A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier.
A weapon so bad it killed a million dollar company.
–In-game description
ZIP 22
ZIP22 angled
Weapon Type Secondary Weapon
Weapon Class Pistol
Rank Prerequisites Rank 61
Damage 15 → 12
Range 30 max → 60 min
ZIP 22graph


Hip Accuracy


Sight Accuracy


Magazine Size 10, 11 with round in chamber
Ammo Reserve 180
Fire Modes Semi
Rate of Fire 1000 RPM

TTK (Time to Kill) 0.12 s
Head & Body Multiplier
per bullet/pellet
Max (30 studs) Min (60 studs)
(x2.8) Head 42 33.6
(x1) Torso 15 12
(x1) Arms and Legs 15 12
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
R2 Suppressor 14.25 -> 11.4 28.5 max -> 57 min
Suppressor 13.5 -> 12 27 max -> 60 min
Armor Piercing 15 -> 10 0 max -> 60 min
Hollow Point 12.5 -> 14.4 30 max -> 60 min
Muzzle Velocity 1600 studs/s
Penetration Depth 0.5 studs
Suppression 0.2


Hipfire Camera Recovery Speed 18
Sight Camera Recovery Speed 18
Weapon Recovery Speed 25
Weapon Recoil Damping 0.55


Min Camera Kick (0.69, -0.31, -0.31)
Max Camera Kick (0.89, -0.11, 0.30)
Min Recoil Displacement (-0.31, 2.09, 5.19)
Max Recoil Displacement (0.40, 2.53, 6.09)
Min Recoil Rotation (1.50, -0.61, -0.31)
Max Recoil Rotation (2.59, 0.50, 0.30)
Hipfire Spread Factor 0.07
Hipfire Recovery Speed 9
Hipfire Spread Damping 0.65


Min Camera Kick (0.60, -0.11, -0.31)
Max Camera Kick (1.20, 0.10, 0.30)
Min Recoil Displacement (-0.11, 0.50, 8.19)
Weapon Shot Displacement (0.10, 1.50, 8.89)
Min Recoil Rotation (0.60, -0.50, -0.11)
Max Recoil Rotation (1.10, 0.50, 0.30)
Sight Magnification 1.4x


Reload Time 2 seconds
Empty Reload Time 2.2 seconds
Equip Speed 18
Aiming Speed 24
Crosshair Size 20
Crosshair Spread Rate 500
Crosshair Recover Rate 15


Weapon Walk Speed 15 stud/s
Aiming Walk Speed 10.5 stud/s
Ammo Type .22 Long Rifle
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
Z-Point 10 Kills
Mini Sight 175 Kills
Delta Sight 70 Kills
Full Ring Sight 50 Kills
Half Ring Sight 90 Kills

Underbarrel Kills Required
Flashlight 0 Kills

Barrel Kills Required
R2 Suppressor 40 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Laser 20 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The ZIP 22 is an American Pistol. It is unlocked at rank 61, or it can be bought with credits.


The USFA ZiP .22 LR, more commonly referred to as the ZIP 22, was designed by ZiPFactory, a subsidiary to United States Fire Arms, most well known for their work on quality revolvers.[1]

The ZIP 22 is chambered in the .22 Long Rifle cartridge and takes Ruger 10/22 magazines, most notably the 10 round rotary magazine and has the appearance of a rectangle with a barrel sticking out of it.

Common complaints about the ZIP 22 often include it double feeding when firing and the general ergonomics of the weapon, often being referred to as "weird."[2] The gun is also unsafe at all times since a user would need to put their hand in front of the barrel when reloading the weapon.


General Information

The ZIP 22 is to the secondaries what the M231 is to the primaries, except with much lower damage. It is a seven-shot kill (7SK) up close and a 9SK with its minimum damage, the highest amount of shots required to kill an enemy in-game.

The ZIP 22 makes up for the low damage with minimal recoil. It also has the fastest reload time in the game. In addition, it has a headshot multiplier of 2.8x, one of the highest in game and allows it to achieve a 3SK at any range.

In addition, the ammunition reserve is ridiculously high and is the sixth highest in the game, tied with the Colt LMG (180) and behind the SCAR HAMR, MG36 and HK21 (200), L86 LSW (210), PPSh-41 (213), M60 (250) and MG3KWS (300); all of which are LMGs, except for the PPSh.

Usage and Tactics

The ZIP 22 requires aiming for the head when going against enemies. Unless the user has pin-point accuracy, it is quite hard to kill a target with the ZIP 22 in one magazine with body shots alone. Even with headshots, the ZIP 22 still lacks the necessary strengths up close that guns like the M9 or G17 have to make it a functional sidearm; to deal raw high damage and have a higher magazine capacity. 

The ZIP 22 is often best used as an emergency weapon, good for dealing the final blows on enemies where one's primary weapon has failed. It is a good choice if one wants to have plentiful ammunition, especially on maps like Mirage, where scavenging ammunition can be difficult.

