Common Melee
Patch OB52Updated 5/19/2026Free Fire
Bat
63
Damage
0
RPM
0%
Armor Pen

10
π―
Accuracy
88
β¨
Movement
5
π
Range
0
β‘
Reload
1x
β οΈ
HS Multi
0
π¦
Magazine Size
0s
β±οΈ
Reload Time
33
π₯
RoF Score
π Range Performance
| Range | Multiplier | Damage | % of Max |
|---|---|---|---|
| Close (0-10m) | 0.00x | 0 | 0% |
| Medium (10-30m) | 0.00x | 0 | 0% |
| Long (30m+) | 0.00x | 0 | 0% |
π§ Combat Intelligence
The Bat delivers 0 DPS with a Infinitys close-range TTK. It fires at 0 RPM, dealing 63 base damage per shot. High mobility allowing fast rotations. Against armored targets, TTK increases to Infinitys.
π‘
Pro Strategy
π **Warning**: Damage drops by 100% at long range. NEVER take fights past 30m with this weapon; close the distance first.
β Strengths
- β’ High mobility allowing fast rotations
β οΈ Weaknesses
- β’ Below-average DPS output
- β’ Slow TTK in close quarters
- β’ Significant damage drop-off at range
- β’ Low headshot bonus limits skill ceiling
- β’ Small magazine limits sustained fire
- β’ Low fire rate requires careful shot placement
- β’ Poor accuracy requires getting close
Best For
Aggressive pushes and CQB fights
Avoid
Close-range spray fights
Strategic Analysis: Bat in {game}
π€
In the current meta, the Bat occupies a niche position. Its moderate time-to-kill of Infinitys at close range makes it viable in most combat scenarios. The weapon requires Infinity shots to eliminate a full-health target at close range, Infinity at medium range, and Infinity at long range.
With 0 rounds per minute and a 0-round magazine, the Bat can may require a reload mid-fight. Its headshot multiplier of 1x means skilled players can reduce TTK to Infinitys with consistent headshots.
Range performance sees damage drop to 0% at medium range and 0% at long range. Players should strictly engage within close range for optimal results.
With a movement speed score of 88, this weapon allows for exceptional strafing and repositioning during fights.