Call of Duty Mobile MX-9 New Gun Guide Season 6

2021-08-09

Today we will discuss the analysis of MX9 SMG with in-depth weapon statistics and the best class setup you can make for it. MX9 is an interesting weapon and an SMG. You need to reach Tier 21 in Season 6 Battle Pass to unlock MX9 SMG. with the MX9, things are no different, as the newest COD Mobile submachine gun looks like a great option to start the new season.

 

Call of Duty - Mobile Intro

 

Before continuing with this guide, we would like you to know that COD Mobile is best played on PC as you can fine-tune its setting for best graphics and performance while efficiently mapping the keyboard to play the game with keyboard and mouse.

 

Stats Analysis:

 

MX9

Stats & Tier

Damage

30

Fire Rate

86

Accuracy

45

Mobility

95

Range

41

Controls

40

Tier

SS

 

ADS:

 

When we talk about the stats of the SMG, we expect it to have good mobility stats. We start with ADS which is 13 frames, similar to other close quarters SMGs like Fennec and QQ9. So right off the bat, we have a good idea that this will be an aggressive SMG.

 

Sprint to Hip-fire:

 

Our Sprint to Fire speeds are also good which we have 9 frames for Sprint to hip-fire. Sprint to Hip-fire is when we are running or sliding, and we start Hip-firing. 9 frames are pretty good and faster than other guns like Fennec or Holger or even the best Shotgun Shorty has.

 

Sprint to ADS:

 

The Sprint to ADS is when we open the ADS and shoot from running or sliding, which for this weapon is 5 frames which are the same as QQ9, precisely what we expect from a close-quarters weapon.

 

Movement Speed:

 

Our move speed is also SMG standard of 6.37 m/s while the ADS movement speed is a bit slower at 3.38 m/s but don't let these numbers fool you. The MX9 has got good ADS movement speed which we will tell you later in this guide.

 

So far, so good; the stats are establishing similar to guns like Fennec and QQ9, but mobility stats aren't enough. We need the damages and range values as well to determine the effective range to use this.

 

Fire Rate:

 

Starting with Fire rate, we have 851 rpm, which is fast compared to other guns, but for a close-quarters SMG, it's normal. It's normal because QQ9 has 820 rpm and QXR with enhanced bolt is 990 rpm while Fennec has 1,111 rpm. Compared to them, 851 is alright and nothing special. Up till 12m, we deal 30 DMG with 212 ms time to kill (TTS), even hitting all leg shots.

 

Call of Duty - Mobile Fire Rate

 

According to its in-game stats, the MX9 features extremely balanced stats. While they’re not as high as something like the PP19 Bizon, the MX9 has a higher fire rate and is more mobile. For players that are concerned about the MX9’s damage, it doesn’t take too many bullets to kill an enemy.

 

Weird Hitbox:

 

One peculiar thing on MX9 is the hitbox. We have all of the upper body, including the arms doing the same damage as the base, 30 DMG. Legs deal a little less, but we still maintain 4-shots kill, but if we hit the sacred area, then we do lower damage, and we have 5-shots kill with 282ms TTK. So this is weird because when aiming, we have to try and either aim for legs or aim upper body and if you do hit the sacred area, then let the recoil climb up naturally, and this way, you will maintain 4-shot kill that way.

 

There is a potential for a 3-shot kill with 141ms TTK, which seems insane, but we need 3 headshots for the 3-shot kill, so you can forget about it as it can happen once in a blue moon.

 

DMG per Distance:

 

From 13m to 16m, we deal 24 DMG, and we have 282ms TTK here, and till 21m, our DMG drops harshly, and we deal 16 DMG with 423ms TTK. Most of the other guns will defeat us in this range, so the effective range of using MX9 is still 16m. The final range is from 21m onwards, and we deal 15 DMG and don't use it at this range.

 

However, at range, the MX9 must utilize its recommended loadout to get a bit more damage range. At close-range, however, the new Season 6 SMG can down an enemy in three upper body shots.

 

Stats Summary:

 

Let's do a quick summary. The DMG is fine as we have till 16m good TTK, and since it's a close-quarters weapon having good TTJ at mid-range, it will be unbalanced. So the DMG and range are acceptable. Though what is astonishing is the hitbox, this recoil pattern goes up and towards the right. So if we start shooting the right leg, we will hit the private area, which will make our TTK worse. So we can either avoid it by aiming at the upper body or shooting the lower body, then maintain our aim on the legs. This aiming is even trickier on the female skin because their Private Part hitbox is bigger, and trying to aim the legs, you will hit the private parts hitbox and slower TTK that way.

 

So while these stats on the gun seem reasonable, it will be tricky to use, and our TTK may sometimes feel inconsistent. Our base magazine has 35 bullets, which is fine considering we don't shoot as fast as Fennec, and we can kill three enemies spraying with this weapon until we need to reload. We can reload again in 2.8-sec for the full reload animation and 1.8s if we reload cancel. 1.8 sec is a bit slower when we have Fennec reloading in 1.1 sec. The bullet accuracy on this gun is also alright as we cannot play long-range with it, but our bullet spread will hold up playing mid-range, and we don't need to use bullet spread boosting attachments.

