• Levels from 1 to 10
  • 10 placement matches
  • Five-stacks only face five-stacks
  • Result and stats read from the official match data
  • Placement players only face each other

Your agent

Pick up to three agents (the first is your main) or just a role. The guide filters itself for what you play.

Duelist

Initiator

Controller

Sentinel

Or only a role

SMGs

Stinger

In one line: The cheap SMG: very fast up close, inaccurate at range. Good for force buys and half buys.

1Recommended from level 1In game: Iron, Bronze Free1 min read
Cost
1100 credits
Magazine
20
Fire rate
16
Wall penetration
Low
Damage by range
Range (m)HeadBodyLegs
0-20 m672722

Damage and range

The Stinger costs 1100 credits, holds 20 rounds and fires very fast (16 rounds per second). Up to 20 meters it deals 67 damage to the head, 27 to the body and 22 to the legs. The magazine empties in just over a second; right-click aims down sights for more accurate bursts.

When to buy it

On force and half buy rounds, when you cannot afford a rifle but want an automatic weapon, especially if you expect to fight up close. It is also a common pick in round two after winning the pistol round.

When not to

When fights will happen at mid or long range: the spray spreads and per-bullet damage is low. Against a team with rifles and heavy armor at range, it almost always loses.

What it beats and what beats it

Strong up close against pistols and other SMGs, and against players running into a corner. Weak against rifles and snipers at range, and against the Spectre at mid range.

How to use it

  • Close the distance under cover before fighting: the Stinger only wins up close.
  • Fire short bursts if the enemy is not right on top of you.
  • Reload whenever you can: 20 rounds go fast.
  • On defense, choose close positions the attack has to walk past.
  • In round two after a won pistol round, with light armor, it is a cheap buy that leaves money for the next round.

Related

Checked on October 4, 2026, game version 13.06

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