Weapons Overview


Page Contents

There are a total of 127 weapons in the game, with 108 of them being found in the normal drop pool. This page will go into the mechanics of all of these weapons in-depth, a summarized version can be found on the Weapon Table page which explains how weapon drops works.

For the sake of simplicity any mention of 'enemies' on this guide will also refer to props, such as both enemies and props being pierced by bolt weapons.

Some weapons have been removed from the drop pool but can still be played on weeklies or save edited in. These have a separate section on the removed content page.

Oasis is an underwater area that causes some weapons to behave differently. Lightning weapons will no longer use lightning rails but rather damage everything on-screen for 2 damage including the player. Any weapons that use flames will spawn bubbles instead, making weapons that only use flames useless here.


Invincibility frames


Invincibility frames, or iframes for short, is a game mechanic that prevents players or enemies from taking damage from certain multi-hit sources at once. Any type of damage will trigger iframes, however only specific damage types will respect that. iframes will last for 1/6 of a second.

Enemies will ignore damage from the following sources if iframes are active:

There is not currently a list for what damage the player will ignore when iframes are active, however it covers most damage sources in the game. One exception that is commonly seen are explosions without Boiling Veins, multiple explosions at once can instantly kill even 20 HP Crystal.


Weapon Classifications


Weapons will list their fire types:

Damage values will use different colors to signify the type of damage:


Bullet Weapons


Weapons overview:

Pop Bullet weapons are listed in the shells section below as they use shell-type projectiles despite using bullet-type ammo.


Normal bullets deal 3 damage to any enemy it hits. This sub-class has 15 weapons making it the most common type in the game.

For Smart Gun: Uses normal bullets, but will automatically aim to the nearest enemy to the player's cursor even if a wall is in the way. Props are ignored.

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 Bullets
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 they travel much 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 bullets are a weaker bullet variation that does 2 damage a shot. Shields will cancel out the projectile instead of deflect.

Frog Pistol will only drop from Mom if a golden weapon is held while defeating her. This weapon is tied to unlocking Frog via the Golden Frog Pistol, with a 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:

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. The image below displays the damage for pellet-type shells to visualize the damage, with the red blocks being extra damage if point blank.

Bug notice On pre-beta versions of the game flame weapons do not deal point blank damage severely limiting their damage potential. 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 20

Full dmg: 40 [60]
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 7 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.

Bug: Boiling Veins will not prevent damage from flame shell weapons when shielded. This is fixed in the 2023 Beta/NTT v100 and gives full immunity at 4 HP or below.

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 [7] x 6

Full dmg: 12 [42]
+ 2-6 dmg/flame
Double Flame Shotgun
3-2 Single Shot 0.93 sec 2 2 [7] x 14

Full dmg: 28 [98]
+ 2-6 dmg/flame
Auto Flame Shotgun
5-1 Automatic 0.17 sec 1 2 [7] x 5

Full dmg: 10 [35]
+ 2-6 dmg/flame
Incinerator
7-3 Automatic 0.07 sec 3 2 [7] x 3

Full dmg: 6 [21]
+ 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, which is 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. (May differ between versions?)

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 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:


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 impact 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 from a far distance, but will not pathfind around walls.

Props will not be homed in on with the exception of the large Generators seen on 7-3.

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. (Needs further 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.

Bug: On u99r1 (Non-Beta), the Super Disc Gun's drop condition is bugged and will only appear in Hardmode with Crown of Guns equipped. The cursed chest requirement is the only intended part and is fixed in any Beta version.

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
(Only 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 at the trade-off of reaching targets much more quickly.

Bug: On u99r1 (Non-Beta), the Golden Disc Gun's drop condition is bugged and will only appear with Crown of Guns equipped. This is fixed in the Betas. A full unlock guide can be found here.

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:

Any explosive deals 5 damage a frame for a total of 10 damage. Explosions do not respect iframes, just that an individual explosions will only harm a target twice; multiple explosions stack damage. It's possible to only take one frame of explosion damage from moving in/out of its explosion radius at the exact right moment.

Boiling Veins makes explosives respect player iframes, meaning they will only ever take 5 damage from normal explosions, and prevents explosive damage from stacking.

Green explosives deal 12 damage twice for 24 damage, while blue IDPD explosions deal 8 damage twice for 16 damage.

All melee weapons are able to hit any grenade-type projectile to make them go much further. Piercing melee will instead detonate them instantly, which can kill the player. Piercing melee includes all Screwdrivers and the 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


A heavier version of normal grenades that does 30 impact damage when making contact with any enemy. It will cause a green explosion that does 12 damage twice for a total of 24 damage, and similarly can bounce off walls and its explosion can 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


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.

Will stick to any walls and can destroy 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 multiple 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


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


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 a maximum of 60 damage to a single target, while Super Bazooka can deal a max of 300 damage, however unlikely.

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.

Nuke can deal a maximum of 220 damage to a single target, however unlikely.

Bug: On u99r1 (Non-Beta), the Golden Nuke Launcher's drop condition is bugged and will only appear with Crown of Guns equipped. This is fixed in the Betas. A full unlock guide can be found here.

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)


Blood Grenades deal 10 impact damage upon contact with any enemy. They will explode into 3 blood explosions that respect enemy iframes, meaning that only one of the blood explosions can damage a single target at a time. These deal 4 damage each for up to 3 times, causing 12 damage.

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


Blood balls deal 45 impact damage upon contact with any enemy. They will explode into 6 blood explosions that respect enemy iframes, meaning that only one of the blood explosions can damage a single target at a time. These deal 4 damage each for up to 3 times, causing 12 damage.