 

Call of Duty - Mobile Stats Summary

 

Gunsmith Builds and Class Setup:

 

The gunsmith in COD Mobile can be a bit complicated when it comes to new weapons. Players sometimes don’t know which attachments to equip, as many carries negative traits that need to be balanced out. Luckily, veteran players have already come up with the MX9’s best loadout, so those worries can be put to rest. The first thing you’ll notice when coming to Gunsmith builds is that the attachments are a bit confusing. We don’t have the standard attachment; instead, they are unique and similar to attachments we get in the peacekeeper.

 

Type

Attachments

Ammunition

Large Caliber Ammo

Stock

Agile Stock

Rear Grip

Firm Grip

Under Barrel

Infiltrator Foregrip

Barrel

MIP Extended Light Barrel

 

Ammunition:

 

Starting with the first attachment, you always need the large-caliber mag, the Large Caliber Ammo. Your damage and range are the same, but the hitbox you aim at is buffed and easier to manage and maintain consistent TTK with this attachment.

Pros: This attachment gives as increased Body Part DMG Multiplier

Cons: Reduces your Sprint-to-Fire Delay.

 

Rear Grip:

 

Call of Duty - Mobile Rear Grip

 

The next important attachment is the grip. We use Firm Grip as it makes our ADS speed faster, and we have 10 frames for ADS speed and gives us less Flinch, which is nice as SMGs have issues with Flinch for making our Sprint to Fire slow.

Pros: This attachment decreases our ADS time along with Hit Flinch

Cons: Increases the Sprint to Fire Delay.

 

Stock:

 

Don’t worry because we use the Agile Stock, which makes the Sprint to Fire better but most importantly, it makes our ADS movement go from mediocre to one of the best as we have 4.73 m/s for ADS movement speed with this attachment only. The only con is our Hipfire will be bad, so make it a habit to ADS and only shoot then.

Pros: Decreases Sprint to Fire Delay and Increases the ADS movement speed.

Cons: increase Hip-fire bullet spread.

 

Barrel:

 

For this, we choose the MIP Extended Light Barrel as our 16m effective range is 19m with it.

Pros: Increase Damage Range

 

Muzzle:

 

We don't recommend silencer Barrel as if you want sound suppression, you can use the OWC Light Suppressor instead, and we have 18m of effective just 1m less. Agency Suppressor is also there, but recoil control isn't needed, and it makes our range 17m which isn't needed.

Pros: for OWC Suppressor, it is silenced. For Agency Suppressor silence plus reduced Vertical recoil.

Cons: For OWC Suppressor, you will have decreased DMG range. The same is with Agency Suppressor though a bit more than the OWC Suppressor.

 

Underbarrel:

 

You can use the Infiltrator Foregrip as this makes our movement speed fast, but our ADS movement is 5.07 m/s with this build which is one of the highest in the game. If you do use this build, use it with Skulker Perk for

Pros: Increased movement and ADS speeds.

 

Type

Attachments

Ammunition

38 Round Fast Reload

Stock

Marathon Stock

Laser

5mW Combat Laser

Under Barrel

Patrol Foregrip

Perk

Sleight of Hand

 

Close-Quarter Hip-Fire Build:

 

If we want to focus more on close quarters, we can build Hip-fire build with these attachments in the above table, and don't forget to equip the Gun-Ho perk for this build for best performance.

 

Call of Duty - Mobile Hip-Fire Build

 

Above are two builds you can make right now, so do give these a try and have a blast.

 

Class Setup:

 

For the Class setup, we recommend using Quickfix as it is incredibly beneficial in close range, and the Blue Perk that we want is Hardline, while for the Red Perk, you can either use Lightweight for moving fast or Skulker for strafing fast. Rest are your preference. This perk class boosts your Movement speed, regen health when you win gunfight, and boosts your scorestreaks point. And lastly, the Tactical Mask Perk will protect you from all enemy Tactical Equipment, meaning you’ll barely notice stuns and flashes tossed your way.

 

Skins:

 

Stone Serpent

Epic

Unlock this gun skin by reaching Tier 50 in Season 6 Premium Battle Pass.

 

Conclusion:

 

The MX9 is a weapon with no particular standout characteristics, and its stats fall mostly in the average category for its class, with the weapon being most similar to the QQ9 and Fennec. With the above analysis, we have covered the in-depth analysis for the MX9 along with the best Gunsmith build you can make and the best class setup you can make.

 

Nonetheless, do you think the MX9 is broken? We can't say much except only time will tell. Hitbox is an issue with this gun, and the range is also very short, so you'll be forced to play a particular playstyle which is close quarters only where it will do well; otherwise, you could die quickly and have to double-tap to respawn. On the other hand, it doesn't have any big downsides as well, which makes it great for players who like to use their SMGs from a mid-range distance from time to time, despite the MX9 still being primarily a strong close-quarter combat weapon.

 

Even though peacekeeper will still be better for versatile gameplay, MX9 will be better for playing aggressively. It is a better peacekeeper with rapid Fire in a nutshell, and MX9 is a Fennec alternative as well as now. This makes it an interesting and versatile choice for various maps. After testing several builds, checking the numbers, and how the weapon behaves, we are almost certain that this is the best class setup for the MX9 in COD Mobile. You can read more about Call of Duty Mobile from our guides in detail about other weapons and aspects of the game.

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