Weapons Overview
Page Contents
Nuclear Throne hosts 127 total weapons in the game, with 108 of them being found in the normal drop pool. This page will serve as an in-depth overview of how every single projectile in the game works. There is a separate Weapon Table page that summarizes everything found on this page.
For the sake of simplicity 'enemies' in this guide will also refer to props that can be damaged by any weapon.
Weapons that were removed from the game are not listed on this page, but their tech can still be viewed here.
iframes
Invincibility frames, or iframes for short, is a game mechanic to prevent the player or enemies from getting multi-hit from certain multi-damage sources at once. These last roughly around 0.2 seconds and the player is far more commonly protected than enemies. Any source of damage can trigger iframes, however .
Enemies will ignore damage from the following sources if iframes are active:
- Any melee in the game.
- Lightning from any weapon.
- Blood explosions including projectiles spawned from any Blood weapon, Melting's active and Plant's Killer ultra.
- Thrown weapons including Gun Gun & Chicken's active.
- All toxic including Toxic Bow/Launcher, Frog's active, and any hazard/enemy source.
- Plasma explosions.
- Any disc projectiles.
- Any flame weapon. Flames have a small chance to hit through iframes.
- Flame ball from the flame cannon.
- The initial laser charge from Laser Cannon.
- Non-weapon sources that respects iframes includes wall debris and corpse damage (more common with Impact Wrists), as well as Sharp Teeth.
Weapon Classifications
Weapons will be separated by Fire Types:
- Single Shot: One LMB click fires one time.
- Automatic: LMB can be held down to repeatedly fire.
- Burst Fire: One LMB click fires multiple projectiles.
- Automatic Burst: LMB can be held repeatedly to fire bursts of projectiles.
Damage values will use different colors to signify the type of damage:
- Silver for normal weapon damage.
- Yellow for bonus damage done by shells.
- Red for damage done by explosives.
- Maroon for damage done by blood explosions.
- Orange for damage done by flames.
- Teal for bonus damage done by laser brain.
- Aqua for damage done by lightning & plasma explosions.
Bullet Weapons
Weapons overview:
- Ammo type: Bullets
- Ammo capacity: 255 normally, 555 with Back Muscle.
- Weapon mutation: Recycle Gland
- Every individual bullet that hits an enemy has a 60% chance to return that bullet.
- Successful bullet procs gives back one ammo to the player. Heavy bullets give back two instead.
- Shield interaction: Deflected by shield, damages the player. (Except for pellet bullets)
- Piercing: Unable to pierce enemies.
- Projectile Range: Infinite. Does not stop until hitting an enemy or wall.
Pop Bullet weapons are listed in a different section below as they use shell-type projectiles despite using bullet-type ammo.
Normal bullets deal 3 damage to any enemy it hits. Does not bounce off of walls. This sub-class has 15 weapons making it the most common type in the game.
Normal Bullets | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Revolver |
Starter | Single Shot | 0.20 sec | 1 | 3 |
Golden Revolver |
Starter (Y.V.) | Single Shot | 0.17 sec | 1 | 3 |
Rogue Rifle |
Starter (Rogue) | Burst Fire | 0.20 sec | 2 | 3 x 2 Full dmg: 6 |
Rusty Revolver |
Proto Chest (Vault) | Single Shot | 0.23 sec | 1 | 3 |
Assault Rifle |
1-1 | Burst Fire | 0.37 sec | 3 | 3 x 3 Full dmg: 9 |
Machinegun |
1-1 | Automatic | 0.17 sec | 1 | 3 |
SMG |
1-2 | Automatic | 0.10 sec | 1 | 3 |
Triple Machinegun |
1-3 | Automatic | 0.13 sec | 3 | 3 x 3 Full dmg: 9 |
Minigun |
3-1 | Automatic | 0.03 sec | 1 | 3 |
Hyper Rifle |
3-3 | Burst Fire | 0.10 sec | 5 | 3 x 5 Full dmg: 15 |
Smart Gun |
5-1 | Automatic | 0.10 sec | 1 | 3 |
Quadruple Machinegun |
5-3 | Automatic | 0.13 sec | 4 | 3 x 4 Full dmg: 12 |
Double Minigun |
7-1 | Automatic | 0.03 sec | 2 | 3 x 2 Full dmg: 6 |
Golden Machinegun |
L1 1-1 | Automatic | 0.17 sec | 1 | 3 |
Golden Assault Rifle |
L1 1-3 | Burst Fire | 0.3 sec | 3 | 3 x 3 Full dmg: 9 |
Heavy bullets mechanically work the same as normal bullet projectiles, but do 7 damage instead.
Heavy Bullet | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Heavy Revolver |
4-1 | Single Shot | 0.17 sec | 2 | 7 |
Heavy Machinegun |
5-1 | Automatic | 0.17 sec | 2 | 7 |
Heavy Assault Rifle |
6-1 | Burst Fire | 0.30 sec | 6 | 7 x 3 Full dmg: 21 |
Bouncy bullets are much slower bullet variations that do 4 damage. Visually the bullet will have a spin effect, but still travels in a straight line.
These bullets can also bounce off of any wall one time. The bounce counter is not reset if shielded.
