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Use this as a quick reference for the base stats of all guns and melee weapons. They are ordered by type and then by price, regardless of whether they are gamepass-locked or not. Fully-upgraded stats, cost, and weight will be added later.

If you're looking for professional advice, join the official Discord on the game's main page and use the #builds-and-strategies room to ask for weapons, perks, and strategies that may be useful in certain difficulties and in the early, mid, and late game.

Avoid looking at the individual weapon pages as most of them are extremely out of date.

Stat Descriptions

The effectiveness of a weapon is governed by a variety of statistics and special traits, each of which may be improved with various Perks, Mods, and the weapon's upgrades.

  • Damage - The base damage dealt by the weapon against the unarmored torso or limbs. But what kind of zombie slayer would aim their gun anywhere besides the head? That's why the headshot multiplier is also shown, provided the weapon has one.
    • Headshot multiplier upgrades increase it by a multiple of the specified amount. For example, increasing a 3x headshot by 25% twice raises it to 3.75x and then 4.5x.
  • Critical - Critical chance of the weapon, which causes it to deal triple damage at base when it procs. It's nonexistent without perks or upgrades.
  • Targets - The amount of targets the weapon can hit with a single attack. If it isn't a whole number, the last target to be hit only receives a portion of the full damage.
  • Speed - How fast the weapon can attack based on attacks per minute, and whether or not it's fully-automatic.
  • Reload - How long it takes to reload the weapon. Most weapons use magazines while others reload one round at a time. Be aware that detaching the magazine from a weapon will immediately transfer its ammo to the reserve.
    • Reload speed reduction doesn't scale linearly, meaning 100% reduction doesnt give you an instant reload, but regardless this stat should be kept as low as possible in order to avoid being vulnerable during a reload.
  • Accuracy - Overall accuracy of the weapon. The left value is for hipfire and the right is for aiming. If there's only one value then aiming isn't an option.
    • Be wary; anything below 100% accuracy will start to become inconsistent the further you are from the target. In addition, accuracy perks don't work linearly, but upgrades do.
  • Recoil - The kick of the weapon, whether for hipfire or aiming. If it's at least 10 it'll kick quite hard, making rapid fire less consistent. Fortunately the weapon always recovers to the original point of aim.
    • Recoil perks don't work linearly, but upgrades do.
  • Range - How far away the weapon can fire before being completely ineffective. Eyeball the distance before firing or use the rangefinder on your NVGs.
  • Efficiency - How much ammo from the ammo box is needed to refill one round of the weapon. If it's lower than 100% it needs more than 1 ammo per round.
  • Magazine - The amount of ammunition in the weapon's clip or magazine that is ready to be fired at a moment's notice. Beware, small magazines and rapid fire rates might not mix very well.
  • Reserve - The amount of additional ammunition in the weapon, which is used to replenish the magazine. When it's empty, it's time to refill the weapon or sell it off.
    • Certain weapons have their entire ammo in the magazine and thus don't have a reserve altogether.
  • Weight - The amount of space the weapon takes up. More weight makes you walk a little slower, and you can't carry over your maximum weight.
  • Money - The percentage of money the weapon receives from hitting or killing enemies, usually reserved for high-damage weaponry.
  • Special - The special traits of the weapon that are shared by very few others at most.

Stat Table

This stat table is accurate as of 4.2.0. Feel free to use the comment section if you see anything different now or in future updates!

  • All gamepass-locked weapons are highlighted in orange.
  • Stats improved via upgrades are shown in green.
  • Crit chance is shown in yellow.
  • Locked upgrades are shown in red. They require the completion of certain maps and difficulties.
  • Danger Close indicates the weapon deals explosive damage in an area. It's affected by any perk that changes radius.
  • Deep Impact indicates the weapon is capable of piercing and hitting multiple targets with a single shot.
  • Armour break indicates the weapon bypasses armor completely and deals full damage against it.
  • Regrowth plus, Equilibirum, and Marathon Man means the weapon restores health, armor, or stamina from combat.
  • Bullet storm means the weapon is fully-automatic. It's not shown for SMGs and Assault Rifles, which are all full-auto by default.
  • Long Range means the weapon is equipped with a scope and has increased zoom as a result.
  • Juggernaut means the weapon provides an increase in damage resistance while held.
  • Concussive Shots indicates a stunning effect, preventing movement and attacks for the duration listed.
  • Long Burn indicates a damage-over-time effect, inducing lots of damage over a short period.
    • Bleed (also causes slow)
    • Burn
    • Poison (also causes slow)
  • Frost Armour indicates a freezing effect, slowing the enemy down for the duration listed. At 100 Freeze they'll be frozen solid.

