Here's a list of weapons currently available in the game, sorted by types of ammo they use. Melee is a separate type, even if some of the melee weapons use ammo.
Weapon tables explanation[]
Weapon Chest drop - Weapons are obtainable from Weapon Chests in the area listed and all areas after. Weapon drops are calculated by the difficulty number. Difficulty is the number of portals you have entered; it determines the amount of enemies spawning in the area. Entering a Crown Vault or the Sewers Secret Area counts as entering a portal and increases the difficulty by one each time you exit them, so you get better weapons sooner, but there are more enemies.
If a weapon is meant to drop on difficulty 11, that would mean the weapon drops in area 5-3 from enemies, 5-2 from Weapon Chests, and 4-1 from Cursed Chests. Robot's passive reduces the number by one (5-2, 5-1, and 3-3).
The tables below feature regular Weapon Chest and Large Weapon Chest drops only (the middle number) without entering Crown Vaults and the Sewers Secret Area, no enemy drops, no Cursed Chest drops, and without using Robot's passive.
Also check the Weapon Chest drops table at the bottom of this page.
Damage per shot/swing - This is calculated under the assumption that you are clicking once. Automatic weapons are also judged by this, meaning their damage value is just for a single shot, not sustained fire. Same rules apply to Ammo per shot/swing.
If the damage value has a colored minimum-maximum value, it can do damage over time. In most cases, the target can take the minimum value of damage multiple times per its hit animation. For example, a Big Explosion can deal 5 damage per hit and can cause the target to have two hit animations, which means it can do a max of 10 damage, which is listed as 5-10.
Big and small explosions, blood explosions, fire, discs, lasers, lightning, plasma projectiles, and plasma explosions deal damage over time, but the mechanic for each is different and is explained below. Melee swing projectiles can't damage enemies that are in their hit animations, meaning they can hit the target only once. Melee Energy Weapons affected by the Laser Brain mutation can hit the target twice with one swing.
Damage per shot |
---|
Projectile Damage × Projectile Number Firing Method |
Firing methods:
- single shot - one click = weapon fires once.
- burst - one click = weapon fires multiple times, then stops.
- automatic - you can hold down the button and the weapon will continue to fire.
- burst/automatic - one click = weapon fires multiple times, but you can also hold down the button and the weapon will continue to fire out in bursts.
Reload time/swing delay - The delay a weapon has between each click listed in seconds. During this period of time, the weapon is unable to fire/swing. Burst weapons have a delay between each burst. Automatic weapons reload automatically but still have a delay between shots. Melee weapons have delay between each swing. Reload time can be reduced by mutations like Stress or Trigger Fingers. Y.V. has passively reduced reload time for all weapons. Lower reload time means higher rate of fire.
Spread angle - The randomized directional offset that a weapon fires projectiles with. Some weapons have a "Fixed" spread offset in addition to the randomized one, such as Triple Machinegun's 15°. For the spread angle with the Eagle Eyes mutation, multiply by 0.3 (Triple Machinegun would have an offset of 0.9° and a fixed offset of 4.5°).
Bullet Weapons[]
Most bullet weapons fire the same standard yellow rounded projectiles, but at different fire rates and accuracy (i.e. the Minigun will kill an enemy in the same number of bullets as the revolver).
Bullet weapons are general purpose weapons, with more abundant ammo than other weapon types and a much higher max ammo capacity of 255 without any mutations, which increases to 555 with Back Muscle.
The Recycle Gland mutation has a 60% chance to give you +1 ammo whenever you hit an enemy or a prop with a bullet or +2 ammo with a heavy bullet.
Regular[]
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Revolver |
Fires a single bullet projectile per shot. Starting weapon for all characters except Yung Venuz, Chicken, and Rogue. Each character that starts with this weapon also starts with 96 Bullet type ammo. Fish and Steroids start with more ammo. |
N/A (starting weapon) |
3 single shot |
0.20 sec | Ammo: 1 | 4° |
Rusty Revolver |
Found in the Proto Chest inside the Crown Vault. Has better accuracy than the regular revolver, but a slightly longer reload time. |
3 single shot |
0.23 sec | Ammo: 1 | 0° | |
Machinegun |
Accurate, but has the lowest rate of fire of all automatic bullet weapons. Has slightly less accuracy than the revolver. |
Area 1-1 |
3 automatic |
0.17 sec | Ammo: 1 | 6° |
Triple Machinegun |
Shoots a spread of three bullets slightly faster than the normal machinegun; ammo consumption is also tripled.
Spread is not random; the middle bullet travels directly to the cursor, with the other two firing streams at equal angles apart from the cursor. |
Area 1-3 |
3 × 3 automatic |
0.13 sec | Ammo: 3 |
3° Fixed: 15° |
Quadruple Machinegun |
Shoots similarly to the Triple Machinegun, but fires a spread of four bullets per shot instead. | Area 5-3 |
3 × 4 automatic |
0.13 sec | Ammo: 4 |
3° Fixed: 12° |
Smart Gun |
A machinegun that automatically targets the enemy closest to the cursor. Shoots as fast as an SMG.
The Smart Gun works well with the Recycle Gland mutation due to its auto-aiming. |
Area 5-1 |
3 automatic |
0.10 sec | Ammo: 1 | 5° |
SMG |
Shoots faster than the Machinegun, but is considerably less accurate. |
Area 1-2 |
3 automatic |
0.10 sec | Ammo: 1 | 16° |
Minigun |
An automatic bullet weapon with a very high rate of fire, consuming ammo like crazy. The spread of bullets it fires covers a wide area. It's still capable of firing small numbers of bullets. Has recoil and shakes the screen, which makes it inaccurate. Moving while firing this weapon will push your character back, but this won't happen if you stand still. | Area 3-1 |
3 automatic |
0.03 sec | Ammo: 1 | 13° |
Double Minigun |
Has wider bullet spread than the Minigun and fires double the number of bullets, consuming ammo even faster. Has recoil and pushes your character back even when you stand still. | Area 7-1 |
3 × 2 automatic |
0.03 sec | Ammo: 2 | 9.5°
Fixed: 9.5° |
Assault Rifle |
Fires a three-round burst each click. | Area 1-1 |
3 × 3 burst |
0.37 sec | Ammo: 3 | 2° |
Rogue Rifle |
Rogue's starting weapon. Fires a two-round burst each click, but it has a smaller cooldown than the Assault Rifle. The bullet projectiles are blue like all I.D.P.D. troops' projectiles. | N/A (Rogue's starting weapon) |
3 × 2 burst |
0.20 sec | Ammo: 2 | 5° |
Hyper Rifle |
Similar to the Assault Rifle, but fires a burst of five bullets instead of three and has lower reload time. The weapon will fire a continuous stream of bullets if you click fast enough. | Area 3-3 |
3 × 5 burst |
0.10 sec | Ammo: 5 | 2° |
Heavy Revolver |
Stronger version of the Revolver. Uses 2 ammo per shot and fires a heavy bullet that does more damage than regular bullet projectiles. It also has slightly less reload time than the regular revolver. | Area 4-1 |
7 single shot |
0.17 sec | Ammo: 2 | 1° |
Heavy Machinegun |
Stronger version of the Machinegun. Same fire rate, but uses more ammo per shot, is more accurate, and fires heavy bullets that do more damage than regular bullet projectiles. |
Area 5-1 |
7 automatic |
0.17 sec | Ammo: 2 | 3° |
Heavy Assault Rifle |
Stronger version of the Assault Rifle. Same accuracy, but uses more ammo per shot and fires heavy bullets that do more damage than regular bullet projectiles. Has less reload time than the regular Assault Rifle. |
Area 6-1 |
7 × 3 burst |
0.30 sec | Ammo: 6 | 1° |
Pop[]
Pop bullet weapons use bullet ammo, but fire shotgun-like Pellets that bounce off walls and do less damage from a distance, but the same damage as bullets from up close (for two frames after leaving the weapon; that damage value will be in brackets).
