HK416 angled
Weapon Type Primary Weapon
Weapon Class Assault Rifle
Rank Prerequisites Rank 64
Damage 31 → 24
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 850 RPM

TTK (Time to Kill) 0.14 s
Head & Body Multiplier
per bullet/pellet
Max (80 studs) Min (160 studs)
(x1.4) Head 43.4 33.6
(x1.0) Torso 31 24
(x1) Arms and Legs 31 24
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 31 -> 21.6 80 max -> 144 min
R2 Suppressor 29.45 -> 22.8 76 max -> 152 min
PBS-1 Suppressor 29.45 -> 22.8 76 max -> 152 min
PBS-4 Suppressor 29.45 -> 22.8 76 max -> 152 min
Suppressor 27.9 -> 24 72 max -> 160 min
Armor Piercing 31 -> 20 0 max -> 160 min
Hollow Point 25.83333 -> 28.8 80 max -> 160 min
Muzzle Velocity 2500 studs/s
Penetration Depth 1.0 studs
Suppression 0.5


Hipfire Camera Recovery Speed 18
Sight Camera Recovery Speed 21
Weapon Recovery Speed 17
Weapon Recoil Damping 0.8


Min Camera Kick ((1.29,-0.61,-0.31))
Max Camera Kick ((1.70,-0.11,0.30))
Min Recoil Displacement ((-0.50,0.60,8.19))
Max Recoil Displacement ((0.80,1.10,8.50)
Min Recoil Rotation ((-0.61,0.50,-0.31))
Max Recoil Rotation ((1.20,1.20,0.30))
Hipfire Spread Factor 0.06
Hipfire Recovery Speed 10
Hipfire Spread Damping 0.80


Min Camera Kick ((1.00,-0.50,-0.50))
Max Camera Kick ((2.00,0.50,0.50))
Min Recoil Displacement ((-0.11,0.20,11.19))
Weapon Shot Displacement ((0.10,0.30,11.80))
Min Recoil Rotation ((0.20,-0.35,-0.31))
Max Recoil Rotation ((0.50,0.34,0.31))
Sight Magnification 1.8x


Reload Time 2.7 seconds
Empty Reload Time 3.5 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 15


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 9.7 stud/s
Ammo Type ‎5.56×45mm NATO
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
C79 125 Kills
Comp Aimpoint 130 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
TA33 ACOG 650 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 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 HK416 is a German Assault Rifle. It is unlocked at rank 64, or it can be purchased with credits.


The HK416 is an assault rifle developed by German firearms manufacturer Heckler & Koch based off the AR-15 series of rifles, specifically the Colt M4 carbine family. During the 1990s, the United States Army Delta Force, in collaboration with Heckler & Koch and American firearms expert Larry Vickers, began development of a new rifle to replace the M4 carbine, with the goal to fix the issues with the M16 and M4 designs. Heckler & Koch used their prior experience in developing the G36 rifle - and later during development, the XM8 project - and their successful modernization program of the British SA80 series of weapons in designing the HK416.

The HK416 uses a proprietary short-stroke gas piston originally used in the G36 which was developed off the Armalite AR-18.[1] This new piston system prevents combustion gases getting inside the weapon and remove any powder residue being in the receiver after long periods of shooting, greatly improving reliability by reducing instances of malfunctions and improving the lifespan of weapon parts.[1][2] Other improvements include a cold forged barrel, an improved bolt and a free-floating hand guard with standard picatinny rails.


General Information

The HK416 possesses above-average damage for its class. Although being a four-shot-kill (4SK) up close and a 5SK at the end of its damage drop-off, its damage values are high enough that one headshot will reduce the shots-to-kill (STK) requirements by one at any range. Range is very good, with damage beginning to drop off at 80 studs - average for its class - and drop off stopping at 160 studs - a good minimum range value for an assault rifle.

Rate-of-fire (RoF) is on the higher end for its class, at 850 RPM - slightly slower than that of the FAMAS or AS VAL. Muzzle velocity is average for its class, at 2500 studs per second. With average damage, muzzle velocity and higher-than-average RoF, this results in the HK416's time-to-kill (TTK) being fairly good quick close and consistent at medium range.

Recoil is overall mixed. Recoil per shot is mild and vertical recoil is fairly moderate. However, camera recoil is quite high, with a high degree of horizontal kick. Hipfire is average for its class, with average spread, although the higher RoF makes hipfire performance somewhat better than other assault rifles.

Magazine capacity is average for its class, at 30+1 rounds. Reload times are quite quick, with a tactical reload taking a spritely 1.9 seconds and empty reloads requiring a slightly longer 2.3 seconds. Its ammunition consumption rate is fairly high due to the high RoF, however, its ammunition type is quite common, meaning finding ammunition is fairly easy.

Usage & Tactics

The HK416 is a competitive assault rifle within the close range to medium range bracket. Its high RoF coupled with its good damage and range makes it a fast-killing weapon, even out to medium range. In terms of its TTK, it falls somewhere in between the M16A3 and the FAMAS, having a firerate in between the two rifles but having better range. Its TTK is also comparable with personal defense weapons, such as the MP10. However, it is outclassed in CQC by the likes of the AS VAL, M231 and FAMAS - it trades more CQC power for better overall range performance and versatility, being able to perform at mutliple range engagements fairly well but still outclassed in some aspects by other weapons.