Bouncy Bullets | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Bouncer SMG |
3-1 | Automatic | 0.10 sec | 1 | 4 |
Bouncer Shotgun |
3-1 | Automatic | 0.60 | 6 | 4 x 7 Full dmg: 28 |
Ultra bullets are the strongest bullet variation. Each projectile does 18 damage each and travels far faster than normal bullets.
Ultra Bullet | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Ultra Revolver |
L1 2-1 | Automatic | 0.13 sec | 2 4 Rads |
18 |
Pellet Bullet is a weaker bullet variation that does 2 damage a shot. Does not bounce off walls and shields cancel the projectile.
Frog Pistol is guaranteed to drop from Mom if she is defeated while holding any golden weapon. If it is stored in the Proto Chest, it will then become a Golden Frog Pistol which will unlock Frog and be used as his starter weapon. Detailed guide here.
Pellet Bullets | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Frog Pistol |
L1 2-1* | Single Shot | 0.23 sec | 2 | 2 x 3 Full dmg: 6 |
Golden Frog Pistol |
Starter (Frog) | Single Shot | 0.20 sec | 2 | 2 x 3 Full dmg: 6 |
Shell Weapons
Weapons overview:
- Ammo type: Shell
- Pop Gun, Pop Rifle and Incinerator all use Bullet ammo instead but are identical otherwise.
- (Not effected by Recycle Gland).
- Ammo capacity: 55 normally, 99 with Back Muscle.
- Weapon mutation: Shotgun Shoulders
- Shells maintain much more momentum when bouncing off of walls leading to far longer projectile life and lasting for far more wall bounces in confined spaces.
- Also makes 'point blank' extra damage applied for the first two frames any shell bounces off of a wall.
- Flame pellet weapons are also given a single bounce, where they cannot normally. Flak balls do not bounce.
- Shield interaction: Deflected by shield, damages the player. (Exception being Hyper Slugs)
- Piercing: Unable to pierce enemies.
- Projectile Range: Limited. Loses all momentum after travelling some distance from the player
- (Most shells are around ~one screens distance away from the player)
Point blank damage refers to the first 2 frames in which a shell projectile leaves a weapon will cause it to deal extra damage to enemies.
Bug notice On pre-beta versions of the game flame weapons do not deal point blank damage. These are patched on the openbeta 2021/2023 branches and properly are applied.
Pellet projectiles do 2 damage normally, or 3 damage at point blank range. They are capable of bouncing off of walls multiple times though loses momentum by doing so.
Pellets | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Shotgun |
1-1 | Single Shot | 0.57 sec | 1 | 2 [3] x 7 Full dmg: 14 [21] |
Pop Gun |
1-2 | Automatic | 0.07 sec | 1 | 2 [3] |
Pop Rifle |
1-3 | Automatic Burst | 0.30 sec | 2 | 2 [3] x 3 Full dmg: 6 [9] |
Double Shotgun |
2-1 | Single Shot | 0.93 sec | 2 | 2 [3] x 14 Full dmg: 28 [42] |
Auto Shotgun |
3-1 | Automatic | 0.13 sec | 1 | 2 [3] x 6 Full dmg: 12 [18] |
Sawed-Off Shotgun |
3-1 | Single Shot | 0.93 sec | 2 | 2 [3] x 18 Full dmg: 36 [54] |
Eraser |
3-3 | Single Shot | 0.67 sec | 2 | 2 [3] x 17 Full dmg: 34 [51] |
Wave Gun |
5-1 | Burst Fire | 0.57 sec | 2 | 2 [3] x 16 Full dmg: 32 [48] |
Golden Shotgun |
L1 1-1 | Single Shot | 0.57 sec | 1 | 2 [3] x 8 Full dmg: 16 [24] |
Flame pellets will deal 2 damage normally, and on beta versions of the game 3 damage point blank. Once the projectile fades away or makes contact with an enemy or wall it spawns one flame per. pellet. Each does 2 damage per. hit animation, which can deal up to 6 additional damage to any single enemy. Flames respect enemy iframes and only one flame can harm a single target at a time.
Flame pellets cannot bounce off of walls. Shotgun Shoulders grants them one bounce, though the bounce does not add any extra flames.
Flame Pellet | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Flame Shotgun |
2-1 | Single Shot | 0.67 sec | 1 | 2 [3] x 6 Full dmg: 12 [18] + 2-6 dmg/flame |
Double Flame Shotgun |
3-2 | Single Shot | 0.93 sec | 2 | 2 [3] x 14 Full dmg: 28 [42] + 2-6 dmg/flame |
Auto Flame Shotgun |
5-1 | Automatic | 0.17 sec | 1 | 2 [3] x 5 Full dmg: 10 [15] + 2-6 dmg/flame |
Incinerator |
7-3 | Automatic | 0.07 sec | 3 | 2 [3] x 3 Full dmg: 6 [9] + 2-6 dmg/flame |
Slugs are more compact version of pellets that do 22 damage normally, or 24 damage at point blank range. They similarly can bounce off of walls multiple times but loses momentum by doing so.
