Weapons
95 weapons from the game files. Each tier line shows base damage with the stats it scales from, the cooldown between attacks, crit multiplier and chance, and range. Set bonuses are in weapon class bonuses; the damage formula is in stat formulas. Reviewed .
95 weapons

Anchor
- Tier II: 45 (+100% Melee Damage, +75% Curse) damage, 1.92s cooldown, crit x1.5 (3% chance), range 175
- Tier III: 70 (+125% Melee Damage, +100% Curse) damage, 1.86s cooldown, crit x1.5 (3% chance), range 200
- Tier IV: 110 (+150% Melee Damage, +125% Curse) damage, 1.81s cooldown, crit x1.5 (3% chance), range 225

Awl
- Tier I: 10 (+50% Melee Damage, +50% Engineering) damage, 1.06s cooldown, crit x2 (10% chance), range 135
- Tier II: 15 (+50% Melee Damage, +60% Engineering) damage, 1.01s cooldown, crit x2.15 (15% chance), range 135
- Tier III: 20 (+50% Melee Damage, +70% Engineering) damage, 0.98s cooldown, crit x2.3 (20% chance), range 135
- Tier IV: 25 (+50% Melee Damage, +80% Engineering) damage, 0.88s cooldown, crit x2.5 (30% chance), range 135
- A dart trap spawns every 12/9/6/3 seconds, firing 6 darts dealing 8 (+100% Engineering) damage
Starting option for: Baby, Captain, Chef, Chunky, Curious, Cyborg, Demon, Druid, Dwarf, Engineer, Entrepreneur, Explorer, Farmer, Gangster, Generalist, Golem, Hiker, Jack, King, Lich, Loud, Lucky, Multitasker, Mutant, Old, Poacher, Romantic, Saver, Sick, Speedy, Streamer, Survivor, Technomage, Time Shifter, Vampire, Variant, Well-Rounded, Wounded

Brick
- Tier I: 30 (+50% Melee Damage, +50% Engineering) damage, 1.39s cooldown, crit x1.5 (3% chance), range 150
- Tier II: 60 (+65% Melee Damage, +65% Engineering) damage, 1.39s cooldown, crit x1.5 (3% chance), range 150
- Tier III: 90 (+80% Melee Damage, +80% Engineering) damage, 1.39s cooldown, crit x1.5 (3% chance), range 150
- Tier IV: 120 (+100% Melee Damage, +100% Engineering) damage, 1.39s cooldown, crit x1.5 (3% chance), range 150
- Has a 1% chance to break and drop 10/30/75/200 materials on hit
Starting option for: Apprentice, Buccaneer, Builder, Curious, Cyborg, Dwarf, Golem, Jack, Masochist, Mutant, Ogre

Cacti Club
- Tier I: 15 (+80% Melee Damage) damage, 1.66s cooldown, crit x2 (3% chance), range 200
- Tier II: 20 (+85% Melee Damage) damage, 1.58s cooldown, crit x2 (3% chance), range 200
- Tier III: 35 (+90% Melee Damage) damage, 1.51s cooldown, crit x2 (3% chance), range 200
- Tier IV: 60 (+100% Melee Damage) damage, 1.36s cooldown, crit x2 (3% chance), range 200
- Hitting an enemy spawns 3/4/5/6 projectiles dealing 1/2/3/4 (+60% Ranged Damage/+70% Ranged Damage/+80% Ranged Damage/+100% Ranged Damage) damage
Starting option for: Apprentice, Archaeologist, Buccaneer, Caveman, Chef, Chunky, Creature, Cryptid, Curious, Druid, Explorer, Generalist, Gladiator, Golem, Hunter, Knight, Loud, Masochist, Multitasker, Mutant, Ogre, One-Armed, Poacher, Romantic, Saver, Sick, Streamer, Survivor, Vagabond, Well-Rounded, Wildling, Wounded

Captain’s Sword
- Tier III: 50 (+100% Melee Damage, +100% Curse) damage, 1.03s cooldown, crit x2 (3% chance), range 200
- Tier IV: 80 (+125% Melee Damage, +125% Curse) damage, 0.95s cooldown, crit x2 (3% chance), range 200
- Alternates between thrusting and sweeping attacks
- Deals +25/+50 Damage for every free weapon slot you have

Cestus
- Tier II: 25 (+100% Melee Damage) damage, 1.29s cooldown, crit x1.5 (3% chance), range 175
- Tier III: 50 (+100% Melee Damage) damage, 1.2s cooldown, crit x1.5 (3% chance), range 175
- Tier IV: 100 (+100% Melee Damage) damage, 1.1s cooldown, crit x1.5 (3% chance), range 175
- If your Knockback is +10 or higher, this weapon's base damage is doubled

Chainsaw
- Tier III: 10 (+75% Melee Damage, +75% Engineering, +75% Life Steal) damage, 0.53s cooldown, crit x1.5 (3% chance), range 175
- Tier IV: 20 (+100% Melee Damage, +100% Engineering, +100% Life Steal) damage, 0.56s cooldown, crit x1.5 (3% chance), range 200
- Cooldown is 1.83s/1.52s every 30/40 shots
- Deals 10%/20% of an enemy’s current health as bonus damage (1%/2% for bosses and elites)

Chopper
- Tier I: 6 (+50% Melee Damage, +15% Max HP) damage, 0.99s cooldown, crit x2 (10% chance), range 135
- Tier II: 12 (+50% Melee Damage, +20% Max HP) damage, 0.98s cooldown, crit x2 (15% chance), range 150
- Tier III: 18 (+50% Melee Damage, +25% Max HP) damage, 0.96s cooldown, crit x2 (20% chance), range 165
- Tier IV: 30 (+50% Melee Damage, +30% Max HP) damage, 0.89s cooldown, crit x2 (25% chance), range 180
- +1/+1/+1/+2 HP recovered from consumables
Starting option for: Archaeologist, Captain, Chef, Chunky, Creature, Cryptid, Demon, Druid, Explorer, Glutton, Golem, Lich, Lucky, Multitasker, Ogre, Old, Poacher, Romantic, Saver, Survivor, Vagabond, Well-Rounded, Wounded

Circular Saw
- Tier II: 10 (+100% Melee Damage) damage, 0.72s cooldown, crit x2 (5% chance), range 175
- Tier III: 15 (+100% Melee Damage) damage, 0.67s cooldown, crit x2 (10% chance), range 175
- Tier IV: 25 (+100% Melee Damage) damage, 0.62s cooldown, crit x2 (20% chance), range 175
Starting option for: King