Recent Changes

These are the changes made from 4.1.3 to 4.2.0.

  • M2 Flamethrower's range costs a little less, was reduced a stage, and has reduced fire upgrade cost.
  • Flamethrower's fire upgrades cost less and were improved from 500 to 750 (4500 total).
  • AK-74's flamethrower upgrade has 2 stages and costs less.
  • Freezethrower has an upgrade that provides +20% range.
  • RPG-7's fire upgrade was reduced from 2 stages of 2000 to 1 stage of 3000.
    • It also gained an additional 2 damage upgrade stages.
  • MG42's AP Rounds costs 50% more and provides +100 Damage (200 total) instead of 20%.
  • M82's Mag Size upgrade was reduced to 1 stage (+5).

Melee

The most basic form of combat. Melee will probably get you killed without the proper perk setup, so consider that before buying one of these.

Aside from the Chainsaw, melee weapons have additional attacks that are guaranteed to be performed for additional damage, as long as you are moving forwards and backwards, but not sideways, while initiating the attack.

  • Overhead attacks are performed while moving forward.
  • Underhand attacks are performed while moving backwards.

Damage Speed Range Money
Knife

Starter - 0

125 100 5.5 100%
Baseball Bat

$5000 - 2

300 (x1.2) 135 6 120% (Kill)

200% (Hit)

Military Axe

$12500 - 3

505 (x1.3) 120 5.5 120% (Kill)

200% (Hit)

Cutlass

$15000 - 4

580 (x1.1) 132 6 120% (Kill)

200% (Hit)

Fire Axe

$17500 - 4

630 (x1.3) 100 6.5 120% (Kill)

200% (Hit)

Sword

$22500 - 3

600 (x2) 120 6 120% (Kill)

200% (Hit)

Katana

$27500 - 3

705 (x1.1) 150 6.5 120% (Kill)

200% (Hit)

Sledgehammer

$32500 - 5

1050 (x1.2) 80 6 120% (Kill)

200% (Hit)

Chainsaw

$37500 - 4

450 900 6 100%
  • The Chainsaw is the only melee weapon in the standard shop that uses ammunition. It carries 400 ammo and has 1 efficiency. It can also be refilled from upgraded Gas Cans.
  • The Energy Sword is a melee weapon, however it's been placed in the Laser Weapons section.

Damage Speed Range Money Abilities
Knife

Starter - 0

500 133 5.5 120% (Kill) Regrowth plus3 per hit
Baseball Bat

$5000 - 2

500 (x1.5*)

Long Burn450

135 6 120% (Kill)

200% (Hit)

Overheads: Concussive Shots0.5s
Military Axe

$12500 - 3

815 (x1.3) 120 5.5 120% (Kill)

200% (Hit)

Equilibirum10 per kill

Juggernaut+20% when held

Cutlass

$15000 - 4

880 (x1.1) 158.4 6 120% (Kill)

200% (Hit)

5s Crits after Flintlock kills

Marathon Man7.5 per kill

Fire Axe

$17500 - 4

880 (x1.3)

Long BurnCrits

100 6.5 120% (Kill)

200% (Hit)

Equilibirum10 per kill
Sword

$22500 - 2

600 (x3) 120 6 120% (Kill)

200% (Hit)

Regrowth plus5 per kill

Performs vertical attacks often

Katana

$27500 - 2

1060 (x1.1)

10%

195 6.5 120% (Kill)

200% (Hit)

Regrowth plus5 per kill
Sledgehammer

$32500 - 5

1500 (x1.2)

Concussive ShotsCrits

96 6 120% (Kill)

200% (Hit)

Overheads: Danger Close8

Underhands: Concussive Shots1.5s

Chainsaw

$37500 - 2

650 1200

Bullet storm

6 100% Ammo: 600 (0.5)

Regrowth plus0.5 per hit

Juggernaut+20% when held

  • The Baseball Bat's overhead damage upgrade locks out the stun upgrade, and vice versa.

