# Modern Warfare 4 stat leaders

URL: https://codloadout.gitlab.io/mw4/stats/
Updated: 2026-11-04

12 headline stats for 33 weapons: movement, handling, recoil, bullets and ammo. Pick a stat to see every weapon ranked, the best in each class and the attachments that change it most.

[Open the class builder](https://codloadout.gitlab.io/mw4/) [All weapons](https://codloadout.gitlab.io/mw4/weapons/)

Community-reported Weapon stats and attachment changes from CODMunity's game data: community-reported and unverified, not published by Activision. Fire rate and magazine size are Activision's numbers.

## The headline stats

Each row is one stat. The table gives the weapon with the best base value and the weapon ranked last, from 33 weapons with a value. Lower is better for recoil and for every time; higher is better for speeds, bullets and ammo.

*Best and last-ranked weapon for each headline stat, with a link to the full ranking*

| Stat | Better is | Best weapon | Value | Last-ranked weapon | Value |
| --- | --- | --- | --- | --- | --- |
| [Movement speed](https://codloadout.gitlab.io/mw4/stats/movement-speed/) | higher | [Wz.55 Striga](https://codloadout.gitlab.io/mw4/weapons/wz-55-striga/) | 5.06 m/s | [Astaroth .57](https://codloadout.gitlab.io/mw4/weapons/astaroth-57/) | 4.04 m/s |
| [ADS movement speed](https://codloadout.gitlab.io/mw4/stats/ads-movement-speed/) | higher | [SANG 9mm](https://codloadout.gitlab.io/mw4/weapons/sang-9mm/) | 3.73 m/s | [JOKR](https://codloadout.gitlab.io/mw4/weapons/jokr/) | 0.97 m/s |
| [Sprint speed](https://codloadout.gitlab.io/mw4/stats/sprint-speed/) | higher | [SANG 9mm](https://codloadout.gitlab.io/mw4/weapons/sang-9mm/) | 6.62 m/s | [JOKR](https://codloadout.gitlab.io/mw4/weapons/jokr/) | 5.46 m/s |
| [ADS speed](https://codloadout.gitlab.io/mw4/stats/ads-speed/) | lower | [SANG 9mm](https://codloadout.gitlab.io/mw4/weapons/sang-9mm/) | 170 ms | [JOKR](https://codloadout.gitlab.io/mw4/weapons/jokr/) | 740 ms |
| [Sprint to fire speed](https://codloadout.gitlab.io/mw4/stats/sprint-to-fire-speed/) | lower | [.50 GS](https://codloadout.gitlab.io/mw4/weapons/50-gs/) and 3 more | 80 ms | [RPG-8](https://codloadout.gitlab.io/mw4/weapons/rpg-8/) and 1 more | 500 ms |
| [Reload time](https://codloadout.gitlab.io/mw4/stats/reload-time/) | lower | [.50 GS](https://codloadout.gitlab.io/mw4/weapons/50-gs/) | 2333 ms | [Warlord](https://codloadout.gitlab.io/mw4/weapons/warlord/) | 20796 ms |
| [Vertical recoil](https://codloadout.gitlab.io/mw4/stats/vertical-recoil/) | lower | [Astaroth .57](https://codloadout.gitlab.io/mw4/weapons/astaroth-57/) | 14.4 | [Rezi 12](https://codloadout.gitlab.io/mw4/weapons/rezi-12/) | 98.5 |
| [Horizontal recoil](https://codloadout.gitlab.io/mw4/stats/horizontal-recoil/) | lower | [Astaroth .57](https://codloadout.gitlab.io/mw4/weapons/astaroth-57/) | 4.1 | [Krait P68](https://codloadout.gitlab.io/mw4/weapons/krait-p68/) | 54.5 |
| [Bullet velocity](https://codloadout.gitlab.io/mw4/stats/bullet-velocity/) | higher | [PM-40 Anvil](https://codloadout.gitlab.io/mw4/weapons/pm-40-anvil/) | 790 m/s | [JOKR](https://codloadout.gitlab.io/mw4/weapons/jokr/) | 31 m/s |
| [Damage range](https://codloadout.gitlab.io/mw4/stats/damage-range/) | higher | All 33 weapons start at 100% |  |  |  |
| [Fire rate](https://codloadout.gitlab.io/mw4/stats/fire-rate/) | higher | [PPSh-41](https://codloadout.gitlab.io/mw4/weapons/ppsh-41/) | 1110 rpm | [PILA](https://codloadout.gitlab.io/mw4/weapons/pila/) | 8 rpm |
| [Magazine size](https://codloadout.gitlab.io/mw4/stats/magazine-size/) | higher | [FiNN LMG](https://codloadout.gitlab.io/mw4/weapons/finn-lmg/) | 100 rounds | [RPG-8](https://codloadout.gitlab.io/mw4/weapons/rpg-8/) and 2 more | 1 rounds |

## Goals the builder optimizes for

The class builder has an Optimize for control in its Stats section. A goal is a list of stats with a weight each. The optimizer picks the attachments that do most for the goal within the Gunsmith limit of 5 attachments, one per attachment type, and shows what gets better and what gets worse before it changes anything.