Claw
- Tier I: 5 (+15% Attack Speed, +50% Melee Damage) damage, 0.78s cooldown, crit x2 (10% chance), range 150
- Tier II: 10 (+20% Attack Speed, +50% Melee Damage) damage, 0.74s cooldown, crit x2.15 (15% chance), range 150
- Tier III: 15 (+25% Attack Speed, +50% Melee Damage) damage, 0.69s cooldown, crit x2.3 (20% chance), range 150
- Tier IV: 25 (+30% Attack Speed, +50% Melee Damage) damage, 0.61s cooldown, crit x2.5 (25% chance), range 150
Starting option for: Brawler, Crazy, Creature, Cryptid, Diver, Druid, Entrepreneur, Gladiator, Hunter, Loud, Multitasker, One-Armed, Romantic, Speedy, Time Shifter, Vagabond, Vampire

Crowbar
- Tier I: 14 (+100% Melee Damage) damage, 1.8s cooldown, crit x2 (3% chance), range 190
- Tier II: 18 (+100% Melee Damage) damage, 1.74s cooldown, crit x2 (3% chance), range 190
- Tier III: 23 (+100% Melee Damage) damage, 1.65s cooldown, crit x2 (3% chance), range 190
- Tier IV: 28 (+100% Melee Damage) damage, 1.59s cooldown, crit x2 (3% chance), range 190
- For every 18/16/14/12 enemies you kill during a wave with this weapon, spawns a turret that shoots bullets dealing 8 (+100% Engineering) damage. Enemies hit take 10% more damage for 5 seconds (max 30%)
Starting option for: Archaeologist, Baby, Buccaneer, Captain, Chunky, Curious, Cyborg, Demon, Druid, Dwarf, Engineer, Entrepreneur, Explorer, Farmer, Gangster, Generalist, Gladiator, Golem, Hiker, King, Knight, Lich, Loud, Lucky, Mad Scientist, Masochist, Multitasker, Mutant, Old, One-Armed, Poacher, Saver, Sick, Speedy, Streamer, Survivor, Time Shifter, Vagabond, Variant, Wounded

DEX-troyer
- Tier IV: 100 (+100% Melee Damage, +100% Engineering) damage, 1.33s cooldown, crit x2 (3% chance), range 400
- 50% chance to explode on hit
- Hitting an enemy spawns a lightning projectile that bounces 5 times and deals 30 (+100% Elemental Damage) damage

Drill
- Tier IV: 10 (+100% Melee Damage, +100% Engineering) damage, 0.45s cooldown, crit x2.5 (50% chance), range 100
- 100% chance to gain 1 material when killing an enemy with a critical hit
- +10% Attack Speed every 5 seconds until the end of the wave

Excalibur
- Tier IV: 200 (+200% Melee Damage, +200% Max HP) damage, 0.66s cooldown, crit x2.5 (10% chance), range 200
- Alternates between thrusting and sweeping attacks
- -2 Armor for every weapon you have

Fist
- Tier I: 8 (+100% Melee Damage) damage, 0.78s cooldown, crit x1.5 (1% chance), range 150
- Tier II: 16 (+100% Melee Damage) damage, 0.73s cooldown, crit x1.5 (1% chance), range 150
- Tier III: 32 (+100% Melee Damage) damage, 0.69s cooldown, crit x1.5 (1% chance), range 150
- Tier IV: 64 (+100% Melee Damage) damage, 0.59s cooldown, crit x1.5 (1% chance), range 150
Starting option for: Apprentice, Baby, Brawler, Captain, Chef, Chunky, Creature, Cryptid, Druid, Entrepreneur, Generalist, Gladiator, Glutton, Golem, Hiker, King, Knight, Lucky, Multitasker, Ogre, Poacher, Romantic, Saver, Sick, Speedy, Streamer, Survivor, Time Shifter, Vampire, Well-Rounded, Wounded

Flail
- Tier I: 11 (+100% Melee Damage) damage, 1.36s cooldown, crit x2.5 (5% chance), range 200
- Tier II: 15 (+110% Melee Damage) damage, 1.32s cooldown, crit x3 (5% chance), range 220
- Tier III: 20 (+130% Melee Damage) damage, 1.27s cooldown, crit x3.5 (5% chance), range 240
- Tier IV: 27 (+150% Melee Damage) damage, 1.21s cooldown, crit x4 (5% chance), range 260
- Enemies hit by the tip of the flail are always critically hit
Starting option for: Apprentice, Archaeologist, Baby, Buccaneer, Chef, Chunky, Creature, Curious, Druid, Dwarf, Gangster, Gladiator, Hiker, Hunter, Jack, King, Knight, Loud, Mad Scientist, Ogre, One-Armed, Poacher, Romantic, Soldier, Speedy, Survivor, Time Shifter, Vagabond, Vampire, Variant, Wildling, Wounded

Flaming Brass Knuckles
- Tier II: 20 (+100% Melee Damage) damage, 0.73s cooldown, crit x1.5 (1% chance), range 150
- Tier III: 40 (+100% Melee Damage) damage, 0.69s cooldown, crit x1.5 (1% chance), range 150
- Tier IV: 80 (+100% Melee Damage) damage, 0.59s cooldown, crit x1.5 (1% chance), range 150
- Deals 5x10/6x15/7x18 (+100% Elemental Damage) burning damage

Ghost Axe
- Tier I: 12 (+100% Melee Damage) damage, 1.73s cooldown, crit x2 (3% chance), range 200
- Tier II: 18 (+100% Melee Damage) damage, 1.66s cooldown, crit x2 (3% chance), range 200
- Tier III: 24 (+100% Melee Damage) damage, 1.58s cooldown, crit x2 (3% chance), range 200
- Tier IV: 40 (+100% Melee Damage) damage, 1.51s cooldown, crit x2 (3% chance), range 200
- +1% Damage for every 20/18/16/12 enemies you kill during a wave with this weapon
Starting option for: Apprentice, Captain, Cryptid, Curious, Demon, Explorer, Generalist, Ghost, Gladiator, Golem, King, Loud, Masochist, Multitasker, Mutant, One-Armed, Streamer

Ghost Flint
- Tier I: 6 (+100% Melee Damage) damage, 1.25s cooldown, crit x2 (3% chance), range 170
- Tier II: 9 (+100% Melee Damage) damage, 1.19s cooldown, crit x2 (3% chance), range 180
- Tier III: 12 (+100% Melee Damage) damage, 1.12s cooldown, crit x2 (3% chance), range 190
- Tier IV: 20 (+100% Melee Damage) damage, 1.06s cooldown, crit x2 (3% chance), range 200
- +1% Attack Speed for every 20/18/16/12 enemies you kill during a wave with this weapon
Starting option for: Apprentice, Captain, Cryptid, Demon, Druid, Entrepreneur, Generalist, Ghost, Gladiator, Lich, Loud, Mad Scientist, Multitasker, Saver, Sick, Speedy, Streamer, Survivor, Time Shifter, Vagabond, Vampire, Variant, Well-Rounded, Wounded