Pistols

Damage Speed Reload Accuracy Recoil Range Ammo
Pistol

Starter - 0

30 (x2) 600 1.3s 70%-90% 5-3.8 250 8/100 (1)
C96

Perk - 0

45 (x2) 720 3.02s 65%-95% 5-2.5 300 10/80 (1)
Flintlock Pistol

$500 - 3

100 (x3) 40 0.7s 0%-80% 100-20 150 1/30 (2.5)
Luger

$3000 - 2

60 (x2) 400 2.32s 76%-92.5% 4-3.8 300 8/120 (1)
USP

$5000 - 2

95 (x2) 500 1.47s 75%-95% 5-2.5 200 12/120 (1)
Revolver

$9000 - 2

170 (x3) 200 0.4*6s 60%-88% 20-6 300 6/72 (1.5)
M93R

$18000 - 2

195x3 (x2) 1100 1.47s 80%-92% 5-2 325 15/120 (1)
Python

$26000 - 3

450 (x3) 150 0.59*6s 50%-90% 30-15 350 6/32 (2)
Desert Eagle

$30000 - 4

500 (x3) 300 2.56s 60%-95% 40-20 325 7/63 (2)

Damage Speed Reload Accuracy Recoil Range Ammo
Pistols

Starter - 0

60 (x2.5) 800

+Bullet storm

1.3s 70% 5 250 32/Inf
C96s

Perk - 0

90 (x2)

15%

960

+Bullet storm

2.42s 70% 5 300

+Long Range

40/Inf
Flintlock Pistols

$500 - 3

200 (x3*) 80 0.7s 0% 100 150 4/60 (1)
Lugers*

$3000 - 2

185 (x3)*

14%

600 2.32s 83.5% 4 450

+Long Range

16/240* (1)
USP

$5000 - 2

215 (x2)

Concussive ShotsCrits

500 1.47s 80%-100% 5-2.5 250 12/180 (1)
Revolvers

$9000 - 2

275 (x3*)

21%

200 1.2s 60% 13.3 300 12/144 (1)
M93Rs

$18000 - 2

315x3 (x2.5) 1100 1.47s 80% 1.3 325 50/240 (1)
Pythons

$26000 - 3

600 (x3*)

Danger Close4

150 0.44*6s 60% 30 350 12/64 (2)
Desert Eagles

$30000 - 3

750 (x3)

Deep Impact2

300 2.56s 60% 40 455 14/126 (2)
  • The Pistol and C96 can have infinite reserve ammo, though it halves their hit money as a result.
  • The Flintlock Pistol, Revolver, and Python can deal headshot damage against the limbs.
  • Getting Akimbo Lugers locks out Skull Breaker and vice versa.

SMGs Bullet storm

Damage Speed Reload Accuracy Recoil Range Ammo
Skorpion

$7500 - 2

45 (x2) 850 2s 50%-75% 1-1 125 20/180 (0.75)
Sterling

$12500 - 3

100 (x2) 550 2.66s 60%-84% 2.5-2 250 34/272 (1)
SMG

$17500 - 3

180 800 2.55s 70%-80% 2.5-2 175 30/270 (1)
Micro Uzi

$20000 - 2

90 (x2) 1200 1.17s 60%-80% 3-2 175 32/320 (.75)
MP5

$25000 - 3

150 (x2) 800 2.19s 70%-87.5% 4-2 300 40/400 (1)
MP40

$25000 - 3

200 (x2) 550 2.5s 60%-85% 4-2 275 32/256 (1)
Thompson

$30000 - 3

180 (x2) 700 2.4s 60%-85% 4-2.5 300 50/350 (1)
UMP45

$47500 - 3

333 (x2) 600 2.51s 75%-90% 2.5-1 320 25/325 (1)
P90

$52500 - 4

275 (x2) 900 3.13s 70%-90% 4-2 350 50/350 (1)
Vector

$57500 - 4

260 (x2) 1200 2.79s 80%-87.5% 2-1 200 33/333 (1)

