GGX 17 Stats, Price and Tier

Pistol9x19mm$200D tier across 3 of 5 sourcesrecorded Alpha 1 · 7 Aug 2026

Recorded stats

As of Alpha 1 · 7 Aug 2026
Damage per hit
22
Rate of fire
600RPM
Effective range
50m
Muzzle velocity
375m/s
Weight
0.63kg
Fire modes
Semi
Vendor price
$200
$100 below level 9 (recruit discount)
Shots to kill
5
about 400 ms, our arithmetic

Community-recorded from Closed Alpha and Closed Beta vendor screens, cross-checked across independent databases. Bulkhead publishes no official weapon figures, and Early Access can retune any of them. Shots to kill is ours: 100 HP unarmoured, body shots, no falloff, health divided by damage rounded up; time is shots minus one, times 60,000, over RPM.

Where it ranks

Who rates the GGX 17

Each published tier list that places it, in that source's own band, with the build it read. The D above is our split of their average.

Same class

Other pistols

What else the vendor sells in this slot, with the same recorded figures, so a cheaper or better answer is one row away.

WeaponDamageRPMRangePriceTier
GGX 18221,20050 m$800B
Judge-20050 m$250D
M19113043050 m$300F
Deagle49267100 m$900C
FAQ

Common questions

How much does the GGX 17 cost in WARDOGS?

$200 at the vendor as recorded in the closed tests, or $100 below level 9 with the new recruit discount. Community-recorded from Closed Alpha and Closed Beta vendor screens, cross-checked across independent databases. Bulkhead publishes no official weapon figures, and Early Access can retune any of them.

Is the GGX 17 good?

3 of the 5 published tier lists we read place it, and their average lands in our D tier for Pre-launch, Closed Beta 1 to Closed Beta 2: MetaForge calls it D, Playhub calls it C, Overgear calls it C. Those are their opinions, credited; the letter is our split of the average. Statistical data is based on external APIs and publicly available information. It may differ from official data.

How many shots does the GGX 17 take to kill?

5 body shots on an unarmoured 100 HP target with no damage falloff, which at 600 RPM is about 400 ms from the first hit to the last. That is our arithmetic on the recorded damage and rate of fire, not a published figure: shots equal health divided by damage rounded up, and time equals shots minus one, times sixty thousand, divided by RPM. Armour, range and hit location all change it.