The Recycle Gland mutation doesn't work with these weapons, but Shotgun Shoulders does affect the bouncing projectiles, increasing the range they travel after bouncing off walls. They will also deal the increased damage right after bouncing.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Pop Gun |
A Machinegun that shoots shotgun pellets instead of bullets. It has a very high rate of fire, but does less damage per shot. | Area 1-2 |
2[3] automatic |
0.07 sec | Ammo: 1 | 4° |
Pop Rifle |
Similar to the Assault Rifle, but shoots shotgun pellets instead of bullets. It's automatic, has a higher fire rate than the Assault Rifle, and uses less ammo to fire a single burst. | Area 1-3 |
2[3] × 3 burst/automatic |
0.30 sec | Ammo: 2 | 8° |
Flame Pop[]
Flame Pop bullet weapons use bullet ammo, but fire Flame Pellets. Flame Pellets turn into fire particles on contact with the target, dealing impact damage and then fire damage. Hitting a target with multiple Flame Pellets will deal all impact damage first and then deal fire damage. They do slightly more impact damage from up close (for two frames after leaving the weapon; that damage value will be in brackets). Flame Pellets turn into fire on contact with a wall and don't bounce off. They will also change into fire after traveling for some distance without hitting anything.
A single fire particle can hit the target multiple times after touching it, creating a burn effect that does 2 damage per hit animation, up to 6 damage. The burning enemy can be damaged by fire again only after the hit animation stops, but there's a small chance for another burn to trigger and ignore the animation. That chance is 1/(25 + amount of flames), which means that it gets smaller with each fire particle that hits the enemy at the same time. Fire doesn't damage the player and can't destroy enemy projectiles.
The Recycle Gland mutation doesn't work with these weapons, but Shotgun Shoulders does. It gives Flame Pellets the ability to bounce off walls, but the bounce distance isn't as long as with regular pellets and they can bounce off only once. They will also deal the increased impact damage right after bouncing.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Incinerator |
Shoots a fixed spread of three Flame Pellets. The middle projectile travels directly to the cursor, with the other two firing streams at equal angles apart from the cursor. Similar to the Triple Machinegun, but the streams are less accurate. Has the same fire rate as the Pop Gun. | Area 7-3 |
2[3] × 3 Fire: 2-6 automatic |
0.07 sec | Ammo: 3 | 5°
Fixed: 18° |
Bouncer[]
Bouncer bullet weapons fire rotating bullets that bounce off walls. Bouncing bullets have the same range as regular bullets, but don't move as fast. Unlike shotgun pellets, these projectiles can travel all the way across the level after bouncing. They can bounce only once and will disappear after hitting a second wall.
The Recycle Gland mutation works with these weapons, but Shotgun Shoulders doesn't.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Bouncer Shotgun |
Fires 7 bouncing bullets in a slightly inaccurate spread. | Area 3-1 |
4 × 7 automatic |
0.60 sec | Ammo: 6 | 3°
Fixed: 10° |
Bouncer SMG |
As fast and inaccurate as the SMG, but fires bouncing bullets. | Area 3-1 |
4 automatic |
0.10 sec |
Ammo: 1 | 20° |
Shell Weapons[]
All shell projectiles bounce off walls and do more damage from up close (for two frames after leaving the weapon; that damage value will be in brackets). Shell weapons are divided into three projectile categories: pellets, flame pellets, and slugs.
The Shotgun Shoulders mutation increases the range projectiles travel after bouncing off walls. They also deal increased damage right after bouncing.
Pellets[]
Shotgun type weapons that fire a spread of pellets over a small range and flak cannons that fire round projectiles which split into pellets.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Shotgun |
Fires a random spread of pellet projectiles using one shell per shot. | Area 1-1 |
2[3] × 7 single shot |
0.57 sec | Ammo: 1 | 20° |
Double Shotgun |
Same as the Shotgun, but fires double the amount of pellets (using two shells per shot) and has longer reload time. | Area 2-1 |
2[3] × 14 single shot |
0.93 sec | Ammo: 2 | 30° |
Sawed-off Shotgun |
Similar to the Double Shotgun, but it has lower range and fires even more pellet projectiles, with a wider spread. | Area 3-1 |
2[3] × 18 single shot |
0.93 sec | Ammo: 2 | 45° |
Wave Gun |
Fires a burst of 16 pellet projectiles that spread in a V-shaped pattern. | Area 5-1 |
2[3] × 16 burst |
0.57 sec | Ammo: 2 | 2°
Fixed: 0 to 16° |
Eraser |
Fires 17 pellets, each with different speeds, that form a straight line of projectiles. Has more range than the Wave Gun. | Area 3-3 |
2[3] × 17 single shot |
0.67 sec | Ammo: 2 | 1° |
Auto Shotgun |
Similar to the Shotgun, but faster and automatic. Fires fewer pellets with a smaller spread. |
Area 3-1 |
2[3] × 6 automatic |
0.13 sec | Ammo: 1 | 15° |
Flak Cannon |
Fires a flak ball that, after traveling a short distance or hitting a wall or an enemy, splits into 16 pellets which spray outward in a circular radius. As all shell weapon projectiles, the flak ball will do more impact damage from up close. The pellets deal more damage to targets directly hit with the ball or targets that are close when it splits, no matter how far the ball traveled. |
Area 3-1 |
On impact: 8[10] 2[3] × 16 single shot |
0.87 sec | Ammo: 2 | 5° |
Super Flak Cannon |
Fires a huge flak ball that splits into five smaller ones in a star shape around it. Each of the smaller ones split into 16 pellets in a circular radius covering a massive area. Uses a lot of ammo. The main projectile behaves the same as with the Flak Cannon, dealing more damage up close. The smaller flak projectiles and pellets deal more damage right after splitting. |
Area 5-3 |
Main projectile: On impact: 45[50] Small projectiles: On impact: 8[10] × 5 2[3] × 16 × 5 single shot |
2.13 sec | Ammo: 8 | 4° |
Flame Pellets[]
Flame Pellets turn into fire particles on contact with the target, dealing impact damage and then fire damage. Hitting a target with multiple Flame Pellets will deal all impact damage first and then deal fire damage. Flame Pellets turn into fire on contact with a wall and don't bounce off. They will also change into fire after traveling some distance without hitting anything.
A single fire particle can hit the target multiple times after touching it, creating a burn effect that does 2 damage per hit animation, up to 6 damage. The burning enemy can be damaged by fire again only after the hit animation stops, but there's a small chance for another burn to trigger and ignore the animation. That chance is 1/(25 + amount of flames), which means that it gets smaller with each fire particle that hits the enemy at the same time. Fire doesn't damage the player and can't destroy enemy projectiles.