Damage Speed Reload Accuracy Recoil Range Ammo
Skorpions

$7500 - 2

90 (x2)

10%Long Burn450

850 1.33s 50%-75% 1-1 175 20/180 (0.75)
Sterling

$12500 - 3

180 (x2) 825 2.66s 70%-94% 2.5-2 250 51/272 (1)
SMGs

$17500 - 2

240

Regrowth plus3/kill

960 2.55s 70%-80% 2.5-2 175 60/540 (1)
Micro Uzis

$20000 - 2

90 (x2)

15%

1200 1.17s 60% 3 175 112/1024 (.75)
MP5

$25000 - 3

250 (x2.5)

Concussive ShotsCrits

1000 2.19s 77.5%-95% 4-2 375 40/400 (1)
MP40

$25000 - 3

380 (x2)

Deep Impact1.5

550 2.5s 75%-100% 4-2 275 64/448 (1)
Thompson

$30000 - 3

360 (x2) 1500 1.37s 70%-95% 4-2.5 300 100/350 (1)
UMP45

$47500 - 2

666 (x2)

14%Armour break*

600 1.88s 75%-90% 2.5-1 320 25/475 (1)
P90s*

$52500 - 4

335 (x2)

Steady Aim40%*

900 2.35s 70%-90%* 4-2* 350 100/700* (1)
Vector

$57500 - 3

520 (x2)

24%Long Burn2000

1500 2.09s 90%-97.5% 2-1 200 66/333 (1)
  • The P90 has 12.5% Critical Chance without Critical Aim. In addition, Critical Aim will cancel out Akimbo, and vice versa.

Shotguns

Damage Speed Reload Accuracy Recoil Range Ammo
Blunderbuss

$7500 - 4

170* (x1.5)

Deep Impact1.5

36 0.1*6s -20% 120 50 6/150 (0.5)
Stakeout

$17500 - 3

120*8 (x1.5)

Deep Impact1.5

72 0.55*5s 0%-20% 25-20 60 5/60 (2)
Sawed-off

$22500 - 3

150*12 (1.5)

Deep Impact1.5

300 1.15*2s 20%-30% 60-50 60 2/32 (2)
DB Shotgun

$27500 - 4

180*12 (x1.5)

Deep Impact1.5

250 1.4*2s 40%-50% 30-25 100 2/36 (2)
R870

$32500 - 4

1600 (x1.5)

Armour break

61 0.6*5s 40%-60% 30-20 50 5/50 (2)
Trench Gun

$35000 - 4

240*8 (x1.5)

Deep Impact1.5

55 0.6*8s 10%-30% 25-25 80 8/72 (2)
Shotgun

$37500 - 4

200*8

Deep Impact1.5

200 0.5*8s 20%-30% 10-7.5 80 8/72 (2)
M1014

$45000 - 4

160*8 (x1.5)

Deep Impact1.25

240 0.4*7s 40%-50% 6-4 60 7/80 (2)
AA-12

$55000 - 5

160*7 (x1.5)

Deep Impact1.2

300

Bullet storm

2.84s 40%-50% 4-2 120 20/160 (2)
USAS-12

$62500 - 6

220*6 (x1.5)

Deep Impact1.25

300 3s 30%-40% 10-5 60 10/150 (2)
  • The Blunderbuss fires all its ammo in a single shot.