Hammer
- Tier II: 40 (+150% Melee Damage) damage, 1.67s cooldown, crit x1.75 (3% chance), range 175
- Tier III: 75 (+175% Melee Damage) damage, 1.59s cooldown, crit x1.75 (3% chance), range 175
- Tier IV: 120 (+200% Melee Damage) damage, 1.5s cooldown, crit x1.75 (3% chance), range 175
- +2/+4/+6 Knockback

Hand
- Tier I: 1 (+50% Melee Damage) damage, 1.01s cooldown, crit x1.5 (1% chance), range 150
- Tier II: 1 (+50% Melee Damage) damage, 0.93s cooldown, crit x1.5 (1% chance), range 150
- Tier III: 1 (+50% Melee Damage) damage, 0.86s cooldown, crit x1.5 (1% chance), range 150
- Tier IV: 1 (+50% Melee Damage) damage, 0.71s cooldown, crit x1.5 (1% chance), range 150
- +3/+6/+12/+25 Harvesting
Starting option for: Brawler, Cryptid, Entrepreneur, Explorer, Farmer, Hiker, Pacifist, Vagabond

Hatchet
- Tier I: 7 (+100% Melee Damage, +20% Attack Speed) damage, 0.68s cooldown, crit x2 (3% chance), range 125
- Tier II: 11 (+100% Melee Damage, +20% Attack Speed) damage, 0.67s cooldown, crit x2 (3% chance), range 125
- Tier III: 22 (+100% Melee Damage, +20% Attack Speed) damage, 0.65s cooldown, crit x2 (3% chance), range 125
- Tier IV: 45 (+100% Melee Damage, +20% Attack Speed) damage, 0.63s cooldown, crit x2 (3% chance), range 125
Starting option for: Apprentice, Archaeologist, Captain, Caveman, Chef, Creature, Cryptid, Curious, Entrepreneur, Explorer, Gladiator, Golem, Jack, King, Lich, Loud, Multitasker, One-Armed, Poacher, Romantic, Sick, Survivor, Vagabond, Vampire, Well-Rounded, Wildling, Wounded

Hiking Pole
- Tier I: 12 (+50% Melee Damage, +10% Range) damage, 1.42s cooldown, crit x1.5 (3% chance), range 175
- Tier II: 18 (+50% Melee Damage, +12% Range) damage, 1.34s cooldown, crit x1.5 (3% chance), range 175
- Tier III: 24 (+50% Melee Damage, +15% Range) damage, 1.25s cooldown, crit x1.5 (3% chance), range 175
- Tier IV: 30 (+50% Melee Damage, +20% Range) damage, 1.17s cooldown, crit x1.5 (3% chance), range 175
- +1 Range for every 70/60/50/40 steps you take during a wave
Starting option for: Baby, Entrepreneur, Explorer, Hiker, Hunter, Multitasker, Speedy, Time Shifter

Jousting Lance
- Tier I: 20 (+50% Melee Damage, +30% Speed) damage, 1.58s cooldown, crit x2 (3% chance), range 250
- Tier II: 25 (+50% Melee Damage, +35% Speed) damage, 1.5s cooldown, crit x2 (3% chance), range 250
- Tier III: 30 (+50% Melee Damage, +40% Speed) damage, 1.42s cooldown, crit x2 (3% chance), range 250
- Tier IV: 50 (+50% Melee Damage, +50% Speed) damage, 1.33s cooldown, crit x2 (3% chance), range 250
- +2/+3/+4/+5% Speed
- -10/-15/-20/-25% Damage while standing still
Starting option for: Cryptid, Explorer, Gladiator, Glutton, Hiker, Jack, King, Knight, Loud, Lucky, Multitasker, One-Armed, Speedy, Time Shifter

Knife
- Tier I: 9 (+80% Melee Damage) damage, 0.98s cooldown, crit x2.5 (20% chance), range 150
- Tier II: 13 (+80% Melee Damage) damage, 0.91s cooldown, crit x3 (30% chance), range 150
- Tier III: 18 (+80% Melee Damage) damage, 0.84s cooldown, crit x3.5 (40% chance), range 150
- Tier IV: 25 (+80% Melee Damage) damage, 0.76s cooldown, crit x4 (50% chance), range 150
Starting option for: Apprentice, Archaeologist, Baby, Captain, Chef, Crazy, Cryptid, Curious, Diver, Entrepreneur, Fisherman, Gangster, Generalist, Gladiator, Golem, Hunter, Jack, King, Knight, Lich, Multitasker, Poacher, Soldier, Speedy, Survivor, Time Shifter, Vampire, Well-Rounded, Wounded

Light Saber
- Tier III: 24 (+100% Melee Damage) damage, 1.04s cooldown, crit x2 (3% chance), range 150
- Tier IV: 38 (+120% Melee Damage) damage, 0.92s cooldown, crit x2 (3% chance), range 150
- Deflects enemy projectiles toward the nearest enemy, dealing 18/25 (+150%/200% Ranged Damage) damage

Lightning Shiv
- Tier I: 3 (+80% Melee Damage) damage, 1.01s cooldown, crit x2 (4% chance), range 150
- Tier II: 6 (+80% Melee Damage) damage, 0.93s cooldown, crit x2 (6% chance), range 150
- Tier III: 9 (+80% Melee Damage) damage, 0.86s cooldown, crit x2 (8% chance), range 150
- Tier IV: 15 (+80% Melee Damage) damage, 0.78s cooldown, crit x2 (10% chance), range 150
- Hitting an enemy spawns a lightning projectile that bounces 1/2/3/4 times and deals 5/6/8/11 (+80% Elemental Damage) damage
Starting option for: Apprentice, Arsonist, Captain, Crazy, Cryptid, Curious, Demon, Gangster, Generalist, Gladiator, King, Lich, Loud, Mage, Multitasker, Mutant, One-Armed, Saver, Sick, Soldier, Technomage, Vagabond, Vampire

Lute
- Tier I: 4 (+50% Melee Damage, +10% Luck) damage, 1.31s cooldown, crit x1.5 (3% chance), range 150
- Tier II: 8 (+50% Melee Damage, +15% Luck) damage, 1.25s cooldown, crit x1.5 (3% chance), range 175
- Tier III: 12 (+50% Melee Damage, +20% Luck) damage, 1.2s cooldown, crit x1.5 (3% chance), range 200
- Tier IV: 16 (+50% Melee Damage, +25% Luck) damage, 1.14s cooldown, crit x1.5 (3% chance), range 225
- Enemies hit take 10% more damage for 3 seconds (max: 30%/50%/70%/100%)
Starting option for: Cryptid, Curious, Druid, Entrepreneur, Farmer, Glutton, Hiker, Jack, King, Lucky, Masochist, Multitasker, Old, Romantic, Saver, Survivor, Vagabond, Well-Rounded, Wounded

