Ring Damage Calculator
Make cleaner rotate calls. Check exact ring damage and survival time before you gamble an edge play.
Last verified: Season 28 — Feb 2026
| Round | Wait | Close Time | DMG/Tick | DPS | Diameter |
|---|---|---|---|---|---|
| Round 1 | 1:30 | ~4:30 | 3 | 2.0 | 1,100 m |
| Round 2 | 2:45 | 0:45 | 4 | 2.7 | 650 m |
| Round 3 | 2:15 | 0:45 | 10 | 6.7 | 400 m |
| Round 4 | 1:45 | 0:40 | 15 | 10.0 | 200 m |
| Round 5 | 1:30 | 0:40 | 20 | 13.3 | 100 m |
| Round 6 (Final) | 1:00 | 2:00 | 25 | 16.7 | ~0 m |
Tick interval: 1.5 seconds · Same values for ranked and pubs
Ring Damage by Round
⏱️ Survival Calculator
Time Until Death
100.5s
67 ticks × 1.5s each
Full Survival Time Table (seconds)
| Ring | 150 HP | 200 HP | 225 HP | 250 HP |
|---|---|---|---|---|
| Round 1 | 75.0s | 100.5s | 112.5s | 126.0s |
| Round 2 | 57.0s | 75.0s | 85.5s | 94.5s |
| Round 3 | 22.5s | 30.0s | 34.5s | 37.5s |
| Round 4 | 15.0s | 21.0s | 22.5s | 25.5s |
| Round 5 | 12.0s | 15.0s | 18.0s | 19.5s |
| Round 6 (Final) | 9.0s | 12.0s | 13.5s | 15.0s |
How This Tool Works
This page is for rotate discipline. Pick ring round and health pool to see exact time-to-death, then decide if a loot detour or flank is worth the risk.
Late-ring damage ramps hard, so the calculator is most useful when calls are tight: continue edge pressure, heal and craft, or immediately rotate to zone.
The full matrix helps squads build quick intuition by showing every round against each common HP pool in one view.
Formula & Assumptions
- Seconds to death = ceil(health pool / damage per tick) * tick interval.
- Tick interval uses 1.5 seconds.
- DPS conversion = damage per tick / 1.5.
- Displayed values are consistent between pubs and ranked in the current model.
Example Scenario
- Select Round 3 and 225 HP to model a typical blue-shield rotate.
- Read time to death and compare that window against medkit or syringe timing.
- Switch to Round 5 to visualize why late rotations become low-percentage plays.
Common Mistakes
- Assuming early-ring survivability applies to late rings.
- Underestimating heal animation time when planning deep-zone plays.
- Ignoring team revive timing while outside ring.
Data Source & Update Policy
- Ring values are maintained in a dedicated data file and should be rechecked when map/ring updates are announced.
- All calculations are deterministic and can be verified manually from the formula.
- If Respawn changes tick interval or per-round damage, only the ring data file needs updates.
How To Validate Any Output
Treat this page as a decision aid, not a black box. Start by checking that your inputs reflect your real situation (current rank, level, inventory, or playtime). Then compare one result against a real in-game outcome or official patch-note value. If the output is directionally right and assumptions match your case, use it for planning. If your local conditions differ, adjust assumptions and run another scenario before acting on the number.
The goal is transparent utility. Every calculator here intentionally exposes assumptions so you can audit the logic quickly and avoid common mistakes from outdated guides. That approach helps this site stay useful even when the Apex meta changes, because updating a few clearly documented values is faster and safer than rewriting hidden logic.