The Shotgun Shoulders mutation gives Flame Pellets the ability to bounce off walls, but the bounce distance isn't as long as with regular pellets and they can bounce off only once. They will also deal the increased impact damage right after bouncing.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload Time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Flame Shotgun | Random spread of Flame Pellets using one shell per shot. |
Area 2-1 |
2[3] × 6 Fire: 2-6 single shot |
0.67 sec | Ammo: 1 | 15° |
Double Flame Shotgun | Same as the Flame Shotgun, but it fires more than double the amount of projectiles. |
Area 3-2 |
2[3] × 14 Fire: 2-6 single shot |
0.93 sec | Ammo: 2 | 25° |
Auto Flame Shotgun | Same as the Flame Shotgun, but faster and automatic, with fewer projectiles per shot. Has a smaller spread than the Flame Shotgun. |
Area 5-1 |
2[3] × 5 Fire: 2-6 automatic |
0.17 sec | Ammo: 1 | 10° |
Slugs[]
Slug weapons fire a large, accurate projectile at longer range than shotguns. Slug weapons also have the added effect of causing enemy corpses to be thrown & bounce off walls, causing impact damage to any living enemies that they collide with.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Slugger |
Fires one large slug using one ammo per shot. | Area 1-1 |
22[24] single shot |
0.73 sec | Ammo: 1 | 5° |
Assault Slugger |
Fires a burst of three slugs per shot. | Area 2-1 |
22[24] × 3 burst |
1.17 sec | Ammo: 3 | 4° |
Gatling Slugger |
A faster and automatic Slugger. | Area 4-1 |
22[24] automatic |
0.23 sec | Ammo: 1 | 6° |
Super Slugger |
Fires a spread of five slugs per shot. | Area 5-1 |
22[24] × 5 single shot |
1.07 sec | Ammo: 5 | 4°
Fixed: 10° |
Hyper Slugger |
Fires a very fast, invisible projectile that deals more damage than regular slugs. Technically, it appears on the target, but it can be reflected. The projectile will deal 28 damage every time it hits an enemy or a prop. Damage is instantly decreased if it hits a wall. It behaves like a regular slug on impact with walls and will bounce off at a regular speed and distance. |
Area 7-2 |
26[28] single shot |
0.33 sec | Ammo: 1 | 2° |
Heavy Slugger |
Stronger version of the Slugger. Fires one heavy slug using two ammo per shot. It has half the range of a Slugger, but does more than twice the damage and has less reload time. | Area 5-1 |
60[70] single shot |
0.43 sec | Ammo: 2 | 4° |
Bolt Weapons[]
Bolt weapons give the players an increased field of vision when equipped (camera tracks cursor further); they also have a laser pointer, which makes them the most accurate weapons in the game.
The Bolt Marrow mutation grants bolt weapons a degree of homing towards enemies.
Bolts[]
Bolts are fast-moving thin, black projectiles that deal high damage. Bolts can penetrate enemies on a killing blow; otherwise, they remain lodged in the enemy. A bolt doing 20 damage pierces anything under 10 HP.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Crossbow |
Shoots a bolt that deals massive damage to a single target. Penetrates targets under 10 HP (<50% of its damage) |
Area 1-1 |
20 single shot |
0.87 sec | Ammo: 1 | 0° |
Auto Crossbow |
An automatic crossbow with an increased rate of fire and decreased accuracy. | Area 3-2 |
20 automatic |
0.27 sec | Ammo: 1 | 5° |
Super Crossbow |
A crossbow that fires five bolts in a small fixed spread. | Area 3-3 |
20 × 5 single shot |
1.00 sec | Ammo: 5 |
0° Fixed: 5° |
Toxic Bow |
Fires a green bolt that explodes into 15 toxic clouds. Deals less damage on impact than the regular Crossbow. Penetrates targets below 8 HP (<50% of its damage) A single toxic cloud does 3 damage on contact and after that disperses. Toxic clouds can also damage the player, so this weapon must be used with caution. There is a slight delay before the cloud spawns, giving the player a chance to evade it. Functions best when fired into enclosed spaces; weak in open areas since most of the time the cloud spreads somewhere near a wall. Toxic clouds don't do damage to props. |
Area 2-1 |
16 Toxic Cloud: 3 × 15 single shot |
0.97 sec | Ammo: 1 | 0° |
Heavy Crossbow |
A crossbow that uses two ammo to fire a high damage, slower bolt. Penetrates targets below 30 HP (<60% of it's damage). Takes more time to reload. | Area 2-1 |
50 single shot |
1.33 sec | Ammo: 2 | 0° |
Heavy Auto Crossbow |
An automatic Heavy Crossbow with an increased rate of fire and decreased accuracy. Slower than the regular Auto Crossbow. | Area 7-3 |
50 automatic |
0.43 sec | Ammo: 2 | 6° |
Splinters[]
Splinters are smaller versions of bolts. They deal less damage, but are fired in larger numbers, covering a wider area. Unlike bolts, splinters can't pierce through targets.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Splinter Gun |
Fires a spread of five splinters. Functions similarly to the Shotgun, but with infinite range. |
Area 2-1 |
4 × 5 single shot |
0.63 sec | Ammo: 1 | 10° |
Splinter Pistol |
Fires a spread of four splinters at a high rate. |
Area 3-1 |
4 × 4 single shot |
0.27 sec | Ammo: 1 | 4° |
Super Splinter Gun |
Fires a spread of 12 splinters in a burst; covers a wide area. |
Area 3-3 |
4 × 12 burst |
0.93 sec | Ammo: 2 | 16° |
Seekers[]
Seekers are slow-moving darts that home towards enemies when near them. They deal 9 damage each and, like splinters, can't pierce through targets. Seeker weapons fire inaccurately, but the homing projectiles make up for it.
The Bolt Marrow mutation improves the homing properties of seekers. With it, they will home from further away, and take much sharper angles.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Seeker Pistol |
Fires two Seekers in a wide arc and random spread. | Area 3-2 | 9 × 2
single shot |
0.53 sec | Ammo: 1 | 30° |
Seeker Shotgun |
Fires six Seekers in a random spread and a much wider arc than the Seeker Pistol. | Area 4-1 | 9 × 6
single shot |
0.93 sec | Ammo: 3 | 70° |
Discs[]
Discs function very differently from regular bolt and splinter weapons. Discs are slowly moving sawblade projectiles that bounce off walls and always pierce through enemies. They can also hurt the player.
The most effective use of disc weapons is firing a bunch of discs in a room, quickly leaving that area to avoid getting hit, and letting the bouncing projectiles do their job. The discs can also be reflected with Crystal's shield ability or a melee weapon and pushed away with Eyes' Telekinesis ability.
A single disc does 6 contact damage per hit and it hits the target as long as it's in contact with it. The max damage it can do is hard to determine, as it depends on how fast the disc is traveling and how big the target is. The bigger the target and the longer it is in contact with the disc, the more damage it will take.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Disc Gun |
Rapid-fires slow-moving discs that bounce off walls and always pierce through enemies. Can hurt the player, making it risky to use. Doesn't hurt you when fired directly into a wall. High damage per second, very effective against bosses. Doesn't have a laser sight, but still increases your view distance like a Crossbow. The disc gun originated in Super Crate Box, a previous game by Vlambeer. |
Area 1-2 |
6 per hit automatic |
0.27 sec | Ammo: 1 | 5° |
Explosive Weapons[]
Explosives destroy walls and can damage the player, with the exception of weapons that cause Blood Explosions, and are all Fire type weapons.