Mace
- Tier II: 40 (+100% Melee Damage, -50% Attack Speed) damage, 1.39s cooldown, crit x1.5 (4% chance), range 150
- Tier III: 60 (+100% Melee Damage, -75% Attack Speed) damage, 1.31s cooldown, crit x1.5 (8% chance), range 150
- Tier IV: 100 (+100% Melee Damage, -100% Attack Speed) damage, 1.23s cooldown, crit x1.5 (12% chance), range 150
- -3/-6/-10% Attack Speed

Meat Tenderizer
- Tier I: 15 (+100% Melee Damage, +100% HP Regeneration) damage, 1.5s cooldown, crit x1.75 (3% chance), range 175
- Tier II: 25 (+115% Melee Damage, +115% HP Regeneration) damage, 1.44s cooldown, crit x1.75 (3% chance), range 175
- Tier III: 45 (+130% Melee Damage, +130% HP Regeneration) damage, 1.34s cooldown, crit x1.75 (3% chance), range 175
- Tier IV: 75 (+150% Melee Damage, +150% HP Regeneration) damage, 1.25s cooldown, crit x1.75 (3% chance), range 175
Starting option for: Archaeologist, Baby, Buccaneer, Captain, Chef, Chunky, Creature, Curious, Demon, Diver, Doctor, Druid, Dwarf, Entrepreneur, Explorer, Fisherman, Gangster, Generalist, Gladiator, Glutton, Hiker, Jack, King, Knight, Lich, Loud, Lucky, Mad Scientist, Masochist, Multitasker, Mutant, Ogre, Old, One-Armed, Poacher, Romantic, Saver, Sick, Speedy, Streamer, Survivor, Time Shifter, Vagabond, Variant, Wounded

Plank
- Tier I: 10 (+60% Melee Damage, +60% Elemental Damage, +60% Engineering) damage, 1.23s cooldown, crit x2 (3% chance), range 150
- Tier II: 15 (+70% Melee Damage, +70% Elemental Damage, +70% Engineering) damage, 1.14s cooldown, crit x2 (3% chance), range 150
- Tier III: 20 (+80% Melee Damage, +80% Elemental Damage, +80% Engineering) damage, 1.06s cooldown, crit x2 (3% chance), range 150
- Tier IV: 30 (+90% Melee Damage, +90% Elemental Damage, +90% Engineering) damage, 0.98s cooldown, crit x2 (3% chance), range 150
- 25%/30%/40%/50% chance to explode on hit
Starting option for: Apprentice, Arsonist, Artificer, Baby, Builder, Captain, Chunky, Creature, Cryptid, Curious, Cyborg, Engineer, Entrepreneur, Explorer, Fisherman, Gladiator, Glutton, Golem, King, Knight, Loud, Lucky, Mage, Multitasker, Mutant, Ogre, Old, One-Armed, Streamer, Technomage, Vagabond

Plasma Sledge
- Tier III: 80 (+150% Melee Damage, +150% Elemental Damage) damage, 1.55s cooldown, crit x1.75 (3% chance), range 175
- Tier IV: 120 (+200% Melee Damage, +200% Elemental Damage) damage, 1.49s cooldown, crit x1.75 (3% chance), range 175
- 25%/50% chance to explode on hit

Power Fist
- Tier III: 40 (+100% Melee Damage) damage, 0.69s cooldown, crit x1.5 (1% chance), range 150
- Tier IV: 80 (+100% Melee Damage) damage, 0.59s cooldown, crit x1.5 (1% chance), range 150
- 25%/50% chance to explode on hit

Pruner
- Tier I: 10 (+50% Melee Damage) damage, 1.14s cooldown, crit x1.25 (3% chance), range 150
- Tier II: 15 (+65% Melee Damage) damage, 1.06s cooldown, crit x1.5 (6% chance), range 150
- Tier III: 20 (+80% Melee Damage) damage, 0.98s cooldown, crit x1.75 (9% chance), range 150
- Tier IV: 25 (+100% Melee Damage) damage, 0.89s cooldown, crit x2 (12% chance), range 150
- Spawns a garden that creates a fruit every 15/14/12/10 seconds
Starting option for: Apprentice, Baby, Chef, Chunky, Cryptid, Druid, Entrepreneur, Farmer, Fisherman, Glutton, Lich, Loud, Lucky, Multitasker, Old, One-Armed, Pacifist, Saver, Sick, Speedy, Streamer, Technomage, Time Shifter

Quarterstaff
- Tier I: 10 (+75% Level, +50% Melee Damage) damage, 1.42s cooldown, crit x1.5 (3% chance), range 175
- Tier II: 15 (+85% Level, +65% Melee Damage) damage, 1.25s cooldown, crit x1.5 (3% chance), range 175
- Tier III: 20 (+100% Level, +80% Melee Damage) damage, 1.09s cooldown, crit x1.5 (3% chance), range 175
- Tier IV: 30 (+125% Level, +100% Melee Damage) damage, 0.92s cooldown, crit x1.5 (3% chance), range 175
- Alternates between thrusting and sweeping attacks
- +2/+5/+9/+15% XP Gain
Starting option for: Apprentice, Archaeologist, Baby, Captain, Caveman, Druid, Entrepreneur, Farmer, Fisherman, Gladiator, Knight, Loud, Multitasker, Mutant, Poacher, Speedy, Survivor, Time Shifter, Vagabond, Well-Rounded, Wildling, Wounded

Rock
- Tier I: 20 (+100% Melee Damage) damage, 1.68s cooldown, crit x1.5 (10% chance), range 150
- Tier II: 35 (+100% Melee Damage) damage, 1.61s cooldown, crit x1.5 (15% chance), range 150
- Tier III: 50 (+100% Melee Damage) damage, 1.53s cooldown, crit x1.5 (20% chance), range 150
- Tier IV: 70 (+100% Melee Damage) damage, 1.46s cooldown, crit x1.5 (25% chance), range 150
- +1/+1/+2 Armor
- +2/+2 Max HP
Starting option for: Baby, Buccaneer, Caveman, Chunky, Creature, Cryptid, Curious, Druid, Fisherman, Golem, Knight, Lich, Loud, Lucky, Masochist, Multitasker, Mutant, Ogre, Old, Wildling