Slugs | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Slugger |
1-1 | Single Shot | 0.73 sec | 1 | 22 [24] |
Assault Slugger |
2-1 | Burst Fire | 1.17 sec | 3 | 22 [24] x 3 Full dmg: 66 [72] |
Gatling Slugger |
4-1 | Automatic | 0.23 sec | 1 | 22 [24] |
Super Slugger |
5-1 | Single Shot | 1.07 sec | 5 | 22 [24] x 5 Full dmg: 110 [120] |
Golden Slugger |
L1 1-3 | Single Shot | 0.67 sec | 1 | 22 [24] |
Heavy slugs have severely limited range, fading much quicker if not making contact with anything. They do 60 damage normally, or 70 damage at point blank range. Similarly bounces off of walls, but far less momentum is lost in doing so than with other shells.
Heavy Slug | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Heavy Slugger |
5-1 | Single Shot | 0.43 | 2 | 60 [70] |
Hyper slugs are a special projectile that will instantly teleport to make contact with any enemy or wall in its direct path. This is not infinite range, rather it will only reach roughly three screens away from the player before becoming a hyper slug projectile and quickly disappearing.
These projectiles always do 28 point blank damage. It has a normal damage value of 26 but this never comes into effect, unknown if it is due to a bug.
Hyper slugs are also capable of damaging through shields, unlike other shell weapons. The hyper slugs may sometimes bounce off of the shield instead (usually if fired directly next to one, or if it bounces off of a wall first), but uniquely will remain on the players team and can still damage other idpd/enemies. (Verify on v9940 vs v100 later)
Hyper Slugger Range
Illustrated below is a tall 3-3 level. Robot is at the top wall, and Hyper Slugger will make instant contact to roughly the distance Big Dog is away. It will then become a Hyper Slug projectile that deals slightly less damage, and will fade away quickly.
Hyper Slug | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Hyper Slugger |
7-2 | Single Shot | 0.33 sec | 1 | 28 |
Flak balls are projectiles that deal 10 damage at point blank, or 8 damage normally. Once the flak comes to a stop or makes contact with anything it will burst into 16 normal pellets which behave as normally, dealing 3 damage at point blank, or 2 damage normally.
Flak balls cannot bounce off of walls and are not effected by Shotgun Shoulders, but the pellets spawned from them are.
Flak Ball | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Flak Cannon |
3-1 | Single Shot | 0.87 sec | 2 | 8 [10] + 2 [3] x 16 Full dmg: 40 [58] |
Large flak balls will travel a shorter distance than normal flak balls. They deal 50 damage at point blank, or 45 damage normally. These then break into 5 flak balls in different directions that each behave as listed above. Similarly, large flak balls cannot bounce off of walls even with Shotgun Shoulders.
Large Flak Ball | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Super Flak Cannon |
5-3 | Single Shot | 2.13 sec | 8 | 45 [50] + 8 [10] x 5 + 2 [3] x 80 Full dmg: 245 [340] |
Ultra pellets are the strongest pellet variation doing three times the damage of normal ones. They do 9 damage at point blank, or 6 damage normally. They have higher range than normal pellets and can also bounce much further.
Ultra Pellet | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Ultra Shotgun |
L1 2-1 | Single Shot | 0.40 sec | 3 14 Rads |
6 [9] x 9 Full dmg: 54 [81] |
Bolt Weapons
Weapons overview:
- Ammo type: Bolts
- Ammo capacity: 55 normally, 99 with Back Muscle.
- Weapon mutation: Bolt Marrow
- Bolts gain a homing effect making them readjust their position to hit enemies they would miss otherwise. Heavy bolts have a weaker homing effect.
- Seekers/Discs work differently as listed below.
- Shield interaction: Cancels out all bolt types except for discs, which are deflected and can still damage the player.
- Piercing: Most bolts can pierce enemies, dependent on weapon type.
- Projectile Range: Infinite. Does not stop until it hits an enemy it fails to pierce, or a wall. (Discs & Ultra Bolt exceptions)
Normal bolts deal 20 damage each and can pierce any amount of enemies so long as they are below 10 HP.
Normal Bolts | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Crossbow |
1-1 | Single Shot | 0.87 sec | 1 | 20 |
Auto Crossbow |
3-2 | Automatic | 0.27 sec | 1 | 20 |
Super Crossbow |
3-3 | Single Shot | 1.00 sec | 5 | 20 x 5 Full dmg: 100 |
Golden Crossbow |
L1 1-1 | Single Shot | 0.77 sec | 1 | 20 |
Heavy bolts deal 50 damage each and can pierce any amount of enemies so long as they are below 30 HP.
Heavy Bolts | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Heavy Crossbow |
2-1 | Single Shot | 1.33 sec | 2 | 50 |
Heavy Auto Crossbow |
7-3 | Automatic | 0.43 sec | 2 | 50 |
Toxic bolts deal 16 damage each and can pierce any amount of enemies so long as they are below 8 HP. After imapct with any enemy or wall it will burst into 15 toxic clouds each which can deal 3 damage to anything including the player. Toxic clouds respect enemy iframes and only one toxic cloud can harm a single target at a time.
Toxic Bolts | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Toxic Bow |
2-1 | Single Shot | 0.97 sec | 1 | 16 + 3 dmg/toxic |
Splinters deal 4 damage each but are incapable of piercing enemies.