Damage Speed Reload Accuracy Recoil Range Ammo
Blunderbuss

$7500 - 4

290* (x1.5)

Deep Impact1.5

48 0.075*10s 20% 120 50 10/210 (0.5)
Stakeout

$17500 - 2

210*8 (x1.5)

Deep Impact1.5

108

+Bullet storm

0.55*5s 30%-50% 25-20 60 8/60 (2)
Sawed-offs

$22500 - 3

240*12 (1.5)

7%Deep Impact1.5

Long Burn900

300

+Bullet storm

.86*2s 20% 60 60 4/100 (2)
DB Shotgun

$27500 - 4

288*12* (x1.5)

Deep Impact1.5*

250 0.7*2s 60%-70%* 30-25 100 2/54 (2)
R870

$32500 - 4

2800 (x2)

Armour breakConcussive ShotsCrits

61 0.6*5s 55%-75% 30-20 60 11/50 (2)
Trench Gun

$35000 - 4

384*12 (x1.5)

Deep Impact1.5

55 0.45*12s 10%-30% 25-25 80 12/72 (2)
Shotgun

$37500 - 4

240*8

Deep Impact1.5Equilibirum6/kill

200 0.4*8s 20%-30% 10-7.5 80 8/72 (2)
M1014

$45000 - 4

280*8 (x1.5)

Deep Impact1.25

480

Bullet storm

0.3*10s 40%-50% 6-4 60 10/128 (2)
AA-12s

$55000 - 4

232*7 (x1.5)

Deep Impact1.2

300

Bullet storm

2.84s 55% 4 168 64/320 (2)
USAS-12

$62500 - 5

330*6 (x1.5)

Danger Close4

400

+Bullet storm

3s 45%-55% 10-5 60 15/210 (2)
  • The Double Barrel can have a slug rounds upgrade that grants it 50% increased penetration and accuracy.

Assault Rifles Bullet storm

Damage Speed Reload Accuracy Recoil Range Ammo
M16

$35000 - 4

350x3 (x2) 900 2.68s 75%-92% 4-1.5 375 20/260 (1.5)
AK-47

$42500 - 4

320 (x2) 600 2.32s 50%-88% 5-2 325 30/300 (1.5)
AK-74*

$45000 - 6

300 (x2) 650 2.32s 60%-90% 4-1.8 350 30/210 (1.5)
AUG

$45000 - 4

240 (x2.5) 940 2.56s 80%-96% 2-1 400

Long Range

30/270 (1.5)
M4

$57500 - 4

300 (x2) 950 2.68s 70%-90% 4-2 375 30/420 (1.5)
CAR-15*

$60000 - 5

270 (x2) 750 2.84s 60%-85% 5-2.5 350 30/210 (1.5)
SCAR-H

$67500 - 5

550 (x2) 550 3.2s 75%-92.5% 7.5-2.5 350 20/250 (2)

Underslung

The AK-74 is equipped with an underslung flamethrower and the CAR-15 is equipped with an underslung M203.

Damage Speed Reload Accuracy Recoil Range Ammo
Flamer 150

Long Burn1000

650

Bullet storm

3.2s ? ? 20 50/100 (1)
DMG+R/V Speed Reload Accuracy Recoil Range Ammo
M203 2500

Danger Close16/200

Single 2s ? ? 300 1/5 (10)

Damage Speed Reload Accuracy Recoil Range Ammo
M16

$35000 - 4

500x3 (x3) 1260 2.68s 80%-97% 4-1.5 375 36/260 (1.5)
AK-47s

$42500 - 4

480 (x3)

7%

600 1.86s 50% 5 325 100/840 (1.5)
AK-74*

$45000 - 6

435 (x3) 650 1.74s 60%-90% 4-1.8 350 30/330 (1.5)
AUG

$45000 - 4

240*2 (x2.5) 1645 2.56s 83%-99% .5-.25 400

Long Range

42/270 (1.5)
M4

$57500 - 4

600 (x2) 1377 2.01s 70%-90% 4-2 375 60/588 (.5)
CAR-15*

$60000 - 5

510 (x2) 750 2.13s 60%-85% 5-2.5 350 30/300 (1.5)
SCAR-H

$67500 - 5

880 (x2.5)

Deep Impact1.5

550 2.56s 80%-97.5% 3.75-1.25 350

+Long Range*

20/400 (2)

Underslung

The AK-74 is equipped with an underslung flamethrower and the CAR-15 is equipped with an underslung M203.

