Weapons are items that players can use to deal direct damage to their opponents during a match. Despite the fact that all items can deal slight damage by throwing them at an opponent, this article doesn't cover items that can only deal damage in this way (such as damage dealt by throwing a Man Tracker, Med Kit, ect.). This article also doesn't cover the extra damage dealt by the perk Golden Arm.
Most weapons are divided in tiers, from 1 to 4. But this is not always the case, as some weapons like rocks and branches lack a tier. As a general rule, higher tier weapons are better than their lower tier counterparts, but it is possible for a lower tier weapon to be more effective in one statistic than a higher tier weapon, like damage or wound intensity.
Most weapons apply wounds (debuffs) when an opponent is hit. Effects applied by weapons are:
For more information about these effects see wounds.
Most weapons are divided in types. Each one of these types apply a different wound:
The speed of a weapon determines how fast you can charge melee attacks. Weapon speed does not affect jabbing or throwing your weapon.
By default bleed wounds last 10 seconds.
- Wound intensity * = 0.6 damage per second (6 total damage).
- Wound intensity ** = 1 damage per second (10 total damage).
- Wound intensity *** = 1.4 damage per second (14 total damage).
Cripple works by setting an enemies running speed to a certain percentage of his normal running speed. This means that it does not matter how many movement perks and buffs someone has when they get crippled.
By default cripple wounds last 5 seconds.
- Wound intensity * = 95% of base movement speed
- Wound intensity ** = 90% of base movement speed
- Wound intensity *** = 80% of base movement speed
- Wound intensity **** = 70% of base movement speed for 10 seconds (only applied by fall damage)
By default expose wounds last 6 seconds.
- Wound intensity * = increases damage of next attack made against the expose target by 10%
- Wound intensity ** = increases damage of next attack made against the expose target by 20%
- Wound intensity *** = increases damage of next attack made against the expose target by 30%
Pierce causes the damage that would normally be dealt to armor be increased. For example, a trident deals 10 damage, and body armor would normally absorb 5 of that damage. But since the trident has tier *** pierce, it now deals 10 damage to armor, which is twice of the normal amount: 5. This effect is for wound intensity ***, and is slightly decreased for intensities ** and *.
- Wound intensity * = Damage armor would normally take is multiplied by 1.67
- Wound intensity ** = Damage armor would normally take is multiplied by 1.8
- Wound intensity *** = Damage armor would normally take is multiplied by 2
List of weapons
|Name||Tier||Type||Damage||Throw Damage||Wound||F.U.N.C. Sell Rate||Speed||Intensity||Description|
|.357 Magnum||Gun||25||5||10||*||semi-auto, 6 shots per cylinder.|
|Auto Bow||2||Bow||8||5||10||*||Semi-auto: 3 clip magazine|
|Blowgun||1||Projectile||2-6||5||Sickness||5||*||Ammo can be crafted at Poison Gas Pylons|
|Branch||Crafting Material||5-10||4-8||**||No backstab bonus|
|Chainsaw||6/hit||1|| Bleed, Cripple,
|10||*** of all
|May take multiple attempts to start. Deals approx. 4.5 hits/sec.
You can also block with the chainsaw.
|Explosive Mine||Explosive||40||5||Cripple||10||*||Takes 2 seconds to place. Can be coupled with the remote
explosive for a very powerful proximity bomb.
|Impact Grenade||Explosive||40||5||Cripple||10||*||A deadly explosive that detonates on impact.|
|Remote Explosive||Explosive||60||5||Cripple||10||*||Takes 2 seconds to place. Picking up the Remote explosive
with out the original detonator will give you a new one, and
remove the old remote from existence.
|Rifle||Gun||40||5||10||*||semi-auto, slowed rate of fire, 4 shots per magazine.|
|Rock||Crafting Material||5-10||4-8||**||No backstab bonus|
|SMG||Gun||10||5||10||*||Fully automatic, 20 round magazine. Fires 3 shots at a time.|
- Cripple has a special **** tier that is only applied by taking fall damage.