There are three types of a regular explosion:
Big Explosion - Bigger version of the regular explosion. Deals 5 damage if hit by a single instance of an explosive blast, but it's easy to be hit two times by standing close to the explosion's center. This can deal 10 damage instantly.
Small Explosion - Smaller version of the regular explosion. Has less range than a Big Explosion, but deals the same amount of damage.
Big Green Explosion - Has the same range as a regular Big Explosion, but deals much more damage. Deals 12 damage if hit by a single instance of an explosive blast, but it's easy to be hit two times by standing close to the explosion's center. This can deal 24 damage instantly.
The Boiling Veins mutation makes the player immune to collateral damage from explosive weapons while at or below 4 health, as well as explosions from other sources, and makes explosions unable to hit you a second time, but does not protect against toxic gas, which some explosives release. Boiling Veins also makes you immune to fire from Fire Traps and Fire Salamanders.
Grenades[]
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Grenade Launcher |
Shoots a gray grenade that explodes immediately on contact with an enemy or a prop. Otherwise, it explodes after a two-second delay. It can bounce off walls, but slows down and stops shortly after. Creates one big explosion. Hitting the grenade with a melee weapon that reflects projectiles will make the grenade travel further. Hitting it with any screwdriver variant or a Jackhammer causes it to explode immediately. |
Area 1-1 |
On impact: 15 Explosion: 5-10 single shot |
0.67 sec | Ammo: 1 | 3° |
Sticky Launcher |
Shoots a green grenade that sticks to walls, props, and enemies. It detonates after a short period of time. Creates three small explosions in the middle and three big ones on the outside. Does not detonate on contact with enemies. Shoots slightly farther than the grenade launcher. | Area 3-2 |
Explosion: 5-10 × 3 + 5-10 × 3 single shot |
0.83 sec | Ammo: 1 | 3° |
Toxic Launcher |
Shoots a bright green grenade that sticks to walls, props, and enemies. After a while, the grenade detonates, creating a single big explosion and after that 14 toxic clouds that can also damage the player. The grenade doesn't detonate on contact with enemies or props. Has slightly shorter range than the grenade launcher. A single toxic cloud does 3 damage on contact and disperses afterwards. Toxic clouds deal no damage to props. |
Area 2-1 |
Explosion: 5-10 Toxic Cloud: 3 × 14 single shot |
0.53 sec | Ammo: 1 | 3° |
Hyper Launcher |
Shoots a blue grenade that travels instantly in the direction of fire. Explodes on the first enemy, prop, or wall that it touches. The projectile is unreflectable, as it travels instantly to its destination. |
Area 7-1 |
On impact: 25 Explosion: 5-10 single shot |
0.23 sec | Ammo: 2 | 2° |
Heavy Grenade Launcher |
Shoots a large grey grenade that explodes immediately on contact with an enemy or a prop. Otherwise, it explodes after a delay. It has the same velocity as a normal Grenade Launcher but travels farther. Creates one big green explosion. |
Area 3-3 |
On impact: 30 Explosion: 12-24 single shot |
0.87 sec | Ammo: 2 | 4° |
Mini Grenades[]
Mini Grenades cause Small Explosions when impacting a prop, wall, or enemy. They explode after a short time if they don't impact anything; the individual mini grenades have their own random detonation timers, which will always be shorter than that of a regular grenade.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Grenade Rifle |
Fires bursts of 3 mini grenades in a straight line further than the grenade launcher; high rate of fire. | Area 4-1 |
On impact: 3 Explosion: 5-10 × 3 burst |
0.33 sec | Ammo: 1 | 4° |
Grenade Shotgun |
Fires a random spread of 4 mini grenades that have a short timer. | Area 3-2 |
On impact: 3 Explosion: 5-10 × 4 single shot |
0.53 sec | Ammo: 1 | 17° |
Auto Grenade Shotgun |
Automatic version of the Grenade Shotgun that fires a slightly tighter spread of 3 mini grenades. | Area 7-1 |
On impact: 3 Explosion: 5-10 × 3 automatic |
0.27 sec | Ammo: 1 | 14° |
Cluster Launcher |
Shoots a cluster grenade that splits into 8 mini grenades immediately on contact with an enemy or a prop. Otherwise, it splits after a one second delay. It can bounce off walls, but slows down and stops shortly after.
Hitting the cluster grenade with a melee weapon that reflects projectiles will make the grenade travel further. Hitting it with a Screwdriver or a Jackhammer splits it into mini grenades and causes them to explode immediately after. |
Area 3-2 |
On impact: 7 Mini Grenades on impact: 3 x 8 Explosions: 5-10 x 8 single shot |
0.87 sec | Ammo: 2 | 4° |
Missiles[]
Missiles are projectiles that instantly explode on impact with enemies, props, or walls. Unlike grenades, they will constantly travel and have to hit something to explode.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Bazooka |
Fires a slow-moving rocket that builds up speed as it travels; explodes on impact with walls/enemies. Creates a big explosion surrounded by three small ones. | Area 2-1 |
On impact: 20 Explosion: 5-10 + 5-10 × 3 single shot |
1.00 sec | Ammo: 1 | 2° |
Gatling Bazooka |
A fully automatic, faster-firing version of the Bazooka. | Area 5-3 |
On impact: 20 Explosion: 5-10 + 5-10 × 3 automatic |
0.33 sec | Ammo: 1 | 6° |
Super Bazooka |
A bazooka that shoots five rockets in a fixed spread. |
Area 5-2 |
On impact: 20 x 5 Explosion: 5-10 × 5 + 5-10 × 15 single shot |
1.33 sec | Ammo: 5 |
0° Fixed: 6° |
Nuke Launcher |
Fires a very slow-moving nuke that slightly follows your cursor around. Creates a huge explosion when colliding with walls, enemies, or props. The blast consists of 8 big explosions and 7 small ones. |
Area 5-1 |
On impact: 60 Explosion: 5-10 × 8 + 5-10 × 7 single shot |
1.67 sec | Ammo: 3 | 2° |
Blood Explosions[]
Blood Explosions are the same type of explosions Melting creates with its active ability. Like Melting's explosions, they do not destroy walls and do no damage to the player. The explosions will instead destroy any projectiles in their blast radius.
Regular big explosions deal 5 damage per hit animation, up to 10 damage. Despite dealing less damage per hit than a regular big explosion, Blood Explosions can hit the target more than two times (but not instantly), resulting in 12 damage per explosion.