Damage Speed Reload Accuracy Recoil Range Ammo
Flamer 240

Long Burn3000

650 2.4s ? ? 20 100/200 (1)
DMG+R/V Speed Reload Accuracy Recoil Range Ammo
M203 3000

Danger Close24/200

Long Burn2500

Single 1.5s ? ? 300 1/5 (10)

Rifles

Damage Speed Reload Accuracy Recoil Range Ammo
Flintlock Rifle

$6000 - 4

250 (x3) 40 0.7*5s -50%-90% 75-10 300 5/50 (2.5)
Kar-98k

$10000 - 4

335 (x3) 48 0.6*5s 0%-95% 50-20 400 5/50 (2)
M1 Garand

$12000 - 3

200 (x2) 300 3.16s 80%-94% 5-3 350 8/80 (1.5)
DMR

$25000 - 4

280 (x3) 300 2.56s 90%-96% 5-1 400

Long Range

12/120 (2)
Intervention

$42500 - 5

800 (x3) 65 3.42s 0%-100% 50-50 480

Long Range

7/70 (2)
Sniper Rifle

$50000 - 4

2500

Armour break

75 3.1s 50%-100% 25-12.5 512

Long Range

5/60 (2)
M24

$65000 - 4

1200 (x2.5) 70 3s 20%-95% 20-20 400 5/80 (2)
PSG1

$85000 - 5

950 (x3) 180 2.84s 80%-97.5% 10-2.5 420

Long Range

10/100 (2)

Damage Speed Reload Accuracy Recoil Range Ammo
Flintlock Rifle

$6000 - 3

370 (x4.5) 60 0.7*5s -50%-90% 75-10 300 5/50 (1)
Kar-98k

$10000 - 4

680 (x3*)

Deep Impact1.5

48 0.5*5s 0%-95% 50-20 400 5/100 (2)
M1 Garand

$12000 - 3

400 (x2.5)

7%

375

+Bullet storm

2.11s 80%-94% 5-3 350 20/120 (1.5)
DMR

$25000 - 3

420 (x3) 375

+Bullet storm

1.97s 90%-96% 1.25-.25 480

Long Range

24/120 (2)
Intervention

$42500 - 4

1500 (x4)

Steady Aim+250

Deep Impact3

65 3.42s 0%-100% 50-50 600

Long Range

7/112 (2)
Sniper Rifle

$50000 - 2

3500 (x1.5)

24%Armour break

Marathon Man5/kill

90 2.32s 50%-100% 25-12.5 512

Long Range

5/120 (2)
M24

$65000 - 4

1200 (x2.5) 98

50%Deep Impact2

3s 20%-95% 20-20 400

+Long Range

5/120 (2)
PSG1

$85000 - 4

1950 (x3) 240

+Bullet storm

2.37s 80%-97.5% 10-2.5 420

Long Range

20/200 (2)
  • The Kar-98k is capable of dealing headshot damage to the torso.

Launchers

Explosive launchers have two stats mostly specific to them:

  • Radius - How wide the explosion will be in studs.
  • Velocity - How fast the projectile travels. Launchers aren't hitscan and will take some time to reach their target. In addition, projectiles will explode in mid-air upon reaching the extent of their range, which can be useful for airburst bonuses.

DMG+R/V Speed Reload Accuracy Recoil Range Ammo
M203

$20000 - 2

2500

Danger Close16/200

180 2s 0% 100 300 1/5 (10)
M79

$45000 - 5

2250

Danger Close25/200

180 2.4s 20%-95% 25-12.5 300 1/20 (15)
RPG-7

$70000 - 7

5000

Danger Close24/750

60 3.5s 0%-90% 50-25 400 1/8 (20)
RG-6

$80000 - 6

1750

Danger Close24/200

150 0.7*6s 60%-90% 20-5 300 6/18 (10)
ROLauncher

$90000 - 8

7500

Danger Close16/100

60 5s 50%-100% 25-12.5 800 1/20 (25)

DMG+R/V Speed Reload Accuracy Recoil Range Ammo
M203

$20000 - 1

3000

Danger Close24/200

Long Burn2500

180 1.5s 0% 100 300 1/20 (10)
M79

$45000 - 5

4500

Danger Close35/300

180 1.8s 25%-100% 25-12.5 450 1/38 (15)
RPG-7

$70000 - 7

9000

Danger Close32/1000

Long Burn3000

60 2.62s 10%-100% 50-25 400 1/16 (20)
RG-6

$80000 - 6

3500

Danger Close24/200

Long Burn2000

150 0.7*6s 60%-90% 20-5 300 6/36 (10)
ROLauncher

$90000 - 8

12000

Danger Close16/250

60 4s 50%-100% 25-12.5 800 3/20 (15)
  • The ROLauncher has the ability to reduce its explosive falloff damage by 25%.