Splinters | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Splinter Gun |
2-1 | Single Shot | 0.63 sec | 1 | 4 x 5 Full dmg: 20 |
Splinter Pistol |
3-1 | Single Shot | 0.27 sec | 1 | 4 x 4 Full dmg: 16 |
Super Splinter Gun |
3-3 | Burst Fire | 0.93 sec | 2 | 4 x 12 Full dmg: 48 |
Golden Splinter Gun |
L1 1-3 | Single Shot | 0.63 sec | 1 | 4 x 6 Full dmg: 24 |
Seekers do 9 damage each but are incapable of piercing enemies. They are able to home in on enemies (and generators?) from a far distance, but will not pathfind around walls.
Bolt Marrow allows for seekers to home in to enemies from much further away, and will turn at sharper angles which can reduce the number running into walls.
Seekers | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Seeker Pistol |
3-2 | Single Shot | 0.53 sec | 1 | 9 x 2 Full dmg: 18 |
Seeker Shotgun |
4-1 | Single Shot | 0.93 sec | 3 | 9 x 6 Full dmg: 54 |
Discs do 6 damage per hit animation, respecting enemy iframes, and can infinitely pierce any enemy regardless of how much HP it has. This can also kill the player.
Unlike other bolts, discs are able to bounce off of walls multiple times, though the amount of bounces may be dependent on its total air time. (Not entirely clear after brief testing)
Shielded discs will join the IDPD team which uniquely will not harm IDPD forces but can still damage the player.
Bolt Marrow causes discs to bend towards nearby enemies and will slow down while making contact allowing for additional hits to any larger enemy.
Discs | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Disc Gun |
1-2 | Automatic | 0.27 sec | 1 | 6 dmg/hit |
Super Disc Gun |
4-1 (Cursed chests) |
Automatic | 0.40 sec | 5 | 6 dmg/hit x 5 |
A variation of normal discs that shares all the same mechanics, but travels at a much higher velocity. This makes golden discs deal less damage to large targets than normal discs as it has less frames to hit, but will also reach targets far more quickly.
Golden Disc | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Golden Disc Gun |
7-2 (Hardmode only) |
Automatic | 0.27 sec | 1 | 6 dmg/hit |
Ultra bolts are the strongest bolt variation that deals 45 damage each and can pierce any amount of enemies that are below 20 HP. If it makes contact with any wall it will destroy four wall tiles before stopping.
Ultra Bolt | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Ultra Crossbow |
L1 2-1 | Single Shot | 0.37 sec | 1 12 Rads |
45 |
Explosive Weapons
Weapons overview:
- Ammo type: Explosive
- Ammo capacity: 55 normally, 99 with Back Muscle.
- Weapon mutation: Boiling Veins
- Prevents explosion damage from setting the player below 4 HP, regardless of current max HP.
- Makes explosive weapons much safer to use, but does not give safety from blood weapon self-damaging or impact damage from deflected projectiles.
- Shield interaction: Depends on weapon type;
- Grenade types: Deflected by shield, impact damage can harm the player. Explosion damage still harms every team.
- Bazookas/Nukes/Hyper Launcher: Explodes on impact, damaging through the shield.
- Flame/Blood projectiles: Deflected by shield, damages the player.
- Direct fire: Cancels out flames.
- Piercing: Unable to pierce enemies (besides UGL), but rather does AoE damage.
- Projectile Range: Depends on weapon type.
Any explosive deals 5 damage a hurt frame for a total of 10 damage. Explosions do not respect iframes, just that an individual explosions will only harm a target twice but multiple explosions stack damage. It's possible for only half damage to be dealt if the player/enemy moves out of the explosion radius at just the right moment.
Boiling Veins removes one of the explosion hurt frames for the player, meaning they will only ever take 5 damage from normal explosions. Green explosions do 12 damage twice for 24 damage, and blue IDPD explosions deal 8 damage twice for 16 damage.
Melee weapons are able to hit any grenade-type projectile to make them go much further. However 'piercing' melee will instead detonate them instantly, which can kill the player. Piercing melee includes all screwdrivers and jackhammer.
Grenades will do 15 impact damage upon contact with any enemy and will cause a normal explosion that does 5 damage twice for a total of 10 damage. They have limited range and will come to a stop if not making contact with any enemy, exploding after a brief flashing timer.
Grenades are also capable of bouncing off of walls. Explosions from grenades are capable of breaking walls.
Grenades | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Grenade Launcher |
1-1 | Single Shot | 0.67 sec | 1 | 15 + 5-10 |
Golden Grenade Launcher |
L1 1-1 | Single Shot | 0.67 sec | 1 | 15 + 5-10 |
Toxic Grenades are a unique type of grenade that does not do any impact damage to enemies, but rather will stick to them. After the countdown timer it will explode causing 5 explosive damage twice for 10 damage, and release 14 toxic clouds that disperse and do 3 damage each. Toxic clouds respect enemy iframes and only one toxic cloud can harm a single target at a time.
Sticks to any walls shot at as well and is capable of destroying them.
Toxic Grenade | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Toxic Launcher |
2-1 | Single Shot | 0.53 sec | 1 | 5-10 + 3 dmg/toxic x 14 |
Sticky Grenades similarly will stick to enemies like the Toxic Launcher, but will cause heavy explosion damage rather than any toxicity. They have far more extended range than toxic grenades and upon detonating will cause 3 normal explosions and 3 small explosions packed together, each doing 5 damage twice for 10 damage.
Similarly can stick to walls and can destroy them.