If you run out of ammo with Blood Explosive weapons, they will take your health instead, dealing damage to your character with each shot, which can kill you. The weapons will also stop firing automatically until you get ammo again.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Blood Launcher |
Similar to the Grenade Launcher, but fires faster, has shorter range, and is automatic. The grenade is red, representing blood, and it doesn't bounce off walls. It causes three closely packed Blood Explosions on collision with walls, props, or enemies. Can still be used if you run out of explosive ammo, but it will deal 1 damage to your character with each shot. It won't fire automatically with 0 explosive ammo. |
Area 5-1 |
On impact: 10 Blood Explosion: 4-12 × 3 automatic |
0.40 sec | Ammo: 1 | 6° |
Blood Cannon |
Fires a slow-moving, red projectile that constantly causes Blood Explosions, damaging anything in its path. Missing enemies with it can deal more damage than just direct hits. The projectile travels a quite far distance and after hitting a wall, prop, or an enemy, produces 6 closely packed Blood Explosions. Unlike the Blood Launcher's grenade, this projectile will destroy walls on impact. Blood Explosions themselves won't destroy walls. Can still be used if you run out of explosive ammo, but it will deal 2 damage to your character with each shot. It won't fire automatically with 0 explosive ammo. |
Area 5-3 |
Blood Explosion: 4-12 On impact: 45 Blood Explosion: 4-12 × 6 automatic |
0.63 sec | Ammo: 4 | 5° |
Fire[]
A single fire particle can hit the target multiple times after touching it, creating a burn effect that does 2 damage per hit animation, up to 6 damage. The burning enemy can be damaged by fire again only after the hit animation stops, but there's a small chance for another burn to trigger and ignore the animation. That chance is 1/(25 + amount of flames), which means that it gets smaller with each fire particle that hits the enemy at the same time. Fire doesn't damage the player and can't destroy enemy projectiles.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Flamethrower |
Fires a constant trail of red flames at a short range. Shoots out 2 fire particles per frame for 12 frames (0.4 seconds) before costing ammo again. That's a burst of 24 fire particles per shot. |
Area 2-1 |
2-6 burst/automatic |
0.40 sec | Ammo: 1 | 5° |
Dragon |
Similar to the Flamethrower, except it shoots more flames and has wider spread and longer range. Shoots out 6 fire particles per frame for 7 frames (0.23 seconds) before costing ammo again. That's a burst of 42 fire particles per shot. |
Area 6-1 |
2-6 burst/automatic |
0.23 sec | Ammo: 1 | 5°
Fixed: 8° |
Flare Gun |
Shoots an orange, grenade-type projectile that leaves a trail of fire behind it, damaging enemies. The projectile bursts into flames on collision with an enemy or a wall. It doesn't explode, therefore it won't destroy walls. | Area 3-1 |
2-6 On impact: 10 single shot |
0.83 sec | Ammo: 1 | 7° |
Flame Cannon |
Fires a slow-moving, spinning projectile that spews out two streams of red fire, burning anything in its path. The projectile travels a short distance, and after hitting a wall, it bursts into flames, destroying nearby terrain. When the projectile hits an enemy, it stops in front of it, dealing 16 impact damage per hit animation and continuous fire damage until the enemy dies or the projectile expires. It will continue to move forward as it kills enemies. |
Area 6-1 |
2-6 On impact: 16 per hit single shot |
1.47 sec |
Ammo: 4 | 5° |
Energy Weapons[]
Energy weapons are very effective, but can use up a lot of ammo fairly quickly. Each energy weapon can hit a target multiple times, dealing damage per hit animation.
The Laser Brain mutation makes energy weapons much more powerful by increasing the duration and size of their attacks by 20%.
Laser[]
All laser energy weapons fire an instantly-hitting lime green beam. The beam can hit a target up to 5 times and does the same amount of damage each hit. It can also pierce through enemies and has infinite range. Piercing through enemies causes the laser to shrink and shortens its distance. The laser will also deal less damage (will hit less times) to enemies that get hit after the first target.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Laser Pistol |
Shoots a green laser for a period of time. The longer the enemy is exposed to a collision with the laser, the more damage they sustain. |
Area 1-1 |
2-10 single shot |
0.30 sec | Ammo: 1 | 1° |
Laser Rifle |
Same as the laser pistol, but faster, automatic, and less accurate. | Area 2-1 |
2-10 automatic |
0.23 sec | Ammo: 1 | 3° |
Laser Minigun |
Rapidly fires laser beams. Less accurate than the Laser Rifle. | Area 4-1 |
2-10 automatic |
0.07 sec | Ammo: 1 | 12° |
Laser Cannon |
The Laser cannon is a very powerful weapon that charges up before you shoot. It shoots five laser beams that last 20% less time than normal lasers, in a very fast and accurate burst. Moving the cursor will cause the lasers to spread. The charging sphere can be used as close-quarter attack that deals 4 damage per hit up to 3 times. On top of bringing the Laser Cannon's lasers to the potential damage of 2-12, the Laser Brain mutation also adds 2 more lasers to the burst for a total of 7. |
Area 3-2 |
Charge sphere: 4-12 Laser: 2-8 × 5 burst/automatic |
1.00 sec | Ammo: 3 | 0° |
Plasma[]
Plasma energy weapons fire out green plasma spheres. The plasma projectile has its size and damage reduced slightly every time it hits something. It can hit multiple times, piercing through targets until it becomes very small and causes a Plasma Explosion.
As a plasma projectile shrinks, it deals from 4 to 2 damage (the smaller the projectile gets, the less damage it does), doing a max of 16 damage, and after that explodes into a Plasma Explosion. Bigger plasma projectiles act similar, but deal more damage and instead of exploding, break walls and split into smaller plasma projectiles.
The Plasma Explosion deals 10 damage per hit, up to 2 times if the enemy is still in contact with it. The projectiles have knockback, so firing at an enemy near a solid surface, such as a wall, will allow you to maximize the damage. The wall will keep the enemy in place to receive the maximum number of hits. The explosion doesn't destroy walls, nor does it damage the player.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Plasma Gun |
Shoots out a ball of plasma that slowly propels itself forward. The ball shrinks when hitting enemies and walls until it explodes, dealing between 4 and 2 damage as it gets smaller.
On exploding, the ball releases a wave of energy that can hit nearby enemies up to 2 times (or just once if the enemies were directly hit by the ball). |
Area 2-1 |
4-16 Plasma Explosion: 10-20 automatic |
0.53 sec | Ammo: 2 | 4° |
Plasma Rifle |
The same as the Plasma Gun, but has a higher rate of fire and less accuracy. | Area 3-3 |
4-16 Plasma Explosion: 10-20 automatic |
0.33 sec | Ammo: 2 | 6° |
Plasma Minigun |
The same as the Plasma Gun, but has a very high rate of fire and much less accuracy. Has recoil and pushes your character back even when you stand still, similar to the Double Minigun. |
Area 7-2 |
4-16 Plasma Explosion: 10-20 automatic |
0.10 sec | Ammo: 2 | 10° |
Plasma Cannon |
Fires a big ball of plasma that shrinks when hitting enemies and walls until it explodes, dealing between 13 and 6 damage as it gets smaller. On exploding, the ball destroys nearby walls and releases 10 normal plasma balls that fan out into a circle around it. These plasma balls act the same as Plasma Gun's projectile. The weapon has a slow reload time, but is very effective at clearing an area of enemies. |
Area 5-2 |
Big projectile: 13-57 Small projectiles: 4-16 × 10 Plasma Explosion: 10-20 single shot |
1.33 sec | Ammo: 8 | 2° |
Super Plasma Cannon |
Fires a huge ball of plasma that shrinks when hitting enemies and walls until it explodes, dealing between 22 and 10 damage as it gets smaller. On exploding, the ball destroys nearby walls and releases 4 big plasma balls that fan out into a circle around it. These big plasma balls act the same as Plasma Cannon's projectile, splitting into 10 plasma balls each. The weapon has very slow reload time, but is incredibly effective at clearing an area of enemies. |
Area 7-3 |
Main projectile: 22-96 Big projectiles: 13-57 × 4 Small projectiles: 4-16 × 10 × 4 Plasma Explosion: 10-20 single shot |
8.67 sec | Ammo: 24 | 1° |
Plasma Explosions[]
These weapons use only the explosion part of plasma to do damage. A single plasma explosion deals 10 damage per hit animation and can hit a target up to 2 times. If an enemy is hit by multiple plasma explosions at once, the damage they do doesn't stack until the first explosion expires, resulting in only 20 damage in most cases.
