Weapons

Stats verified against the game source. Primary values reflect the strong fire mode (default fire), which is what most players use. Weak fire mode differences are noted per weapon.


Stats Reference

WeaponDmgPelletsReloadProj SpeedSelf-DmgKnockbackStunSplash RAmmo Max
Gunblade (strong)351600ms30001.0900701
Gunblade (melee)50:600msmelee05000∞ (free)
Machinegun101100msinstant01050ms0100
Riotgun520900msinstant07/pellet85ms020
Grenade Launcher801800ms10001.01001250ms12520
Rocket Launcher801950ms11501.01001250ms12520
Plasmagun151100ms25000.520200ms45150
Lasergun7150msinstant014300ms0150
Electrobolt7511250msinstant0801000ms010
Instagun20011300msinstant0.1951000ms805

Table Notes

  • Riotgun: 20 pellets × 5 dmg = 100 max damage; 20 × 7 = 140 max knockback at point blank. Weak mode fires 25 pellets at 4 dmg each (same 100 total damage, different spread profile).
  • Lasergun: 7 dmg × 20 ticks/sec = 140 DPS theoretical max. smooth_refire=true: the only weapon with this flag. Fires as a true continuous beam rather than discrete shots.
  • Instagun: Instagib mode only. Ammo max of 5 in strong mode (15 in weak). Has a small splash radius of 80 units: not purely hitscan. Self-damage ratio of 0.1 applies.
  • Electrobolt: No damage falloff at range: minimum damage equals full damage (75). The projectile_timeout field controls the min-damage range threshold but the min is set equal to the max, so effective damage is flat at all distances.
  • Gunblade melee (weak fire): Free and infinite: costs no ammo. At 50 damage it actually out-damages the projectile mode (35 dmg) at close range.
  • GL/RL weak modes: Slightly larger splash radius (135) compared to strong mode (125).
  • EB weak mode: Same 75 damage, but only 40 knockback vs. strong mode’s 80.

Weapon Descriptions

Gunblade: Starting weapon in most modes. Two fire modes: projectile (35 dmg, 1.0 self-damage, 90 knockback, 600ms reload, 1 ammo max) and free melee (50 dmg, 64-unit range, no ammo cost). Projectile enables weapon jumps. Melee out-damages the projectile at close range.

Machinegun: Hitscan, 10 dmg per shot, 100ms reload, 100 ammo max. Spread of 10 in both directions. No self-damage. Stun 50ms per shot. Damage falls off in practice at range due to spread.

Riotgun: 20 pellets per shot, 5 dmg each, up to 100 total damage at point blank. 900ms cooldown. 85ms stun per pellet. Hitscan. No self-damage. Weak mode: 25 pellets at 4 dmg each (same 100 total, different spread profile).

Grenade Launcher: Bouncing explosive, 80 dmg, 125-unit splash radius, 800ms reload, projectile speed 1000. 1250ms fuse timer: detonates on players or when timer expires, not on surface contact. Full self-damage (1.0). Grenade jumps possible via self-damage and knockback. Weak mode splash radius 135.

Rocket Launcher: 80 dmg, 125-unit splash radius, 950ms reload, projectile speed 1150. Detonates on contact. Full self-damage (1.0). 100 knockback. Rocket jumps possible. One of the three primary competitive weapons (RL/LG/EB). Weak mode splash radius 135.

Plasmagun: 15 dmg per shot, 100ms reload, projectile speed 2500, 150 ammo max, 45-unit splash radius, 0.5 self-damage. 15 dmg x 10 shots/sec = 150 DPS theoretical max. Plasmaclimbing: firing at surfaces generates knockback for movement.

Lasergun: Continuous hitscan beam, 7 dmg per tick, 50ms tick rate (20 ticks/sec = 140 DPS theoretical max). smooth_refire=true: fires as an uninterrupted beam. 14 knockback per tick, 300ms stun per tick. No splash, no self-damage. 150 ammo max. One of the three primary competitive weapons.

Electrobolt: Long-range hitscan, 75 dmg, 1250ms cooldown. No damage falloff at any range. 1000ms stun on hit. 80 knockback. 10 ammo max. Weak mode: same 75 dmg, 40 knockback. One of the three primary competitive weapons.

Instagun: Instagib mode only. 200 dmg (one-shot kill at full health), 1300ms cooldown, instant travel. 80-unit splash radius, 0.1 self-damage ratio. Ammo: 5 strong / 15 weak.


Primary Competitive Triad

Rocket Launcher (close-mid) · Lasergun (mid) · Electrobolt (long). Most high-level play centers around these three.


Link to individual weapon pages for deeper coverage: Rocket Launcher, Lasergun, Electrobolt, Plasmagun, Riotgun, Grenade Launcher, Machinegun