Scissors
- Tier I: 5 (+80% Melee Damage) damage, 1.01s cooldown, crit x2 (10% chance), range 150
- Tier II: 10 (+80% Melee Damage) damage, 0.98s cooldown, crit x2.15 (12% chance), range 150
- Tier III: 15 (+80% Melee Damage) damage, 0.94s cooldown, crit x2.3 (15% chance), range 150
- Tier IV: 20 (+80% Melee Damage) damage, 0.86s cooldown, crit x2.5 (20% chance), range 150
Starting option for: Baby, Crazy, Diver, Doctor, Fisherman, Generalist, Hunter, Knight, Lich, Masochist, Old, One-Armed, Romantic, Sick, Streamer, Vampire

Screwdriver
- Tier I: 8 (+50% Melee Damage, +50% Engineering) damage, 1.06s cooldown, crit x2 (10% chance), range 135
- Tier II: 12 (+50% Melee Damage, +60% Engineering) damage, 1.01s cooldown, crit x2.15 (15% chance), range 135
- Tier III: 16 (+50% Melee Damage, +70% Engineering) damage, 0.98s cooldown, crit x2.3 (20% chance), range 135
- Tier IV: 20 (+50% Melee Damage, +80% Engineering) damage, 0.88s cooldown, crit x2.5 (30% chance), range 135
- A landmine spawns every 12/9/6/3 seconds dealing 10 (+100% Engineering) damage in an area
Starting option for: Apprentice, Arsonist, Artificer, Baby, Chef, Cryptid, Cyborg, Droid, Engineer, Explorer, Farmer, Glutton, Loud, Lucky, Multitasker, Old, Speedy, Streamer, Technomage, Time Shifter, Vampire

Scythe
- Tier IV: 150 (+100% Melee Damage, +100% Life Steal) damage, 0.72s cooldown, crit x2 (3% chance), range 250
- You take 3 damage per second (does not give invulnerability time)
- +3% Damage when you take damage until the end of the wave

Sharp Tooth
- Tier I: 5 (+50% Melee Damage, +50% Life Steal) damage, 1.14s cooldown, crit x2 (3% chance), range 150
- Tier II: 8 (+50% Melee Damage, +65% Life Steal) damage, 1.07s cooldown, crit x2.15 (6% chance), range 160
- Tier III: 11 (+50% Melee Damage, +80% Life Steal) damage, 1s cooldown, crit x2.3 (9% chance), range 170
- Tier IV: 15 (+50% Melee Damage, +100% Life Steal) damage, 0.93s cooldown, crit x2.5 (12% chance), range 180
- +1% Life Steal for every 25%/20%/15%/10% of missing health
Starting option for: Archaeologist, Baby, Caveman, Crazy, Creature, Demon, Diver, Fisherman, Gladiator, Lich, Masochist, Multitasker, Poacher, Romantic, Sick, Survivor, Vagabond, Vampire, Wildling

Shovel
- Tier I: 12 (+70% Melee Damage, +10% Luck) damage, 1.36s cooldown, crit x1.5 (5% chance), range 150
- Tier II: 22 (+85% Melee Damage, +15% Luck) damage, 1.31s cooldown, crit x1.5 (5% chance), range 150
- Tier III: 42 (+100% Melee Damage, +20% Luck) damage, 1.26s cooldown, crit x1.5 (5% chance), range 150
- Tier IV: 68 (+115% Melee Damage, +25% Luck) damage, 1.21s cooldown, crit x1.5 (5% chance), range 150
- 0.5/1/1.5/2% chance to dig up a crate when it kills an enemy
Starting option for: Apprentice, Archaeologist, Baby, Buccaneer, Builder, Captain, Chef, Chunky, Creature, Curious, Demon, Druid, Dwarf, Engineer, Entrepreneur, Explorer, Farmer, Gangster, Generalist, Gladiator, Glutton, Golem, Hiker, King, Knight, Lich, Loud, Lucky, Mad Scientist, Masochist, Multitasker, Mutant, Old, One-Armed, Poacher, Saver, Sick, Speedy, Streamer, Survivor, Time Shifter, Vagabond, Vampire, Variant, Well-Rounded, Wounded

Sickle
- Tier I: 5 (+80% Melee Damage, +10% Harvesting) damage, 0.87s cooldown, crit x2 (3% chance), range 125
- Tier II: 8 (+80% Melee Damage, +15% Harvesting) damage, 0.82s cooldown, crit x2 (3% chance), range 125
- Tier III: 12 (+80% Melee Damage, +20% Harvesting) damage, 0.77s cooldown, crit x2 (3% chance), range 125
- Tier IV: 15 (+80% Melee Damage, +25% Harvesting) damage, 0.7s cooldown, crit x2 (3% chance), range 125
- +20%/+30%/+40%/+50% damage against targets below 30% health
Starting option for: Creature, Cryptid, Druid, Entrepreneur, Farmer, Masochist, Old, Saver, Sick, Vampire

Spear
- Tier I: 15 (+100% Melee Damage) damage, 1.53s cooldown, crit x2 (3% chance), range 350
- Tier II: 25 (+100% Melee Damage) damage, 1.4s cooldown, crit x2 (3% chance), range 375
- Tier III: 40 (+100% Melee Damage) damage, 1.28s cooldown, crit x2 (3% chance), range 400
- Tier IV: 60 (+100% Melee Damage) damage, 1.24s cooldown, crit x2 (3% chance), range 500
Starting option for: Buccaneer, Captain, Caveman, Druid, Farmer, Fisherman, Generalist, Gladiator, Hunter, Jack, King, Knight, Loud, Multitasker, Saver, Speedy, Streamer, Time Shifter, Vagabond, Wildling

Spiky Shield
- Tier I: 10 (+100% Armor) damage, 1.16s cooldown, crit x2 (3% chance), range 150
- Tier II: 15 (+125% Armor) damage, 1.16s cooldown, crit x2 (3% chance), range 150
- Tier III: 20 (+150% Armor) damage, 1.16s cooldown, crit x2 (3% chance), range 150
- Tier IV: 30 (+200% Armor) damage, 1.01s cooldown, crit x2 (3% chance), range 150
Starting option for: Chunky, Creature, Fisherman, Golem, Jack, King, Lich, Masochist, Multitasker, Streamer, Survivor, Vagabond, Vampire, Well-Rounded, Wounded

Spoon
- Tier I: 10 (+50% Melee Damage, +15% Max HP) damage, 1.06s cooldown, crit x2 (0% chance), range 150
- Tier II: 15 (+50% Melee Damage, +20% Max HP) damage, 0.99s cooldown, crit x2.25 (0% chance), range 165
- Tier III: 20 (+50% Melee Damage, +25% Max HP) damage, 0.93s cooldown, crit x2.5 (0% chance), range 180
- Tier IV: 25 (+50% Melee Damage, +30% Max HP) damage, 0.86s cooldown, crit x3 (0% chance), range 200
- Always crits when hitting burning targets
Starting option for: Baby, Chef, Chunky, Demon, Explorer, Glutton, Golem, Jack, Lich, Ogre, Romantic