These explosions don't destroy walls and do no damage to the player.
The Laser Brain mutation doesn't affect the damage of plasma explosions. Devastator's trail is 40% slower with Laser Brain, which means more explosions.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Devastator |
Fires an invisible projectile that pierces through all enemies and only stops once it hits a wall, shield, or 6 seconds have passed, spawning 4 plasma explosions and breaking walls at the point of impact. This projectile deals 8 damage for every frame that it touches an enemy, typically only hitting the enemy once or twice because of how fast it moves. While travelling it spawns plasma explosions that can deal up to 20 damage to a single target. Firing the weapon also breaks walls that are near your character. With the Laser Brain mutation, the devastator projectile travels 40% slower, as a result producing extra plasma explosions and hitting for 8 damage much more often. |
Area 7-3 |
Main Projectile: 8 Plasma Explosion: 10-20 single shot |
2.00 sec | Ammo: 8 | 3° |
Lightning[]
Lightning energy weapons fire out blue colored lightning rails that act similar to the laser beam. The rails are much thinner, randomly home to nearest targets, and bounce off walls.
Lightning rails create an electrocution visual effect, but do not do damage in line with the animation. A single lightning rail does 7 damage every other hit animation. The longer it's in contact with an enemy, the more times it can do damage, up to 2 times.
Currently, lightning rails don't stack, which means hitting an enemy with multiple lightning rails at the same time will only deal 7-14 damage.
Weapon | Description | Weapon Chest drop | Damage per shot | Reload time | Ammo per shot | Spread angle |
---|---|---|---|---|---|---|
Lightning Pistol |
Fires a lightning rail at a short range that randomly homes towards an enemy. | Area 3-1 |
7-14 single shot |
0.37 sec | Ammo: 1 | 29° |
Lightning Rifle |
Similar to the Lightning Pistol, except the fired lightning rail is about twice as long and with a longer reload time. | Area 3-3 |
7-14 single shot |
0.80 sec | Ammo: 1 | 18° |
Lightning SMG |
Fires a lightning rail at the same range as the Lightning Pistol, except it is fully automatic. | Area 6-1 |
7-14 automatic |
0.23 sec | Ammo: 1 | 45° |
Lightning Shotgun |
Fires a burst of eight lightning rails at a short range, covering a massive area around you. | Area 4-1 |
7-14 × 8 single shot |
0.67 sec | Ammo: 2 | 135° |
Lightning Cannon |
Fires a slow-moving sphere that shoots out lightning rails and electrocutes anything in its path. The projectile travels at a short distance, and after hitting a wall or an enemy, it bursts out lightning around it. It doesn't explode, but it will destroy walls on impact. Missing enemies with it can deal way more damage than direct hits. The projectile can be reflected by Shielders and Elite Shielders. | Area 6-1 |
7-14 On impact: 40 single shot |
1.13 sec | Ammo: 8 | 5° |
Melee Weapons[]
Melee is a separate weapon type, even if some of the melee weapons use ammo.
Melee weapons function essentially as guns that fire a short-ranged projectile in the shape of the weapon's swing (the visual of the swing trail), meaning it hits all enemies in its range. The swing hits an enemy only once (glancing blows deal full damage) and melee only damages enemies that aren't already playing their hurt animation. However, charging enemies can still be hit multiple times because they do not enter the hurt animation, and energy melee weapons with Laser Brain often stay around long enough to deal damage multiple times.
Currently, all melee weapons can attack through walls.
The Long Arms mutation extends the range of the swing visual, allowing it to move further.
Melee weapons that create a crescent swing will reflect red projectiles, blue I.D.P.D. projectiles, and destroy all projectiles that are green. Projectiles reflected by the player deal damage to enemies and will go through your character, dealing no damage.
Grenades will also be knocked away with melee weapons, and this can be utilized with Steroid's dual wielding, as you can instantly hit them as soon as they are fired. Hitting grenades with melee weapons that don't reflect projectiles will cause an explosion.
Regular[]
Regular Melee Weapons don't use ammo.
Weapon | Description | Weapon Chest drop | Damage per swing | Swing delay | Spread angle |
---|---|---|---|---|---|
Screwdriver |
Very low range, and small spread; fast. Thin arrow-shaped swing. It doesn't reflect projectiles like the other melee weapons, but instead destroys them. | Area 1-1 |
6 single swing |
0.37 sec | 5° |
Chicken Sword |
Similar to the Wrench, although it deals less damage and has a faster attack rate. Exclusive to the character Chicken as her starting weapon. | N/A (Chicken's starting weapon) |
6 single swing |
0.60 sec | 0° |
Wrench |
Good balance of swing speed and damage. Wide crescent swing. | Area 1-1 |
8 single swing |
0.73 sec | 0° |
Shovel |
Very slow; high damage. Creates three crescent swing visuals in an arc dealing damage over a wide area. It has slightly more range than the Wrench. All three projectiles reach the same distance measured from the character's center. This weapon always does 16 damage each swing. Stacking the swing projectiles with the Eagle Eyes mutation will not cause their damage to stack, as enemies can't be damaged by melee weapons while in hit animation. |
Area 1-3 |
16 × 3 single swing |
1.17 sec | 0°
Fixed: 60° |
Sledgehammer |
Has the same range and swing size as the Wrench. It's slower but does more damage per swing. Same swing delay as the Shovel. | Area 1-3 |
24 single swing |
1.17 sec | 0° |
Blood Hammer |
Slightly faster than a Wrench, this weapon's melee arc creates Blood Explosions on impact with enemies and props. Similar to the Blood Launcher, the explosions don't destroy walls, but can destroy enemy projectiles and do not damage the player. Upon taking the melee hit, an enemy receives 25 damage and goes into invincibility frames, blocking the explosion's first hit. The explosion can then hit the enemy up to two times for 4 damage each, for a total of 33 damage. For each swing, if the melee arc never hits an enemy or prop, the Blood Hammer will take 1 HP from its wielder, which can kill you. |
Area 5-1 |
25 Blood Explosion: 4-12 single swing |
0.70 sec | 0° |
Lightning Hammer |
Faster than a Sledgehammer, this weapon's melee arc fires lightning rails on impact with enemies and props, which home toward the nearest enemy. Upon taking the melee hit, an enemy receives 14 damage and goes into invincibility frames, blocking the lightning's first hit. The lightning can then hit the enemy for 7 damage, for a total of 21 damage. However, if the lightning doesn't touch the enemy, the slash can hit them again for 14 damage, which fires a second lightning rail that can deal a final 7 damage to the enemy, for a total of 35 damage. With Laser Brain, the lightning rails can hit enemies one extra time. |
Area 5-2 |
14-28 Lightning: 7-14 single swing |
1.07 sec | 0° |
Explosive[]
Explosive Melee weapons use Explosive ammo for each swing.