The ZIP 22 relies heavily on the element of surprise. While it won't effectively take care of players in a fair firefight unless the user is incredibly skilled, the ZIP can lend itself well with surprise attacks. For anyone new to the ZIP, try to stay out of head on firefights as much as possible, and instead take the enemy by surprise. Flanking is highly recommended, as is attaching a standard Suppressor

Optics may need to be used to help make it easier to aim for the head, although it is not required. There is no need to use any recoil reducing barrel attachments since recoil is already minimal. Suppressors may come in handy so that the user does not attract attention to themselves while firing, essential for a weapon that can take a while to eliminate a target. Like the Henry 45-70, the Suppressor can be either extremely crippling or surprisingly useful as the normal suppressor maintains the ZIP's 3SK headshot at any range.

The VCOG 6x Scope is available for those who need the higher zoom to aim for the head at longer ranges, and is surprisingly effective at medium-long ranges as well, assuming the user has enough skill to aim for the head.

If one has taken a liking to the magnification level of the iron sights, but wants a clearer sight picture, the half- and full-ring sights are viable on the ZIP 22.

Something to note is that its visual recoil is greater than its actual recoil, meaning that the actual shots don’t vary in landing spots as much as it would appear, making it easy to spam click as long as the target hasn’t moved, as the player’s shots will almost always land in the same spot, despite the gun's visual recoil indicating otherwise.


The ZIP 22 is a very difficult gun to use. However, more skilled players can effectively use the weapon, as its minimal recoil and 3SK with headshots at any range makes the ZIP 22 very deadly in experienced hands. However, as a functional sidearm or backup weapon for the average user, along with the lack of good handling and low damage barring headshots results in the ZIP 22 failing to deliver.

Pros & Cons


  • 3SK to the head at any range, even with a suppressor, ignoring the R2 Suppressor.
  • Minimal recoil.
  • Fastest reload time out of all pistols.
  • Highest total ammunition count of all secondaries (190 total).
  • Equipping any suppressor does not reduce muzzle velocity.
  • Low damage drop-off.
  • High RoF
  • Already quiet base noise makes it suitable for stealth builds.
  • Has access to the unique attachment Pro Mag.


  • Small magazine capacity.
  • Extremely poor base damage, lowest damage values in-game.
  • Extremely fast range drop-off—ending at 60 studs.


  • The .22 LR caliber has in fact seen military service.
    • The Office of Strategic Services (OSS) during WW2 used suppressed .22 LR pistols, mainly concealed as pencils or pens.
    • Ruger MKII pistols with suppressors were used by the Navy SEALs in the 1990s.
    • The Israelis have also used the Ruger 10/22 rifle for riot control.
    • The ZiP 22 can also be used as an attachment itself in the real world, due to its compact size. It may be attached on the underside of a barrel, where a grip would usually be, although this is rare, since the ZiP 22 is an unreliable weapon.
  • The ZIP 22 may be compared to the Kolibri from Battlefield 1. Both play practically the same roles in their respective games: an incredibly weak pistol that can be used effectively by skilled players.
  • The ZIP 22 is the only secondary able to equip a magazine attachment, a 50rd drum named the Pro Mag.
  • The ZIP 22 is the only weapon chambered in .22 LR in the game so far, as well as being the only bullpup secondary in the game.
  • The ZIP 22 has the second highest headshot multiplier in the game, behind sniper rifles.
    • As such, it can out-damage both 9×19mm semi auto secondaries with headshots.
  • The VCOG 6x Scope on the ZIP 22 had the same reticle as the VCOG on the Hecate II and 1858 Carbine before the optics were updated.
  • Being a very small weapon in real life, the ZIP 22 has one of the smallest weapon models in-game.
    • As .22 LR is technically a rifle round and not a pistol round, the ZIP 22's previous placement in the 'other' category would be somewhat accurate, as it is technically a carbine without a stock.
  • When the ZIP 22 was first in the test place, the Laser was attached to the magazine, meaning that it would be thrown away with the magazine.
  • During testing, it also had an incorrect 2x hyperburst mode, similar to the AN-94's.
  • Prior to the Halloween update, the ZIP 22 had the third fastest RoF in-game at 2000 RPM.
  • Before Update 4.2.0, the ZIP 22 was in the Other category in the Secondaries. It has been relocated in the Pistols category instead.
  • In the test place, the PM II sniper scope was briefly available for the ZIP 22 after most optics were added to pistols.
  • This pistol is also notorious for almost single-handedly causing its company to go bankrupt.
    • Its primary reason was that the weapon simply operated poorly and would constantly malfunction. Alongside this were the questionable ergonomics.

Update History

Update Description Note
3.1.0 Introduced
3.14.1 RPM reduced to 780 (was 2000)

Walkspeed increased to 15 (was 14)

RPM reduction seems to have been aimed at stopping auto-clickers.
4.0.2 RPM increased to 1000 (was 780) Unknown reason for RPM increase.
4.6.1 Weapon description added
4.7.0 Animations changed Prior to this update, the ZIP 22 was using animations from the G17/G18.

Mag-in and mag-out were replaced.
Bolt cycling animation now properly depresses the charging handle.


Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS G2 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - M231 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40
X95 SMG - Tommy Gun

Light Machine Guns

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

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000


M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR

Designated Marksman Rifles

MK11 - SKS - SL-8 - 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 - G17 - M1911 - Desert Eagle L5 - M45A1 - Five Seven
ZIP 22 - Desert Eagle XIX

Machine Pistols

G18 - M93R - TEC-9 - Micro Uzi - MP1911


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


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

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