Stick
- Tier I: 8 (+100% Melee Damage) damage, 1.29s cooldown, crit x1.5 (3% chance), range 175
- Tier II: 9 (+100% Melee Damage) damage, 1.22s cooldown, crit x1.5 (3% chance), range 175
- Tier III: 10 (+100% Melee Damage) damage, 1.15s cooldown, crit x1.5 (3% chance), range 175
- Tier IV: 12 (+100% Melee Damage) damage, 1.09s cooldown, crit x1.5 (3% chance), range 175
- Deals +4/+6/+8/+10 Damage for every additional Stick you have
Starting option for: Archaeologist, Baby, Caveman, Chef, Chunky, Creature, Cryptid, Druid, Explorer, Farmer, Fisherman, Golem, Hiker, Jack, Lich, Lucky, Multitasker, Mutant, Poacher, Speedy, Streamer, Survivor, Time Shifter, Vampire, Well-Rounded, Wildling, Wounded

Sword
- Tier II: 30 (+100% Melee Damage) damage, 1.28s cooldown, crit x2 (3% chance), range 200
- Tier III: 45 (+100% Melee Damage) damage, 1.13s cooldown, crit x2 (3% chance), range 200
- Tier IV: 65 (+100% Melee Damage) damage, 0.98s cooldown, crit x2 (3% chance), range 200
- Alternates between thrusting and sweeping attacks

Thief Dagger
- Tier I: 6 (+50% Melee Damage) damage, 1.01s cooldown, crit x2 (20% chance), range 150
- Tier II: 12 (+50% Melee Damage) damage, 0.93s cooldown, crit x2 (25% chance), range 150
- Tier III: 18 (+50% Melee Damage) damage, 0.86s cooldown, crit x2 (30% chance), range 150
- Tier IV: 30 (+50% Melee Damage) damage, 0.73s cooldown, crit x2 (40% chance), range 150
- 50%/56%/62%/80% chance to gain 1 material when killing an enemy with a critical hit
Starting option for: Crazy, Cryptid, Demon, Diver, Entrepreneur, Explorer, Farmer, Gangster, Gladiator, Glutton, Hiker, Hunter, Lich, Loud, One-Armed, Saver, Speedy, Time Shifter, Vagabond, Vampire

Thunder Sword
- Tier III: 40 (+125% Melee Damage, +125% Elemental Damage) damage, 1.21s cooldown, crit x2 (3% chance), range 200
- Tier IV: 75 (+150% Melee Damage, +150% Elemental Damage) damage, 1.06s cooldown, crit x2 (3% chance), range 200
- Hitting an enemy spawns 2/4 projectiles that deal 1 (+100% Elemental Damage) damage and slow enemies around them

Torch
- Tier I: 1 (+50% Melee Damage, +50% Elemental Damage) damage, 1.1s cooldown, crit x1.5 (0% chance), range 175
- Tier II: 1 (+65% Melee Damage, +65% Elemental Damage) damage, 1.04s cooldown, crit x1.5 (0% chance), range 175
- Tier III: 1 (+80% Melee Damage, +80% Elemental Damage) damage, 0.95s cooldown, crit x1.5 (0% chance), range 175
- Tier IV: 1 (+100% Melee Damage, +100% Elemental Damage) damage, 0.8s cooldown, crit x1.5 (0% chance), range 175
- Deals 3x3/5x5/6x8/9x12 (+100% Elemental Damage) burning damage
- Burning spreads to an additional nearby enemy (T3, T4)
Starting option for: Apprentice, Arsonist, Buccaneer, Captain, Caveman, Chef, Chunky, Creature, Curious, Demon, Druid, Explorer, Farmer, Fisherman, Gladiator, Golem, Jack, King, Knight, Loud, Lucky, Mage, Masochist, One-Armed, Technomage, Vagabond, Vampire, Wildling

Trident
- Tier II: 30 (+100% Melee Damage, +15% Curse) damage, 1.58s cooldown, crit x2 (3% chance), range 325
- Tier III: 50 (+100% Melee Damage, +30% Curse) damage, 1.5s cooldown, crit x2 (3% chance), range 325
- Tier IV: 80 (+100% Melee Damage, +50% Curse) damage, 1.41s cooldown, crit x2 (3% chance), range 325
- +30%/+40%/+50% damage against targets above 80% health

Vorpal Sword
- Tier II: 20 (+100% Melee Damage) damage, 1.11s cooldown, crit x2 (3% chance), range 200
- Tier III: 35 (+100% Melee Damage) damage, 1.03s cooldown, crit x2 (3% chance), range 200
- Tier IV: 55 (+100% Melee Damage) damage, 0.95s cooldown, crit x2 (3% chance), range 200
- Alternates between thrusting and sweeping attacks
- 1%/2%/3% chance to one shot the target when hitting it

War Hammer
- Tier III: 100 (+150% Melee Damage, +150% Engineering) damage, 2.11s cooldown, crit x1.5 (3% chance), range 200
- Tier IV: 200 (+200% Melee Damage, +200% Engineering) damage, 1.95s cooldown, crit x1.5 (3% chance), range 200
- Resets the cooldown of all offensive turrets when attacking

Whip
- Tier I: 8 (+100% Melee Damage) damage, 1.03s cooldown, crit x2 (20% chance), range 200
- Tier II: 11 (+100% Melee Damage) damage, 0.99s cooldown, crit x2 (30% chance), range 220
- Tier III: 15 (+100% Melee Damage) damage, 0.94s cooldown, crit x2 (40% chance), range 240
- Tier IV: 21 (+100% Melee Damage) damage, 0.88s cooldown, crit x2 (50% chance), range 260
- Slows the enemy hit by 50% for 0.5/1/1.5/2 s
Starting option for: Apprentice, Archaeologist, Baby, Buccaneer, Chef, Chunky, Creature, Cryptid, Curious, Druid, Entrepreneur, Explorer, Farmer, Generalist, Gladiator, Glutton, Golem, Hiker, Hunter, Jack, King, Knight, Loud, Lucky, Multitasker, Mutant, Ogre, Old, One-Armed, Poacher, Romantic, Saver, Sick, Soldier, Speedy, Streamer, Survivor, Time Shifter, Vagabond, Vampire, Variant, Well-Rounded, Wildling, Wounded