The projectile will continually barrel forward and spawn blood explosions for a larger AoE. If it does not come in contact with anything it will explode on its own after travelling a few screens away from the player's original position. The blood explosions are capable of destroying enemy projectiles, and 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 6


Any individual flame does 2 damage per hit animation for up to 6 damage per flame. Flames from these weapons cannot harm the player in any way.

As flames respect enemy iframes only one flame can damage a single target at a time. However, every additional flame has a small chance to hit through iframes, each following the formula of 1 / (Flame Count + 25). So the more flames there are the less likely any individual one will hit through iframes, but more flames also means more chances to damage.

Flamethrower spawns 24 flames a shot while Dragon spawns 42.

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.

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 of the way of the projectile.

Projectile explodes upon hitting a wall and are capable of breaking walls.

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. Detonation 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 Eyes' telekinesis ability. Multiple ultra grenades increases the pull on nearby enemies/the player, but the radius of effect is not increased.

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:


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.

Lasers do not actually have infinite range, and their laser size will decrease naturally over a certain distance. (A proper screenshot will be added later)

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 to a single target. The sphere itself respects enemy iframes. None of these will bounce off 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 rails deal 7 damage to enemies it comes in contact with per hit for up to 14 damage. Similar to flames it respects iframes, so individual enemies can only be damaged by one lightning rail at a time. Lightning rails will typically aim themselves away from walls entirely, even if the weapon is pointed at them.

These rails will always extend out to its furthest point automatically, piercing through any enemies regardless of their HP. They have limited range and will lightly home to nearby enemies, but cannot be directly aimed. All of these lightning weapons have the same range except for Lightning Rifle, which can extend off-screen.

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 while respecting enemy iframes. 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 to any single target.

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 deal damage or comes in contact with a wall, it will explode into a plasma explosion which hurts enemies for 10 damage a hit for up to 20 damage, while respecting enemy iframes. These projectiles cannot destroy walls.

Laser Brain will make plasma balls themselves bigger dealing up to 22 damage, hitting an extra two times. Plasma explosions are not 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


Currently only includes the pre-betas damage.

A larger plasma ball variation that damages for 13 damage a hit going down to 6 damage as it shrinks, dealing up to 57 damage. Upon exploding it will break into 10 plasma balls that all behave as explained in the section above. Big plasma balls are capable of breaking walls if coming into contact, and will cause them to explode into plasma balls.

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.

PC can deal up to 201 damage to a single target with a perfect shot, or up to 313 damage with Laser Brain.

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


Currently only includes the pre-betas damage.

A huge variation of the plasma ball that deals 22 damage a hit going down to 10 damage as it shrinks, dealing up to 96 damage. Upon exploding it will break into 4 big plasma balls which then break into 10 plasma balls each, both of which following their mechanics outlined above.

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 number of hits from the huge ball allowing up to 139 damage instead, plus all the projectiles spawned from it.

SPC can deal up to 860 damage to a single target with a perfect shot, or up to 1361 damage with Laser Brain.

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 enemy iframes. The invisible projectile will travel through any number of enemies 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 damage to enemies multiple times 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 secret weapon that only appears starting on L1 1-2 forwards if Crown of Guns is being ran. Firing it will shoot out a random weapon in the drop pool, from up to 10 areas higher from the current pool. Weapons spawned from Gun Gun do not give ammo.

This weapon uses throw mechanics which is the same as Chicken's active, meaning that the projectile deals 24 damage base and adds an additional 2 damage for every time the player has leveled up that run, capping out at 42 damage at ultra. This damage will respect enemy iframes. Gun Gun projectiles will also pierce enemies if the player is running Thronebutt regardless of the character they're playing, as Chicken's Thronebutt allows for weapon piercing.

Laser Brain has no effect on Gun Gun.

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:


Other weapon types have sub-categories on this page dependent on the type of damage they deal. For melee most of these weapons can be grouped together as just swingable. All swingable melee will interact with projectiles as such:

Ultra Shovel does not use any ammo, but does require 14 Rads in order to swing.

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
Secret (Chicken)

Drop Condition:If Chicken leaves her Chicken Sword on 1-1 in preloop, the Black Sword will appear on L1 1-1. Does not count if Chicken Sword gets sucked through portal.
Single Swing 0.53 sec 12

Spoiler:80 while Chicken is headless


Piercing melee are unable to deflect any projectiles. Rather, any projectile that swingable melees can deflect, piercing melee will simply erase.

While melee can use to hit grenades further, piercing weapons will instead detonate them.

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


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. Hitting only projectiles or walls counts as missing.
Blood Hammer can knock away any grenades, but blood explosions can cause grenades to go off.

Lightning Hammer's damage is much more complicated to calculate due to the nature of the melee swing/lightning rail.
If Lightning Hammer comes in contact with an enemy it will trigger a lightning rail that spawns from the player towards that enemy.
If the lightning hits the enemy: The first instance of lightning is ignored due to enemy iframes, the second one will hit for 7 damage, totaling 21. Laser Brain will extend the lightning rail's life to do an extra 7 damage, doing up to 28 damage.
If the lightning misses the enemy: Lightning Hammer's swing will last long enough to hit a second time, doing 28 damage total. The second hit will then cause another lightning rail to spawn, totaling for 35 damage. Laser Brain's extended rail life can bring this damage up to 42 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]


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 are given an extended lifetime. This is long enough to hit any enemy 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 screwdriver 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 any 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