recoil makes it easy to control, and it truly shines in close-quarters combat during chaotic fights.
UZI: Short-Range Specialist

The UZI has a high fire rate and low recoil. Since it cannot equip sights or scopes, it's useful in early-game close-quarters combat. Its utility diminishes in the mid to late game, so consider switching weapons.
Dual TMP: Attractive for its High Mobility

Implemented in the October 27, 2022 (October 25 for PC version) update, this is the first dual-wield weapon. Its mobility, allowing for shooting while running, and fast reload speed make it promising for close-quarters combat.
PP2000: Support Role Pioneer

The PP2000 is a support weapon that can deploy a drone to grant temporary healing, shield, and movement speed buffs. These effects can be applied not only to oneself but also to teammates.
Role of Submachine Guns
Close-Range Early Game Ace
They excel in close-quarters combat that occurs while gathering supplies in the early game. Immediately after parachuting, the speed at which you pick up a weapon is crucial for survival, so if you find a submachine gun, you can go ahead and try to eliminate nearby enemies first.
Best Non-AR Carry Option
Submachine guns have a short range, making it difficult to engage enemies at a distance. They are somewhat challenging to use effectively in the mid to late game. It's best to carry one when you can't find an assault rifle.