Weapon | Description | Weapon Chest drop | Damage per swing | Swing delay | Ammo per swing | Spread angle |
---|---|---|---|---|---|---|
Jackhammer |
Attacks with a burst of thin strikes (same as Screwdrivers) that don't reflect projectiles but instead destroy them. Holding the fire button allows you to fire the bursts continuously. This runs through your explosive ammo quickly, but can act as a projectile shield. Although there are 12 melee strikes that appear after one use, a single target can be hit only 3 times because of how fast an enemy can receive melee damage, which means that this weapon can do a max of 6 × 3 damage to a single enemy. |
Area 2-1 |
6 × 12 burst/automatic |
0.40 sec | Ammo: 1 | 15° |
Energy[]
Energy Melee weapons use Energy ammo for each swing. The Laser Brain mutation causes the swing projectile to last longer so it can hit the target twice, and the arc also gets slightly bigger.
Weapon | Description | Weapon Chest drop | Damage per swing | Swing delay | Ammo per swing | Spread angle |
---|---|---|---|---|---|---|
Energy Screwdriver |
Very low range, and small spread; fast. | Area 4-1 |
22 single swing |
0.13 sec | Ammo: 1 | 5° |
Energy Sword |
More range than the Energy Hammer; fast attack speed. Wide crescent swing. Has the same sprite design as some swords from the No More Heroes series. | Area 5-1 |
22 single swing |
0.40 sec |
Ammo: 2 | 0° |
Energy Hammer |
Breaks walls; slowest attack speed of the energy melee weapons, but highest damage. Wide crescent swing. | Area 5-1 |
42 single swing |
0.67 sec | Ammo: 5 | 0° |
Ultra Weapons[]
Ultra weapons are much stronger versions of some regular weapons. The difference between ultra weapons and regular weapons is that ultra weapons use the same type of ammo as their regular counterparts as well as Rads (experience). They start to drop from enemies and Weapon Chests after looping the game.
If your experience bar is empty, the ultra weapon won't fire. The experience usage does not dip into previous levels; that radiation was already used for mutations.
If Robot eats an ultra weapon, it gets the usual amount of ammo/health and 14 rads.
Weapon | Description | Weapon Chest drop | Damage per shot/swing | Reload time/swing delay | Ammo/Rads per shot/swing | Spread angle |
---|---|---|---|---|---|---|
Ultra Revolver | Fires a single bullet projectile each shot. The bullet is green, travels faster, and does six times more damage than a regular bullet. The weapon also has less reload time than the regular Revolver. | after loop Area 2-1 |
18 automatic |
0.13 sec |
Ammo: 2 Rads: 4 |
3° |
Ultra Shotgun |
Shoots a random spread of 9 green pellet projectiles which do three times more damage than regular pellets and bounce much further without any mutations. As with all shell weapons, it deals more damage when fired at close range. This weapon also has less reload time and more range than the regular Shotgun. |
after loop Area 2-1 |
6[9] × 9 single shot |
0.40 sec |
Ammo: 3 Rads: 14 |
22° |
Ultra Crossbow | Fires a single bolt that can destroy up to 3 wall tiles in its path, meaning it can kill enemies behind thin walls. Has a higher rate of fire than the regular crossbow, does over twice as much damage, and can pierce through more enemies. Penetrates targets below 20 HP (<44.44% of its damage) | after loop Area 2-1 |
45 single shot |
0.37 sec |
Ammo: 1 Rads: 12 |
0° |
Ultra Grenade Launcher | Shoots an ultra grenade that can pull in enemies as well as your character. The grenade detonates on impact with the target or after a short period of time. Creates three big green explosions in a triangular formation. Each grenade drops 6 rads when exploding. | after loop Area 2-1 |
On impact: 40 Explosion: 12-24 × 3 single shot |
0.53 sec |
Ammo: 1 Rads: 20 |
5° |
Ultra Laser Pistol | Shoots five laser beams in a fixed spread. Has a slightly faster reload time than the regular Laser Pistol. | after loop Area 2-1 |
2-10 × 5 single shot |
0.27 sec |
Ammo: 3 Rads: 16 |
1° Fixed: 8° |
Ultra Shovel |
Creates three crescent swing visuals in an arc, dealing damage over a wide area. All three projectiles reach the same distance measured from the character's center. Has a much higher swing speed than the regular Shovel. This weapon always does 30 damage each swing. Stacking the swing projectiles with the Eagle Eyes mutation will not cause their damage to stack, as enemies can't be damaged by melee weapons while in hit animation. |
after loop Area 2-1 |
30 × 3 single swing |
0.50 sec |
- Rads: 14 |
0°
Fixed: 60° |
Golden Weapons[]
Golden weapons exist as variations on some regular weapons. The difference between golden weapons and regular weapons is very subtle and is different per weapon. All golden weapons emit shine particles and have an echoing sound when they are fired. They are obtained by opening a Golden Weapon Chest and can be found in regular Weapon Chests and drop from enemies after looping the game.
When your character goes through a level ending portal with a golden weapon in either weapon slots, from that point it becomes that character's starting weapon. You will be able to switch it with your default starting weapon at any time on the character selection screen. If you had a golden weapon in both of your slots when entering a portal and one of them is already the starting weapon, the other golden weapon becomes the starting weapon (this may result in a continuous switch between two weapons if you keep entering portals with them); if neither of two weapons was starting, the one from your primary slot becomes the starting weapon (this includes Steroids). Golden weapons can't be used as starting weapons during a Daily Run.
If Robot eats a golden weapon, it gains ammo and/or health of an amount equal to four mini pickups.