*The goals, the stats each one counts and the weight of each stat*

| Goal | Stats it counts, with their weights | Builder |
| --- | --- | --- |
| Recoil controlLower vertical and horizontal recoil. | Vertical recoil (weight 1) and Horizontal recoil (weight 1) | [Optimize for Recoil control](https://codloadout.gitlab.io/mw4/?goal=recoil) |
| Fast aimA shorter ADS time and a shorter sprint-to-fire time. | ADS speed (weight 1) and Sprint to fire speed (weight 1) | [Optimize for Fast aim](https://codloadout.gitlab.io/mw4/?goal=aim) |
| MobilityFaster movement, ADS movement and sprint. | Movement speed (weight 1), ADS movement speed (weight 1), and Sprint speed (weight 1) | [Optimize for Mobility](https://codloadout.gitlab.io/mw4/?goal=mobility) |
| Long rangeFaster bullets and a longer damage range. | Bullet velocity (weight 1) and Damage range (weight 1) | [Optimize for Long range](https://codloadout.gitlab.io/mw4/?goal=range) |
| Fire rate and ammoA higher fire rate, a bigger magazine and a shorter reload. | Fire rate (weight 1), Magazine size (weight 1), and Reload time (weight 1) | [Optimize for Fire rate and ammo](https://codloadout.gitlab.io/mw4/?goal=firepower) |

## How the best set is found

A multiplier on a stat counts as its logarithm, with the sign turned so that a positive number is always an improvement. The multipliers of everything equipped multiply, so their logarithms add, and the value of a set is the sum of the values of its attachments. A headline stat outside the goal that an attachment makes worse counts against that attachment at half of the weight of a goal stat, in proportion to the size of the change. A gain on a stat outside the goal earns nothing.

That makes the answer exact and quick to check. The Gunsmith takes at most one attachment per type, so the best set holds the best attachment of each type, and when more than 5 types have one, the 5 with the largest gains. An attachment that does nothing for the goal never takes a slot. The Apex Attachment uses no slot, adds its own gain and blocks some types, so the optimizer works out the best set with it and without it and keeps the higher one. The tests compare the result with a search of every allowed combination on real weapons.

## What this does not tell you

- Only attachments with a change reported by CODMunity are considered. An attachment the source lists nothing for is unknown, not neutral, so it is never chosen for an effect nobody reported.
- The goals are this site's choice of stats and weights. They are not a community recommendation and not a ranking of what works best in a match. A damage table and time to kill are not published, so no goal uses them.
- The trade-off rule judges each attachment on its own. The stats shown for a finished set are the multiplied result, which can differ a little from the sum of the parts.
- The numbers describe launch data and change with patches. They are unverified.

## Frequently asked questions

**Q: What are the stat leaders for MW4?**

A: They are the weapons with the best base value of each headline stat, worked out on this site from CODMunity's weapon stats for 33 weapons. There are 12 headline stats. Each stat has its own page with every weapon ranked, the best in each class and the attachments that change the stat most.

**Q: Is a higher number always better?**

A: No. Lower is better for ADS speed, sprint to fire speed, reload time, vertical recoil, and horizontal recoil. Higher is better for movement speed, ADS movement speed, sprint speed, bullet velocity, damage range, fire rate, and magazine size. Each page says which way it runs, and the word better or worse follows every change.

**Q: What is a goal?**

A: A goal is a short list of stats that matter for one purpose: recoil control, fast aim, mobility, long range, and fire rate and ammo. The builder's Optimize for control picks the attachments that do most for it and lists the trade-offs before you apply them.

**Q: Where do the numbers come from?**

A: From CODMunity's game data, read on November 4, 2026. The source gives each weapon base values and each attachment a multiplier per stat. Activision does not publish them. They are community-reported and unverified.

Stats and attachment changes from CODMunity, read November 4, 2026. Fire rate and magazine size from Activision, updated October 24, 2026.