Heavy Weapons

Damage Speed Reload Accuracy Recoil Range Ammo
BAR

$37500 - 5

350 (x2) 500

Bullet storm

2.33s 50%-88% 8-4 375 20/240 (2)
RPK

$62500 - 6

405 (x2) 650

Bullet storm

2.91s 45%-90% 6-3 350 45/360 (2)
M249

$75000 - 7

400 (x2) 800

Bullet storm

6.82s 55%-85% 5-2.5 400 100/500 (1.5)
MG42

$80000 - 8

350 (x2) 1200

Bullet storm

5.4s 50%-90% 7.5-3 400 50/350 (2)
M82

$100000 - 7

2000 (x3)

Armour break

150 3.87s 0%-100% 80-40 600

Long Range

10/50 (5)
M60

$115000 - 9

900 (x2) 500

Bullet storm

7.57s 40%-95% 10-7.5 400 75/300 (2)
Minigun

$125000 - 10

160*2 (x2) 2000

Bullet storm

7.5s 50% 2.5 350 500/2000 (1)

Damage Speed Reload Accuracy Recoil Range Ammo
BAR

$37500 - 5

550 (x2)

Deep Impact2.5

650 2.33s 62%-100% 8-4 375 40/240 (2)
RPK

$62500 - 6

660 (x2.5)

Long Burn2000Deep Impact1.5

650 2.91s 50%-95% 6-3 350 75/360 (2)
M249

$75000 - 5

1000 (x2) 800 5.46s 65%-95% 5-2.5 400 200/700 (0)
MG42

$80000 - 8

550*2 (x2)

Deep Impact1.5

1500 5.4s 50%-90% 7.5-3 400 125/600 (2)
M82

$100000 - 7

5000 (x3*)

Armour break

150 3.87s 0%-100% 40-20 600

Long Range

15/50 (2)
M60

$115000 - 9

1575 (x2)

Deep Impact1.5

650 7.57s 45%-100% 4-3 400 125/450 (2)
Minigun

$125000 - 8

240*3 (x2) 2000 3.75s 50% 2.5 350 500/5000 (1)
  • The M82 is capable of dealing headshot damage to the torso.

Laser Weapons

Laser weapons are unique in the fact that they have no reserve ammo and don't require any use of the Ammo Box to refill their ammunition, effectively granting them infinite ammo. They will, of course, need to recharge after exhausting their shots.

Damage Speed Recharge Accuracy Recoil Range Ammo
Laser Pistol

$20000 - 3

135x2 (x2) 1000 0.1*16s 100%-100% 5-4 350 16
Laser SMG

$35000 - 3

125 (x2) 1250

Bullet storm

0.05*60s 100%-100% 3-1.5 250 60
Laser Rifle

$70000 - 4

350 (x2) 900

Bullet storm

0.08*42s 100%-100% 5-2.5 350

Long Range

42
Laser Shotgun

$85000 - 4

333x3*3 (x2) 1500 0.2*9s 100%-100% 15-7.5 50 9
Energy Rifle

$120000 - 5

50* (x2)

Deep Impact5

120 0.04*100s 100% 100 1000 100
Laser Minigun

$250000 - 7

325 (x2)

Deep Impact2

1800

Bullet storm

0.03*200s 100% 2.5 300 200
  • The Energy Rifle fires all its ammo in a single shot.
Damage Charged Speed Range Energy
Energy Sword

