Weapon Type Primary Weapon
Weapon Class Assault Rifle
Rank Prerequisites Rank 94
Damage 40 -> 32
Range 80 max -> 160 min


Hip Accuracy


Sight Accuracy


Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes Auto & Semi
Rate of Fire 600 RPM

TTK (Time to Kill) 0.10 s
Head & Body Multiplier
per bullet/pellet
Max (80 studs) Min (160 studs)
(x1.4) Head 56 44.8
(x1) Torso 40 32
(x1) Arms and Legs 40 32
Red color signifies a fatal hit. And all damage value in-game are rounded down. (e.g. 99.99 is counted as 99).
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 40 -> 28.8 80 max -> 144 min
R2 Suppressor 38 -> 30.4 76 max -> 152 min
PBS-1 Suppressor 38 -> 30.4 76 max -> 152 min
PBS-4 Suppressor 38 -> 30.4 76 max -> 152 min
Suppressor 36 -> 32 72 max -> 160 min
Armor Piercing 40 -> 26.66667 80 max -> 0 min
Hollow Point 33.33333 -> 38.4 80 max -> 160 min
Muzzle Velocity 2000 studs/s
Penetration Depth 1.8 studs
Suppression 0.8


Hipfire Camera Recovery Speed 16
Sight Camera Recovery Speed 20
Weapon Recovery Speed 20
Weapon Recoil Damping 0.8


Min Camera Kick (2.00, -0.50, -0.21)
Max Camera Kick (2.79, 0.50, 0.20)
Min Recoil Displacement (-0.50, 0.60, 14.19)
Max Recoil Displacement (0.80, 1.10, 16.79)
Min Recoil Rotation (1.10, -0.50, -0.50)
Max Recoil Rotation (2.50, 0.50, 0.50)
Hipfire Spread Factor 0.09
Hipfire Recovery Speed 7
Hipfire Spread Damping 0.75


Min Camera Kick (1.79, -0.90, -0.50)
Max Camera Kick (2.59, 0.89, 0.50)
Min Recoil Displacement (-0.11, 0.10, 8.19)
Weapon Shot Displacement (0.10, 0.20, 10.80)
Min Recoil Rotation (0.50, 0.30, -0.21)
Max Recoil Rotation (1.10, -0.31, 0.40)
Sight Magnification 2.0x


Reload Time 2.5 seconds
Empty Reload Time 3.3 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 650
Crosshair Recover Rate 20


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type 7.62x39mm
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
Comp Aimpoint 130 Kills
Coyote Sight 380 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
MARS 70 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
Z-Point 10 Kills
ACOG Scope 430 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills

Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sights 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The AKM is a Russian Assault Rifle variant of the AK-47. It is unlocked at Rank 94 or can be purchased with credits (CR).


The AKM (Russian: Aвтомат Kалашникова модернизированный, or Kalashnikov's Modernized Assault Rifle) is an upgraded version of the AK47. Most of the improvements were on the production side, utilizing detail improvements to create a better and cheaper (preferably disposable) product overall, following common Soviet military doctrine. The AKM uses a U-shaped stamping over the AK-47's milled receiver, shaving off about a kilogram of weight. Simplified manufacturing methods addressed reliability problems and improved accuracy during automatic fire. In order to retain structural strength due to the use of thinner gauge metal, the AKM employs latitudinal and longitudinal reinforcing ribs, increasing the durability of the weapon. Despite all of these changes, the AK-47's chrome barrel was retained, which was common for most Soviet weapons for better wear and corrosion resistance. It was also fitted with a slant-cut muzzle brake for improved recoil handling.

It replaced the AK-47 in 1959, and was later replaced by the AK-74 in 1974.


General Information

The AKM is a very powerful weapon with harsh recoil and very high vertical recoil overall. In contrast, it has fairly low horizontal recoil and surprisingly, very low camera recoil, making it easier for a user to track a target after the 1st shot or tap-firing for long range engagements. The AKM's base damage makes it capable of a two-shot-headshot and a normal three-shot-kill (3SK) under 80 studs. At over 160 studs, it's capable of a 3SK with one headshot mixed in at any range. Four shots to the body at 160+ studs will be the most it will take to kill a player, having a very similar shots-to-kill (STK) model to its older sibling, the AK-47. Fire rate and magazine capacity are identical to the AK-47, at 600 RPM and 30+1 rounds respectively.