Wrench
- Tier I: 12 (+100% Melee Damage) damage, 1.7s cooldown, crit x2 (3% chance), range 175
- Tier II: 16 (+100% Melee Damage) damage, 1.64s cooldown, crit x2 (3% chance), range 175
- Tier III: 20 (+100% Melee Damage) damage, 1.55s cooldown, crit x2 (3% chance), range 175
- Tier IV: 24 (+100% Melee Damage) damage, 1.49s cooldown, crit x2 (3% chance), range 175
- Spawns a turret that shoots bullets dealing 10 (+80% Engineering) damage
- Spawns a turret that shoots flames dealing 8x5 (+33% Engineering) burning damage
- Spawns a turret that shoots piercing bullets dealing 20 (+125% Engineering) damage
- Spawns a turret that shoots explosive bullets dealing 25 (+150% Engineering) damage in an area
Starting option for: Apprentice, Artificer, Baby, Chef, Cyborg, Demon, Droid, Dwarf, Engineer, Entrepreneur, Explorer, Farmer, Jack, Loud, Mad Scientist, Multitasker, Old, Poacher, Streamer, Survivor, Technomage, Vampire, Well-Rounded, Wounded

Blowgun
- Tier I: 5 (+60% Ranged Damage) damage, 0.62s cooldown, crit x2.25 (10% chance), range 600
- Tier II: 7 (+60% Ranged Damage) damage, 0.53s cooldown, crit x2.5 (15% chance), range 600
- Tier III: 9 (+60% Ranged Damage) damage, 0.45s cooldown, crit x2.75 (20% chance), range 600
- Tier IV: 11 (+60% Ranged Damage) damage, 0.37s cooldown, crit x3 (25% chance), range 600
- Enemies hit take 20%/30%/40%/50% more damage for 3 seconds (max: 20%/30%/40%/50%)
Starting option for: Archaeologist, Baby, Buccaneer, Builder, Captain, Chef, Chunky, Creature, Curious, Diver, Druid, Explorer, Fisherman, Gangster, Generalist, Hiker, Hunter, Jack, King, Loud, Lucky, Mage, Masochist, Multitasker, Mutant, Old, One-Armed, Poacher, Ranger, Renegade, Romantic, Saver, Sick, Streamer, Survivor, Time Shifter, Vagabond, Vampire, Variant, Well-Rounded, Wildling, Wounded

Blunderbuss
- Tier II: 22 (+110% Ranged Damage) damage, 5.2s cooldown, crit x2 (3% chance), range 325
- Tier III: 45 (+135% Ranged Damage) damage, 5.2s cooldown, crit x2.25 (3% chance), range 350
- Tier IV: 70 (+175% Ranged Damage) damage, 5.2s cooldown, crit x2.5 (3% chance), range 375
- Cooldown is reset when you pick up a material
- Piercing: 2 (-25% damage)
Starting option for: Sailor

Boomerang
- Tier I: 6 (+50% Melee Damage, +5% Speed) damage, 0.7s cooldown, crit x2 (5% chance), range 300
- Tier II: 9 (+60% Melee Damage, +10% Speed) damage, 0.67s cooldown, crit x2 (5% chance), range 325
- Tier III: 12 (+70% Melee Damage, +15% Speed) damage, 0.63s cooldown, crit x2 (5% chance), range 350
- Tier IV: 17 (+80% Melee Damage, +20% Speed) damage, 0.6s cooldown, crit x2 (5% chance), range 375
- Flies back to you, hitting enemies again on the way back
Starting option for: Builder, Captain, Caveman, Creature, Curious, Explorer, Fisherman, Hiker, Jack, King, Lich, Old, Romantic, Soldier, Speedy, Vagabond, Wounded

Carbon Bow
- Tier I: 7 (+60% Ranged Damage) damage, 0.8s cooldown, crit x1.5 (30% chance), range 350
- Tier II: 9 (+75% Ranged Damage) damage, 0.77s cooldown, crit x1.5 (35% chance), range 350
- Tier III: 11 (+90% Ranged Damage) damage, 0.73s cooldown, crit x1.75 (40% chance), range 350
- Tier IV: 13 (+100% Ranged Damage) damage, 0.7s cooldown, crit x1.75 (45% chance), range 350
- Each arrow scales with one of these stats, picked at random: the higher the stat, the more likely
- Slows the enemy by 50% for 0.5/1/1.5/2 s
- +1/1/2/2 piercing
- Deals 3x3/5x5/6x8/9x12 (+100% Elemental Damage) burning damage
- 2/3/4/5% chance to drop a landmine dealing 10 (+100% Engineering) damage
Starting option for: Apprentice, Archaeologist, Baby, Buccaneer, Captain, Chunky, Curious, Cyborg, Diver, Droid, Entrepreneur, Explorer, Fisherman, Gangster, Generalist, Glutton, Hiker, Hunter, Jack, King, Lich, Loud, Lucky, Mad Scientist, Masochist, Multitasker, Mutant, Old, One-Armed, Poacher, Ranger, Renegade, Romantic, Saver, Sick, Soldier, Streamer, Survivor, Technomage, Time Shifter, Vampire, Variant, Veteran, Wounded

Chain Gun
- Tier IV: 2x3 (+100% Ranged Damage, +100% Engineering) damage, 0.073s cooldown, crit x1.5 (3% chance), range 500
- Cooldown is 2.04s every 100 shots
- Piercing: 1 (-50% damage)

Combat Shotgun
- Tier II: 7x6 (+90% Ranged Damage) damage, 0.55s cooldown, crit x2 (3% chance), range 350
- Tier III: 10x6 (+95% Ranged Damage) damage, 0.53s cooldown, crit x2 (3% chance), range 350
- Tier IV: 10x8 (+110% Ranged Damage) damage, 0.5s cooldown, crit x2 (3% chance), range 350
- Cooldown is 2.02s/1.89s/1.76s every 5 shots
- Piercing: 1/2/2 (-30% damage)
Starting option for: King

Crossbow
- Tier I: 10 (+50% Ranged Damage, +10% Range) damage, 1.13s cooldown, crit x1.5 (30% chance), range 350
- Tier II: 12 (+50% Ranged Damage, +10% Range) damage, 1.13s cooldown, crit x1.75 (35% chance), range 350
- Tier III: 15 (+50% Ranged Damage, +10% Range) damage, 1.13s cooldown, crit x2 (40% chance), range 350
- Tier IV: 18 (+50% Ranged Damage, +10% Range) damage, 1.13s cooldown, crit x2.25 (45% chance), range 350
- Pierces up to 1/2/3/4 times on critical hit
Starting option for: Buccaneer, Cyborg, Entrepreneur, Explorer, Fisherman, Golem, Hunter, Jack, King, Lich, Loud, Multitasker, Mutant, Ranger, Renegade, Soldier, Streamer, Vagabond, Vampire