Weapon | Description | Weapon Chest drop | Damage per shot/swing | Reload time/swing delay | Ammo per shot/swing | Spread angle |
---|---|---|---|---|---|---|
Golden Revolver |
Y.V.'s starting weapon. Has a faster fire rate than the regular Revolver. Your character starts with the standard 96 Bullet type ammo. |
N/A (Y.V.'s starting weapon) |
3 single shot |
0.17 sec | Ammo: 1 | 4° |
Golden Machinegun |
Has better accuracy than the regular Machinegun. Your character starts with the standard 96 Bullet type ammo. |
after loop Area 1-1 |
3 automatic |
0.17 sec | Ammo: 1 | 4° |
Golden Assault Rifle |
Has a faster rate of fire than the regular Assault Rifle. Your character starts with the standard 96 Bullet type ammo. Found in Golden Weapon Chests only after looping. |
after loop Area 1-3 |
3 x 3 single shot |
0.30 sec | Ammo: 3 | 2° |
Golden Shotgun |
Shoots out one more pellet than the regular Shotgun. As with all shell weapons, it deals more damage up close. Your character starts with 24 Shell type ammo. |
after loop Area 1-1 |
2[3] × 8 single shot |
0.57 sec | Ammo: 1 | 20° |
Golden Slugger |
Has a faster rate of fire than the regular Slugger. As with all shell weapons, it deals more damage up close. Your character starts with 24 Shell type ammo. Found in Golden Weapon Chests only after looping. |
after loop Area 1-3 |
22[24] single shot |
0.67 sec | Ammo: 1 | 5° |
Golden Crossbow |
Fires golden bolts. Has a faster rate of fire than the regular Crossbow. Your character starts with 21 Bolt type ammo. |
after loop Area 1-1 |
20 single shot |
0.77 sec | Ammo: 1 | 0° |
Golden Splinter Gun |
Shoots out one more splinter than the regular Splinter Gun. Your character starts with 21 Bolt type ammo. Found in Golden Weapon Chests only after looping. |
after loop Area 1-3 |
4 × 6 single shot |
0.63 sec | Ammo: 1 | 10° |
Golden Grenade Launcher |
Fires golden grenades that travel faster, further, and more accurately than regular ones. Your character starts with 18 Explosive type ammo. |
after loop Area 1-1 | On impact: 15
Explosion: 5-10 single shot |
0.67 sec | Ammo: 1 | 0° |
Golden Bazooka |
Fires golden missiles. Has a faster rate of fire than the regular Bazooka. Your character starts with 18 Explosive type ammo. Found in Golden Weapon Chests only after looping. |
after loop Area 1-3 |
On impact: 20 Explosion: 5-10 + 5-10 × 3 single shot |
0.93 sec | Ammo: 1 | 2° |
Golden Laser Pistol |
Has better accuracy and a faster fire rate than the regular Laser Pistol. Your character starts with 30 Energy type ammo. |
after loop Area 1-1 |
2-10 single shot |
0.27 sec | Ammo: 1 | 0° |
Golden Plasma Gun |
Has better accuracy and faster projectiles than the regular Plasma Gun. Your character starts with 30 Energy type ammo. Found in Golden Weapon Chests only after looping. |
after loop Area 1-3 |
4-16 Plasma Explosion: 10-20 automatic |
0.53 sec | Ammo: 2 | 4° |
Golden Wrench |
Has a shorter delay between swings than the regular Wrench. Your character starts with no ammo. |
after loop Area 1-1 |
8 single swing |
0.60 sec | - | 0° |
Golden Screwdriver |
Has a shorter delay between swings than the regular Screwdriver. Your character starts with no ammo. Found in Golden Weapon Chests only after looping. |
after loop Area 1-3 |
6 single swing |
0.30 sec | - | 5° |
Cursed Weapons[]
Cursed weapons emit purple smoke and have purple outlines when equipped. They are obtained by opening a Cursed Chest. In order to have cursed chests spawn, you will need to have a Crown.
Cursed Chests can contain weapons from two difficulties higher, which means a weapon that normally drops from a regular Weapon Chest in 5-3 can be inside a Cursed Chest in 5-1 (check the Weapon Chest drops table).
Once you've picked up a cursed weapon, you can't drop it until the weapon is "cleansed". However, it can still be switched with your secondary weapon. You can also swap it for other cursed weapons you pick up, unless your current cursed weapon is out of ammo. In order to cleanse the cursed weapon, you must do one of the following:
- Enter a Crown Vault and touch the Crown Pedestal.
- Choose the Last Wish mutation.
- Loop the game.
If you have a Crown, there's a 1/7 chance that a regular Weapon Chest turns into a Cursed Chest. Large Weapon Chests can't become cursed and will spawn in place of a Cursed Chest. Having multiple crowns doesn't increase the chance of getting a Cursed Chest.
Weapons that drop from regular Weapon Chests in area 1-1 can't be found in Cursed Chests. Any other weapon in the game can be cursed, including Golden and Ultra Weapons.
If you are carrying two Cursed Weapons, enemies have a 50% chance to drop Cursed Mini Ammo Chests instead of regular Mini Ammo Chests.
If Robot eats a cursed weapon, it gains the usual amount of ammo/health and loses 7 health, which can be lethal.
Secret Weapons
Weapons with secret drop conditions.Weapon | Description | Drop conditions | Damage per shot/swing | Reload time/swing delay | Ammo per shot/swing | Spread angle |
---|---|---|---|---|---|---|
Frog Pistol |
A rusty pistol shaped like a frog. Fires 3 green enemy-like projectiles in a small spread. Uses Bullet type ammo.
Leaving this weapon in a Proto Chest will turn it into a Golden Frog Pistol if you pick it up as a different character. |
Dropped by the Mom boss if you're holding a Golden Weapon in one of your slots when she dies. |
2 × 3 single shot |
0.23 sec | Ammo: 2 | 6° |
Super Disc Gun |
Similar to the Disc Gun.
Fires five discs in a small fixed spread. Has a laser sight. Uses Bolt type ammo. |
Can be found in Cursed Weapon Chests in Area 4-1 and above. Due to a bug in the current update (u99r1), you need to be on Hard Mode and have Crown of Guns for this to spawn. (Unless on ps4) |
6 per hit × 5
automatic |
0.40 sec | Ammo: 5 | 1°
Fixed: 7° |
Gun Gun |
Shoots out a random weapon that deals damage on impact and can be picked up afterwards. Can shoot out weapons from 10 difficulties higher. Uses high amount of Energy type ammo each shot. Weapons spawned this way do not give ammo when touched. |
after loop Area 1-2 with Crown of Guns following the Weapon drop rules |
24 + 2 per character level
single shot |
3.00 sec | Ammo: 40 | 0° |
Guitar |
Fish's guitar which can serve as a melee weapon. Swings almost as fast as the Chicken Sword and deals more damage than a Sledgehammer. Makes guitar noises when you hit enemies with it. |
Found on the first loop in the Campfire area if you play as Fish. |
26
single swing |
0.70 sec | - | 0° |
Black Sword |
Mysterious sword that resembles Chicken's starting weapon.
Black Sword will deal 80 damage and have a much wider swing arc when used by Chicken while she's headless. |
Found on the first loop in 1-1 Desert if you left the Chicken Sword on 1-1 Desert before looping. |
12
single swing |
0.53 sec | - | 0° |
Golden Frog Pistol |
A shiny pistol shaped like a frog. Similar to the Frog Pistol, but has less reload time. Uses Bullet type ammo.
Starting with a Golden Frog Pistol replaces your character with the Frog. Frog will start with 96 Bullet type ammo and this weapon. Unlike other Golden Weapons, this one can be used as a starting weapon during a Daily Run. |
Found in a Proto Chest if you left the Frog Pistol inside and used a different character to pick it up. |
2 x 3 single shot |
0.20 sec | Ammo: 2 | 6° |
Golden Disc Gun |
Fires golden discs that travel faster than regular ones. Can be used as a starting weapon. Your character will start with 21 Bolt type ammo. |
Area 7-2 on Hard Mode following the Weapon drop rules
Due to a bug in the current update (u99r1), you need Crown of Guns for this to spawn. |
6 per hit automatic |
0.27 sec | Ammo: 1 | 3° |
Golden Nuke Launcher |
Fires a golden nuke. Reloads faster than a regular Nuke Launcher. Can be used as a starting weapon. Your character will start with 18 Explosive type ammo. |
Area 7-2 on Hard Mode following the Weapon drop rules
Due to a bug in the current update (u99r1), you need Crown of Guns for this to spawn. |
On impact: 60 Explosion: 5-10 × 8 + 5-10 × 7 single shot |
1.33 sec | Ammo: 3 | 2° |
Weapon Chest drops table[]
Version 1.22 (for Update #97 - #98)
Won't have Desert Secret Area info until that area's difficulty/drop mechanics are finished.
^click^ to see full image