Usage & Tactics

The AKM is essentially an AK-47 but with slightly lower maximum damage and slightly higher minimum damage which has no major effect on the weapon's performance compared to the AK-47. The main difference is in the recoil patterns of the weapon. The AKM's recoil is less choppy than the AK-47, being more predictable to compensate and ultimately easier to control. It is comparable to the SCAR-H, but the AKM has greater recoil variety and more importantly, greater horizontal recoil. When firing in full-auto while aiming, a user will need expert recoil control in order to stay on target, as the high vertical recoil means remaining on target can be difficult. At longer ranges, tap-firing is often recommended, as it allows the recoil to settle after every shot, greatly increasing the likelihood of landing sequential shots. Tap-firing is also well suited to the AKM, as its per-shot recoil is quite mild. Nevertheless, a grip attachment is recommended to lower the recoil and make the weapon easier to control overall. The AKM is surprisingly very effective at all ranges. It is feasible to outgun a PDW user at close range due to its high maximum damage, requiring only 2-3 STK. The high damage and low per-shot recoil of the AKM help the user to take out snipers very easily at long range engagements, using precise aim and knowledge of the lower muzzle velocity of the AKM and its bullet drop. At the same time, the user is easily able to win a mid-range firefight using the weapon in fully-automatic mode.

Suppressors are generally not recommended due to them harming the well-rounded capabilities of the AKM. However, it can still be used effectively with a suppressor, simply specializing the AKM for stealth at either longer ranges or as a close quarters weapon of mass destruction.


The AKM is a versatile assault rifle that is similar to the AK-47 in damage but has easier recoil. However, the recoil is still higher than other Assault Rifles, and the rate of fire (RoF) is slower than most. Nonetheless, the AKM is a useful and reliable weapon. In conjunction with the right attachments, it is able to take out any target with ease, in both CQC and at longer ranges.

Pros & Cons


  • Very high damage at all ranges.
  • Capable of a 2SK with headshots out to 80 studs.
  • Good penetration.
  • Low ammunition consumption rate.
  • Suppressors don't increase STK.
  • Good range.
  • Low horizontal recoil.


  • Below average muzzle velocity for its class.
  • High vertical recoil.
  • Low RoF for its class.


  • The AKM is technically an AK-47 with a Type 4 receiver, which later was obviously designated as the AKM, so it's technically not a mistake to call the AKM an AK-47. However, the opposite does not apply.
  • The AKM is often mislabeled as an original AK-47, mainly in visual media, such as video games, television, movies, etc.
    • This is usually due to an original AK-47 being rare to find in real life because not as many AK-47s were made as AKMs.
  • There is a difference in the tip of the barrel of the AKM and the AK-47. The AKM has a built-in muzzle brake.
  • This page was featured as Article of the Month last November 2016.
  • The AKM and the AK-74 both received new models.
  • In the CTE, a Banana attachment was exclusively available to the AKM, located in the "Other" attachments tab. This was a spoof attachment, replacing the original magazine model with a banana. The joke stems from the AK's magazine being 'banana' shaped, and 'banana' magazines in general, which are commonly associated with an AK rifle.
    • The attachment could also be a direct reference to this video animation by hyper who is best known for his work on the reload animations in the popular campaign FPS, Titanfall 2.

Primary Weapons Assault Rifles AK-12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36 - M16A3 - AUG A2 - FAMAS - AK47 - AUG A3 - L85A2 - AK74 - AKM - M231
Personal Defense Weapons MP5K - UMP45 - MP7 - MAC-10 - P90 - MP5 - Colt SMG 635 - MP5SD - MP10 - MP5/10 - AUG A3 Para - PPSh-41 - Kriss Vector - MP40 - L2A3
Light Machine Guns Colt LMG - M60 - AUG HBAR - MG36 - RPK-12 - L86 LSW - RPK


Sniper Rifles Intervention - Remington 700 - AWS - BFG 50 - Mosin Nagant - L115A3 - Hecate II
Carbines M4A1 - G36C - M4 - L22 - SCAR-PDW - AKU-12 - Groza-1 - AK-12C - Honey Badger- SR-3M - Groza-4 - 1858 Carbine
Designated Marksman Rifles MK-11 - SKS - Dragunov SVU - VSS Vintorez - SCAR-SSR - Dragunov SVDS
Battle Rifles SCAR-H - AK-12 BR - AG-3 - Henry 45-70 - FAL 50.00
Shotguns KSG-12 - Remington 870 - DBV-12 - KS-23M - Saiga-12 - Stevens DB - SPAS-12
Secondary Weapons Pistols M9 - Glock 17 - M1911 - Deagle 44 - M45A1
Machine Pistols G18 - M93R - TEC-9 - MP1911
Revolvers MP412 REX - 1858 New Army
Other Serbu Shotgun - ZIP 22 - SFG 50 - Sawed Off - Obrez
Test Place New Readded Featured Article vte