$60000 - 5

1400 (x1.3) 2000 (x1.3) 150 6.5 100

Damage Speed Recharge Accuracy Recoil Range Ammo
Laser Pistols

$20000 - 2

270x2 (x2) 1000 0.037*64s 100% 5-4 350 64
Laser SMGs

$35000 - 2

200 (x2) 1450

Bullet storm

0.02*60s 100%-100% 3-1.5 250 120
Laser Rifle

$70000 - 4

350 (x2)

Deep Impact2

1200

Bullet storm

0.04*72s 100%-100% 2-1 350

Long Range

72
Laser Shotgun

$85000 - 4

444x4*4 (x2)

Deep Impact4

1500 0.2*9s 100%-100% 15-7.5 50 12
Energy Rifle

$120000 - 5

100* (x2)

Specialised Killingx2Deep Impact10

Concussive Shots1s*

120 0.03*120s 100%-100% 100-50 1000

+Long Range

120
Laser Minigun

$250000 - 7

325 (x2)

Deep Impact3

1800

Bullet storm

0.022*300s 100% 1.87 300 300
  • The Energy Rifle fires all its ammo in a single shot.
  • The Energy Rifle's stun duration is 0.01s per bullet fired at once.
Damage Charged Speed Range Energy
Energy Sword

$60000 - 5

2030 (x1.3)

Marathon Man7.5/kill

3900 (x1.3) 150 6.5 200*
  • There's an upgrade to decrease the sword's energy usage by a third.
  • Gain 20% mobility while the sword is energized.

Special

All of these weapons are gamepass exclusive and come with interesting elemental effects or just plain differ from other weapons to the point where they would be best in a section like this one.

Damage R/V Speed Reload Accuracy Recoil Range Ammo
Flare Gun

$5000 - 2

50

Long Burn800

Danger Close4/150 120 0.59s 80%-90% 10-5 Inf 1/20 (2)
DMG+V Speed Reload Accuracy Recoil Range Ammo
Crossbow

$10000 - 2

300 (x4)

300

200 0.9s 90%-95% 5-2.5 Inf 1/40 (1)
Ice Rifle

$35000 - 2

1000 (x2)

500

300 0.75*3s 90% 10 400 3/45 (1)
Damage Speed Reload Accuracy Recoil Range Ammo
Tesla Rifle

$37500 - 5

2000

Concussive Shots2/15

100 1.46s 60%-90% 20-10 80 1/32 (5)
Flamethrower

$40000 - 4

150

Long Burn1500

1000

Bullet storm

3.2s 60%-60% 2.5-1 25 100/300 (0.5)
Freezethrower

$50000 - 5

225

Frost Armour5

1000

Bullet storm

3.4s 60%-60% 2.5-1 25 80/320 (0.5)
M2 Flamer

$65000 - 8

180

Long Burn2000

1200

Bullet storm

3.2s 60%-60% 2.5-1 50 500/0 (0.5)

Damage R/V Speed Reload Accuracy Recoil Range Ammo
Flare Guns

$5000 - 2

500

Long Burn1500

Danger Close8/150 120 0.59s 80%-90% 10-5 Inf 2/60 (2)
DMG+V Speed Reload Accuracy Recoil Range Ammo
Crossbow

$10000 - 2

300 (x8)

480

Long Burn1200

200 0.67s 90%-95% 5-2.5 Inf 1/50 (0.5)
Ice Rifle

$35000 - 2

1600 (x3)

750

Deep Impact2Frost ArmourCrits

300 0.6*6s 90% 10 400 6/60 (1)
Damage Speed Reload Accuracy Recoil Range Ammo
Tesla Rifle

$37500 - 4

3200

Concussive Shots5/25

100 1.22s 60%-90% 20-10 120 1/48 (5)
Flamethrower

$40000 - 3

200

Long Burn6000

1000

Bullet storm

2.4s 60%-60% 2.5-1 25 150/400 (0.5)
Freezethrower

$50000 - 5

360

Frost Armour10/20%

1000

Bullet storm

3.4s 60%-60% 2.5-1 30 120/400 (0.5)
M2 Flamer

$65000 - 6

396

Long Burn4000

1200

Bullet storm

N/A 60%-60% 2.5-1 60 1200 (0.5)

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