Sticky Grenade | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Sticky Launcher |
3-2 | Single Shot | 0.83 sec | 1 | 5-10 x 3 + 5-10 x 3 Full dmg: 60 |
A heavier version of normal grenades that do twice the impact damage for 30 and travel slightly further. After its countdown timer or making contact with an enemy it will cause a green explosion which does 12 damage twice for a total of 24 damage. Similarly can bounce off walls and also destroy them.
Heavy Grenade | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Heavy Grenade Launcher |
3-3 | Single Shot | 0.87 sec | 2 | 30 + 12-24 |
Mini grenades will do 3 impact damage upon contact with any enemy and will cause a mini explosion that does 5 damage twice for a total of 10 damage. They have limited range and will explode regardless of contact once that range is reached.
These will not bounce off walls but will rather instantly detonate upon contact, and is capable of breaking walls.
Mini Grenades | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Grenade Shotgun |
3-2 | Single Shot | 0.53 sec | 1 | 3 x 4 + 5-10 x 4 |
Grenade Rifle |
4-1 | Single Shot | 0.33 sec | 1 | 3 x 3 + 5-10 x 3 |
Auto Grenade Shotgun |
7-1 | Automatic | 0.27 sec | 1 | 3 x 3 + 5-10 x 3 |
(Double check/reword later) Packed cluster grenades will do 10 impact damage upon contact with any enemy and then bursts into eight mini grenades that do 3 impact damage each and 5 explosive damage twice for 10 damage.
The initial packed grenade will bounce off of walls, while the mini grenades spawned from it will not and are capable of destroying walls.
Packed Grenade Cluster | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Cluster Launcher |
3-2 | Single Shot | 0.87 sec | 2 | 10 + 3 x 8 + 5-10 x 8 Full dmg: 114 |
Missiles will do 20 impact damage upon contact with any enemy and will cause a normal explosion with three smaller explosions around it, each doing 5 explosive damage twice for 10 damage.
These have infinite range and will detonate upon contact with any wall, and is capable of breaking walls.
Any individual missile is able to deal 60 damage with a perfect shot. A perfect shot with the Super Bazooka can deal 300 damage.
Missiles | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Bazooka |
2-1 | Single Shot | 1.00 sec | 1 | 20 + 5-10 x 4 |
Super Bazooka |
5-2 | Single Shot | 1.33 sec | 5 | 20 x 5 + 5-10 x 20 |
Gatling Bazooka |
5-3 | Automatic | 0.33 sec | 1 | 20 + 5-10 x 4 |
Golden Bazooka |
L1 1-3 | Single Shot | 0.93 sec | 1 | 20 + 5-10 x 4 |
Nukes will do 60 impact damage upon contact with any enemy and will cause 8 normal explosions along with 8 smaller explosions all at the same time, each doing 5 explosive damage twice for 10 damage.
These will continually follow the players cursor until impact is made with any enemy/wall, and is capable of breaking walls.
A perfect shot with a nuke deals 220 damage.
Nukes | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Nuke Launcher |
5-1 | Single Shot | 1.67 sec | 3 | 60 + 5-10 x 8 (normal) + 5-10 x 8 (mini) |
Golden Nuke Launcher |
7-2 (Hardmode only) |
Single Shot | 1.33 sec | 3 | 60 + 5-10 x 8 (normal) + 5-10 x 8 (mini) |
Does 10 impact damage upon contact with any enemy and will explode into 3 blood explosions, each doing 4 blood explosive damage three times for 12 damage each.
Blood projectiles do not harm the player, mechanically working the same as Melting's blood explosions. They are capable of erasing any enemy projectiles they come in contact with similar to how piercing melee works. Has a slightly shorter range than the Grenade Launcher.
Detonates upon hitting a wall and cannot break them. The projectile and blood explosions both can damage the player if shielded, and will ignore Boiling Veins immunity.
If out of ammo the player can 'feed' the Blood Launcher 1 HP in order to shoot once, which can be lethal.
Blood Grenade | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Blood Launcher |
5-1 | Automatic | 0.40 sec | 1 | 10 + 4-12 x 3 |
Does 45 impact damage upon contact with any enemy and will explode into 6 blood explosions, each doing 4 blood explosive damage three times for 12 damage each.
Similar to Blood Grenades in that they cannot harm the player unless shielded, and will ignore Boiling Veins immunity. Also capable of erasing enemy projectiles. However the projectile behaves more like the Flame Cannon, just at a faster speed, continually barreling forwards while spawning blood explosions around it until it either makes contact with anything or travels a few screens away from the player's original position in distance. The main projectile is capable of breaking walls.
If out of ammo the player can 'feed' the Blood Launcher 2 HP in order to shoot once, which can be lethal.
Blood Ball | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Blood Cannon |
5-3 | Automatic | 0.63 sec | 4 | 45 + 4-12 x 3 |
Any individual flame does 2 damage per hit animation for up to 6 damage per flame.
Only one flame can damage a single target at a time making them good for AoE but terrible for individual damage. Flames do not damage the player and thus do not benefit from Boiling Veins.
Fire | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Flamethrower |
2-1 | Automatic Burst | 0.40 sec | 1 | 2-6 dmg/flame |
Dragon |
6-1 | Automatic Burst | 0.23 sec | 1 | 2-6 dmg/flame |
Flare balls leave a trail of fire behind them and do 10 impact damage when hitting an enemy, bursting into flames in every direction. All flames do 2 damage per hit animation for up to 6 damage a flame, each respecting enemy iframes.