The main downsides of the HK416 are its recoil and high ammunition consumption rate. Its high camera recoil makes it hard to remain on target whilst firing in full-auto outside of close range, making tap-firing or burst-firing useful for longer-ranged engagements. Given the recoil's effect on accuracy, this can also affect the rate of ammunition consumption - the less accurate a weapon is the more likely it is more bullets will be expended at shooting at a target. Reloads will be more frequent without trigger discipline, albeit quite quick to complete, therefore, burst and tap-firing offers to combat the weapon's recoil and conserve ammunition.

Given the advantages the HK416 has over some of its peers - faster reload times and faster RoF - in conjunction with the drawback of its high camera recoil, the HK416 is best used in CQC to medium range, where the recoil is less of a factor in gunfights up close and the user can effectively use the weapon's strengths.  Any particular strategy is fairly viable with the HK416 - its versatility lends itself towards different playstyles well, such as rushing or flanking tactics. It is also quite useable with most attachments, although some are arguably more effective.

Regarding optics, the weapon's iron sights are quite clear and useful for CQC and medium range, so an optic is not necessarily essential but they do provide a marginal benefit in terms of precision. Most of the higher-magnification optics remain less effective on the HK416 given the high camera recoil and the weapon being suited towards closer ranges, so low-magnification, single dot optics such as the Delta Sight or the Reflex Sight are good choices.

In terms of barrel attachments, the Compensator is a good choice to mitigate the horizontal recoil of the weapon and make it easier to remain on target whilst firing in full-auto. Suppressors are also quite useable, if the user is comfortable with the recoil, as they will not affect the STK requirement to the body, making the HK416 a good candidate for a stealth-based loadout. However, suppressors will make headshots more crucial in reducing the TTK at longer ranges.

As for underbarrel attachments, the Angled Grip is a very good choice, reducing the recoil and making the weapon more stable when firing in full-auto, subsequently improving the weapon's useability at medium ranges. Alternatively, if the user is strictly using the HK416 up close, a Vertical Grip greatly improves the hipfire performance of the weapon. Alternatively, the user could use the Stubby Grip to greatly reduce the camera recoil. With auxillary attachments, a laser sight is highly recommended. The benefit of tighter hipfire spread is always useful and when paired with a vertical grip and suppressor makes for a very good CQC-orientated loadout, taking advantage of the HK416's higher RoF and quick reload times. Alternatively, if a user wants to improve the HK416's longer-range capabilities, the use of Armor Piercing rounds give the HK416 a 4SK all ranges.


The HK416 is a fairly versatile assault rifle, offering great amounts of flexbility in terms of loadout potential. Its quick reload times, high RoF and good damage profile make it a very effective weapon within the CQC to medium range bracket. However, its high camera recoil means it remains harder to use at longer ranges, and its high ammunition consumption rate can leave a less disciplined user dry at times. However, the HK416 does remain an effective weapon for those looking for a viable weapon in CQC and medium range.

Pros and Cons


  • Low vertical recoil.
  • Versatile - very customizable.
  • Suppressors do not affect body STK requirement.
  • Fast reload time.
  • Relatively clear iron sights.
  • High RoF.
  • Moderately accurate.


  • High ammunition consumption rate.
  • High camera recoil.
  • Moderate horizontal recoil.
  • Below-average penetration for its class.


  • The HK416 was released in Version 4.4.0, along with the Five Seven and the AA-12.
  • The model in game doesn't have a trigger. It is the case for many other models in Phantom Forces.
  • The HK416 was originally named the HK M4 by Heckler & Koch, however it was changed due to a trademark infringement suit made by Colt Defense.[3]
  • The model in-game is that of the HK416A5 with a 14.5 inch barrel.
  • The third-person model of the HK416 is an M4A1.


  1. 1.0 1.1
  2. Heckler-Koch HK-416 carbine / assault rifle - Modern Firearms

Update History

Update Description Note
4.4.0 Introduction
4.6.0 Reload animation redone

Reload speed slowed

Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS - AK47 - AUG A3 - L85A2 - HK416
AK74 - AKM - AK103 - M231

Personal Defense Weapons

M1921 - MP5K - UMP45 - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
L115A3 - TRG-42 - Mosin Nagant - Dragunov SVDS
Hecate II - M107 - Steyr Scout


Jury - M4A1 - G36C - M4 - L22 - SCAR PDW - AKU12
Groza-1 - AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - KAC SRR

Designated Marksman Rifles

MK11 - SKS - VSS Vintorez - MSG90 - Beowulf TCR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - Henry 45-70
FAL 50.00


KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - Glock 17 - M1911 - Deagle 44 - M45A1 - Five Seven
ZIP 22

Machine Pistols

Glock 18 - M93R - TEC-9 - MP1911


Judge - Executioner - MP412 REX - Mateba 6
1858 New Army - Redhawk 44


Serbu Shotgun - SFG 50 - Sawed Off - Saiga-12U - Obrez

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