The flame ball can be deflected. Even with Boiling Veins the flames spawned from it will still harm the player.
Flare Ball | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Flare Gun |
3-1 | Single Shot | 0.83 sec | 1 | Impact: 10 + 2-6 dmg/flame |
Flame balls are very slow moving projectiles that continually spawn flames that do 2 damage per hit animation for up to 6 damage per flame. Flame balls have a limited projectile life and will burst into flames upon the projectile expiring. If coming in contact with any enemy it will do 16 damage per hit animation and will continuously do so until the projectile expires, the enemy dies or they manage to move out fo the way of the projectile.
Projectile explodes upon hitting a wall and are capable of breaking them. Cannot harm the player unless if deflected by a shielder, and will ignore Boiling Veins immunity.
Flame Ball | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Flame Cannon |
6-1 | Single Shot | 1.47 sec | 4 | 16 dmg/hit + 2-6 dmg/flame |
Hyper grenades are a special projectile that will instantly teleport to make contact with any enemy or wall in its direct path. This is not infinite range, rather it will only reach roughly three screens away from the player before the projectile stops and explodes even if there is nothing there.
A grenade that does 25 damage on impact and explodes automatically, and can destroy walls. It causes a normal explosion that does 5 damage twice for a total of 10 damage.
Hyper Launcher Range
Illustrated below is a tall 3-3 level. Robot is at the top wall, and Hyper Launcher will only explode around the range that Big Dog is from the player.
Hyper Grenade | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Hyper Launcher |
7-1 | Single Shot | 0.23 sec | 2 | 25 + 5-10 |
Ultra grenades will do 40 damage on impact. It can pierce any number of enemies that are at 40 HP or below, but will instantly detonate if it comes in contact with an enemy above 40 HP or explodes on death. This causes three green explosions that each do 12 damage twice for a total of 24 damage, and additionally will drop 6 rads back that the player can collect.
If the grenade has come to a stop and has not yet exploded it will start to pull in nearby enemies as well as the player, the effect similar to telekinesis. Multiple ultra grenades increases the pull on nearby enemies/the player, but the radius of effect is not increased. After a brief flashing animation it will explode.
Ultra grenades will bounce off of walls and are capable of breaking walls with their explosions.
Ultra Grenade | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Ultra Grenade Launcher |
L1 2-1 | Single Shot | 0.53 sec | 1 20 Rads |
40 + 12-24 x 3 |
Energy Weapons
Weapons overview:
- Ammo type: Energy
- Ammo capacity: 55 normally, 99 with Back Muscle.
- Weapon mutation: Laser Brain
- Causes each energy weapon to deal additional damage, but depends on weapon type.
- Shield interaction: Cancels out most energy projectiles.
- Lasers, Laser Beam, Lightning, Plasma, Plasma Explosion: Cancelled out by shields. (//reword)
- Lightning Ball: Deflected by shield, damages the player. (Lightning Cannon)
- Plasma Cannon & Super Plasma Cannon: Deflected by shield, damages the player. (Normal plasma balls explode on shields//reword)
- Piercing: .
- Projectile Range: Depends on weapon type.
Lasers will automatically make contact with any enemy in the direction its fired. It does 2 damage per hit animation and will continually shrink, doing up to 10 damage. If an enemy is killed, it will pierce through them and the reduced beam will move onto the next target. Will not bounce off or destroy walls.
Laser Brain will make lasers wider allowing them to cause more damage to enemies, for up to 14 damage a laser instead.
Lasers | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Laser Pistol |
1-1 | Single Shot | 0.30 sec | 1 | 2-10 [2-14] |
Laser Rifle |
2-1 | Automatic | 0.23 sec | 1 | 2-10 [2-14] |
Laser Minigun |
4-1 | Automatic | 0.07 sec | 1 | 2-10 [2-14] |
Golden Laser Pistol |
L1 1-1 | Single Shot | 0.27 sec | 1 | 2-10 [2-14] |
Ultra Laser Pistol |
L1 2-1 | Single Shot | 0.27 sec | 3 16 Rads |
2-10 [2-14] x 5 |
Laser cannon will charge up a beam that fires five lasers at once. Each of the lasers do the typical 2 damage a time for up to five times, making each beam do a max of 10 damage each. The Laser Cannon's charge up is a green sphere that can actually damage enemies, doing 4 damage per hit animation for up to 12 damage. The sphere itself respects enemy iframes. Similarly these cannot bounce off of walls or destroy them.
Laser Brain will not increase damage of the laser sphere itself, but rather it will spawn two additional lasers per shot for seven lasers instead, and they will do the increased damage of 2-14.
Laser Beam | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Laser Cannon |
3-2 | Automatic Burst | 1.00 sec | 3 | Sphere: 4-12 + Lasers: 2-10 x 5 [2-14] x 7 (Max 62 110/shot) |
Lightning deals 7 damage to enemies it comes in contact with per hit for up to 14 damage. Similar to flames it respects iframes, so enemies can only be damaged by one lightning rail at a time. These are projectiles with limited range and will lightly home to the nearest enemy, curving towards them. Lightning rails do not interact with walls at all.
Laser Brain extends the duration of each lightning rail allowing them to hit any enemy a third time for up to 21 damage instead.
Lightning | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Lightning Pistol |
3-1 | Single Shot | 0.37 sec | 1 | 7-14 [7-21] |
Lightning Rifle |
3-3 | Single Shot | 0.80 sec | 1 | 7-14 [7-21] |
Lightning Shotgun |
4-1 | Single Shot | 0.67 sec | 2 | 7-14 x 8 [7-21] x 8 |
Lightning SMG |
6-1 | Automatic | 0.23 sec | 1 | 7-14 [7-21] |
Lightning balls are slow moving projectiles that constantly emit lightning around them each doing 7-14 damage. Upon contact with an enemy it will deal 40 contact damage and burst into lightning, unable to pierce anything directly. It will similarly be destroyed if making contact with any walls, and is capable of breaking them.
Laser Brain will increase the impact damage to 50 instead, with each lightning rail dealing up to 21 damage each.
Lightning Ball | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Lightning Cannon |
6-1 | Single Shot | 1.13 sec | 8 | 40 [50] + 7-14 [7-21] |
Plasmas are ball-shaped projectiles that continually travel until hitting an enemy. They deal 4 damage a hit but will shrink in size with each hit, reducing to 2 damage once the projectile is small enough. They deal up to 16 damage to an enemy total on their own and can pierce. Once the projectile can no longer damage it will cause a plasma exploding, hitting an enemy for 10 damage a hit animation for up to 20 damage. Plasma explosions specifically respect enemy iframes. Plasma balls will explode upon hitting walls and cannot destroy them.
Laser Brain will make plasma balls themselves bigger dealing up to 22 damage, hitting an extra two times. Plasma explosions are not directly effected.
Plasma Ball | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Plasma Gun |
2-1 | Automatic | 0.53 sec | 2 | 4-16 [4-22] + 10-20 |
Plasma Rifle |
3-3 | Automatic | 0.33 sec | 2 | 4-16 [4-22] + 10-20 |
Plasma Minigun |
7-2 | Automatic | 0.10 sec | 2 | 4-16 [4-22] + 10-20 |
Golden Plasma Gun |
L1 1-3 | Automatic | 0.53 sec | 2 | 4-16 [4-22] + 10-20 |
A larger variation of the plasma ball that starts hitting at 13 damage a hit going down to 6 damage as it shrinks. Upon exploding it will break into 10 plasma balls that all behave as normal. Big plasma balls are capable of breaking walls if coming in contact, and can also cause it to explode.
Laser Brain gives the main plasma ball two additional hits as well dealing up to 83 damage, and also effecting every plasma projectile spawned from it as well.
Big Plasma Ball | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Plasma Cannon |
5-2 | Single Shot | 1.33 sec | 8 | 13-57 [17-83] + 4-16 [4-22] x 10 + 10-20 each |
A huge variatoin of the plasma ball that deals 22 damage a hit going down to 10 damage as it shrinks. Upon exploding it will break into 4 big plasma balls which then break into 10 plasma balls each. SPC has the highest damage potential in the game but also has the highest ammo cost of normal weapons and the longest reload time by a very large margin. It's capable of breaking walls multiple times from a single shot.
Laser Brain increases the damage of the huge ball significantly, dealing anywhere from 28-139 damage, plus all the projectiles spawned from it.
Huge Plasma Ball | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Super Plasma Cannon |
7-3 | Single Shot | 8.67 sec | 24 | 22-96 [28-139] + 13-57 [17-83] x 4 + 4-16 [4-22] x 40 + 10-20 each |
Devastator shoots an invisible projectile that does 8 damage to any enemy it hits at a very fast speed. It constantly will summon plasma explosions around itself that all do 10-20 damage per hit while respecting iframes. The invisible projectile will travel through anything and will stop after travelling for 6 seconds, or if it hits a wall in which case it will destroy it.
Laser Brain does not change the damage in any way but rather makes the invisible projectile travel 40% slower, making it more likely to deal multi-damage to an enemy and have far more time to spawn plasma explosions around enemies.
Plasma Explosion | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Devastator |
7-3 | Single Shot | 2.00 sec | 8 | 8 + 10-20 each |
Gun Gun is a unique weapon that is added to the drop pool on L1 1-2 forwards, so long as the player is running Crown of Guns. It will shoot out any random weapon in the game, adding weapons from up to 10 difficulties higher to its possible drop pool. Weapons spawned from it does not give ammo.
This weapon uses the same code Chicken uses for her active, meaning that the projectile weapon deals 24 damage base and adds an additional 2 damage for every time the player has leveled up that run. Gun Gun projectiles will also pierce enemies if the player has Thronebutt regardless of the character they're playing. Damage values are not effected by Laser Brain.
Throwing | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Gun Gun |
L1 1-2 (Crown of Guns) |
Single Shot | 3.00 sec | 40 | 22 + (2 * level) (42 at ultra) |
Melee Weapons
Weapons overview:
- Ammo type: None
- Energy melee uses energy ammo. Both Laser Brain and Long Arms effects these weapons.
- Jackhammer uses explosive ammo, and is also effected by Long Arms.
- Weapon mutation: Long Arms
- Melee swings start out further from the player covering much more distance.
- Shield interaction: Ignores shields, damaging IDPD through them.
- Piercing: Swings are able to hit any amount of enemies even if it doesn't kill them.
- Projectile Range: Limited, very short range but capable of deflecting projectiles.
- Melees are able to travel through walls and are not stopped by them, though will have reduced range while using Long Arms. Energy Hammer will instead destroy walls.
Swingable melee each deals their own amount of damage. Rather this grouping is how they interact with projectiles. A full list of projectiles will be added later, but for now as a summary:
- Enemy bullets can be deflected and will change to the players team. These are from enemies such as Bandits, Grunts, Gators.
- Pellet bullet simply get erased by melee. These are from enemies such as Scorpions, Ballguys, or Explo Guardians.
- Similarly, enemy orbs are erased such as from Guardians. Large orbs such as from The Throne can be erased as well, but the smaller orbs from them can still damage the player.
- Cannot deflect or erase lasers.
Single Swing | ||||
Weapon | Drops At | Fire Type | Reload Time | Damage Per Click |
Chicken Sword |
Starter (Chicken) | Single Swing | 0.60 sec | 6 |
Wrench |
1-1 | Single Swing | 0.73 sec | 8 |
Shovel |
1-3 | Single Swing | 1.17 sec | 16 x 3 |
Sledgehammer |
1-3 | Single Swing | 1.17 sec | 24 |
Golden Wrench |
L1 1-1 | Single Swing | 0.60 sec | 8 |
Ultra Shovel |
L1 2-1 | Single Swing | 0.50 sec | 30 x 3 |
Guitar |
L1 0-1 Only (Fish) | Single Swing | 0.70 sec | 26 |
Black Sword |
L1 1-1 Only (Chicken) (If Chicken Sword is left on L0 1-1) |
Single Swing | 0.53 sec | 12 80 (Headless) |
Some melee are also able to spawn projectiles, being Blood Hammer and Lightning Hammer. Both the melee and their projectiles respect enemy iframes.
If Blood Hammer makes a successful hit with an enemy it will spawn a blood explosion directly on top of it. Multiple blood explosions at once will be pushed outward having a larger area of effect. Blood explosions can do 4 damage three times for 12 total, however as the enemy is already iframed it will only deal up to 8 damage. This means a direct hit will likely cause 33 damage total.
If the Blood Hammer does not make any successful hit with an enemy (or prop) then the player will take 1 damage, which can be lethal. Projectiles and walls count as missing.
Lightning Hammer's exact damage varies heavily due due to the nature of the melee and projectile spawned from it both obeying iframes.
If Lightning Hammer comes in contact with an enemy it will spawn a lightning rail that spawns from the player towards the enemy.
The initial swing does 14 damage, and if the lightning rail hits the first lightning hit will be ignored due to iframes, and only the second hit for 7 damage comes into effect, totalling 21. Laser Brain only effects the lightning rail, so it will instead do up to 28 damage.
If the lightning rail misses, then the Lightning Hammer's projectile lasts long enough it will hit twice. This will do 28 damage, and then the second hit will cause another lightning rail to spawn, totalling 35 damage. Laser Brain extends the lightning rail upping it to 42 damage total instead.
Single Swing + Projectile | ||||
Weapon | Drops At | Fire Type | Reload Time | Damage Per Click |
Blood Hammer |
5-1 | Single Swing | 0.70 sec | 25 + 4-12 |
Lightning Hammer |
5-2 | Single Swing | 1.07 sec | 14-28 + 7 [7-14] |
Piercing melee are unable to deflect any projectiles. Rather, any projectile that swingable melees can deflect, piercing melee will simply erase.
They will instantly detonate any explosive projectile, including ones fired by the player.
Piercing | ||||
Weapon | Drops At | Fire Type | Reload Time | Damage Per Click |
Screwdriver |
1-1 | Single Swing | 0.37 sec | 6 |
Golden Screwdriver |
L1 1-3 | Single Swing | 0.30 sec | 6 |
Energy melee behaves similar to other melee weapons, but require energy ammo for every swing.
Energy Screwdriver is a piercing melee behaving like other screwdrivers.
Energy Sword is a swinging melee.
Energy Hammer is a swinging melee. It can also destroy walls, being the only melee weapon capable of that.
For Laser Brain, the direct damage of the melee are not directly increased, but rather they alre given an extended lifetime. This is long enough to hit twice while obeying iframes, doubling their base damage. They also receive slightly bigger swing arcs.
Energy Melee | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Energy Screwdriver |
4-1 | Single Swing | 0.13 sec | 1 | 22 [44] |
Energy Sword |
5-1 | Single Swing | 0.40 sec | 2 | 22 [44] |
Energy Hammer |
5-1 | Single Swing | 0.67 sec | 5 | 42 [84] |
Jackhammer works the same as other piercing melee being able to erase most projectiles & detonate grenades, but it also requires explosive ammo in order to use.
Twelve melee strikes are shot out in quick succession all tightly packed close to each other, each doing 6 damage each. As melee obeys enemy iframes, it will only hit any individual enemy for 3 of those hits, doing 18 damage in practice to a single target.
Explosive Melee | |||||
Weapon | Drops At | Fire Type | Reload Time | Ammo Cost | Damage Per Click |
Jackhammer |
2-1 | Automatic Burst | 0.40 | 1 | 6 dmg/hit x 12 |