Double Barrel Shotgun
- Tier I: 3x4 (+80% Ranged Damage) damage, 1.37s cooldown, crit x2 (3% chance), range 350
- Tier II: 6x4 (+85% Ranged Damage) damage, 1.28s cooldown, crit x2 (3% chance), range 350
- Tier III: 9x4 (+90% Ranged Damage) damage, 1.2s cooldown, crit x2 (3% chance), range 350
- Tier IV: 9x6 (+100% Ranged Damage) damage, 1.2s cooldown, crit x2 (3% chance), range 350
- Piercing: 2/2/2/3 (-30% damage)
Starting option for: Apprentice, Buccaneer, Builder, Captain, Chunky, Curious, Cyborg, Droid, Entrepreneur, Farmer, Fisherman, Gangster, Generalist, Hunter, King, Loud, Mad Scientist, Mage, Masochist, Multitasker, Mutant, Old, One-Armed, Poacher, Ranger, Renegade, Romantic, Soldier, Streamer, Vampire, Variant, Veteran, Well-Rounded, Wounded

Fireball
- Tier II: 5 (+25% Elemental Damage) damage, 1.12s cooldown, crit x1.5 (3% chance), range 400
- Tier III: 10 (+50% Elemental Damage) damage, 1.03s cooldown, crit x1.5 (3% chance), range 450
- Tier IV: 20 (+75% Elemental Damage) damage, 0.87s cooldown, crit x1.5 (3% chance), range 500
- Projectiles explode on hit
- Deals 5x3/6x4/8x5 (+100% Elemental Damage) burning damage
Starting option for: King

Flamethrower
- Tier II: 1 (+1% Elemental Damage) damage, 0.123s cooldown, crit x2 (0% chance), range 250
- Tier III: 1 (+1% Elemental Damage) damage, 0.123s cooldown, crit x2 (0% chance), range 300
- Tier IV: 1 (+1% Elemental Damage) damage, 0.09s cooldown, crit x2 (0% chance), range 400
- Deals 3x1/5x3/8x5 (+100% Elemental Damage) burning damage
- Piercing: 99 (-100% damage)

Flute
- Tier I: 6 (+50% Ranged Damage, +10% Luck) damage, 1.03s cooldown, crit x1.5 (3% chance), range 300
- Tier II: 8 (+50% Ranged Damage, +15% Luck) damage, 0.95s cooldown, crit x1.5 (3% chance), range 325
- Tier III: 11 (+50% Ranged Damage, +20% Luck) damage, 0.87s cooldown, crit x1.5 (3% chance), range 350
- Tier IV: 15 (+50% Ranged Damage, +25% Luck) damage, 0.78s cooldown, crit x1.5 (3% chance), range 375
- Hitting an enemy that has less than 60%/65%/70%/75% health has a 10%/15%/20%/25% chance to charm it for 8 seconds
Starting option for: Baby, Buccaneer, Builder, Demon, Druid, Glutton, Golem, Hiker, Jack, King, Lucky, Renegade, Romantic, Soldier

Gatling Laser
- Tier IV: 10 (+100% Ranged Damage) damage, 0.073s cooldown, crit x3 (10% chance), range 500
- Piercing: 3 (-25% damage)

Ghost Scepter
- Tier I: 10 (+100% Ranged Damage) damage, 0.98s cooldown, crit x2 (3% chance), range 300
- Tier II: 15 (+100% Ranged Damage) damage, 0.93s cooldown, crit x2 (3% chance), range 350
- Tier III: 20 (+100% Ranged Damage) damage, 0.88s cooldown, crit x2 (3% chance), range 400
- Tier IV: 30 (+100% Ranged Damage) damage, 0.83s cooldown, crit x2 (3% chance), range 450
- +1 Max HP for every 20/18/16/12 enemies you kill during a wave with this weapon
Starting option for: Apprentice, Builder, Chunky, Creature, Cryptid, Demon, Druid, Generalist, Ghost, Golem, Lich, Renegade, Sick, Streamer

Grenade Launcher
- Tier II: 12 (+100% Ranged Damage) damage, 0.37s cooldown, crit x2.5 (5% chance), range 350
- Tier III: 18 (+100% Ranged Damage) damage, 0.37s cooldown, crit x3 (10% chance), range 400
- Tier IV: 30 (+100% Ranged Damage) damage, 0.37s cooldown, crit x3.5 (20% chance), range 450
- Cooldown is 3.7s/3.2s/2.7s every 2/3/4 shots
- Projectiles explode on hit
- Bounces: 1
Starting option for: King

Harpoon Gun
- Tier II: 5 (+100% Ranged Damage, +100% Melee Damage) damage, 0.82s cooldown, crit x1.5 (3% chance), range 800
- Tier III: 10 (+100% Ranged Damage, +100% Melee Damage) damage, 0.73s cooldown, crit x1.5 (3% chance), range 850
- Tier IV: 20 (+100% Ranged Damage, +100% Melee Damage) damage, 0.65s cooldown, crit x1.5 (3% chance), range 900
- Slows enemies in a radius around the projectile
- Piercing: 3/4/5 (-25% damage)

Icicle
- Tier I: 10 (+100% Elemental Damage) damage, 1.03s cooldown, crit x2 (5% chance), range 400
- Tier II: 20 (+100% Elemental Damage) damage, 0.95s cooldown, crit x2 (10% chance), range 400
- Tier III: 30 (+100% Elemental Damage) damage, 0.87s cooldown, crit x2.5 (15% chance), range 400
- Tier IV: 40 (+100% Elemental Damage) damage, 0.7s cooldown, crit x3 (20% chance), range 400
- Piercing: 1 (-50% damage)
Starting option for: Apprentice, Baby, Buccaneer, Crazy, Creature, Curious, Demon, Druid, Entrepreneur, Fisherman, Hunter, Jack, Lich, Loud, Lucky, Mad Scientist, Mage, Masochist, Multitasker, Mutant, Old, One-Armed, Renegade, Saver, Soldier, Streamer, Survivor, Technomage, Variant, Well-Rounded, Wounded

Javelin
- Tier I: 8 (+100% Melee Damage) damage, 1.2s cooldown, crit x2.5 (0% chance), range 350
- Tier II: 12 (+100% Melee Damage) damage, 1.12s cooldown, crit x2.75 (0% chance), range 375
- Tier III: 16 (+100% Melee Damage) damage, 1.03s cooldown, crit x3 (0% chance), range 400
- Tier IV: 20 (+100% Melee Damage) damage, 0.95s cooldown, crit x3.25 (0% chance), range 425
- Every 5th/4th/3rd/2nd projectile has +100% Crit Chance
- Piercing: 2/3/4/5 (-25% damage)
Starting option for: Builder, Captain, Creature, Curious, Druid, Fisherman, Generalist, Hunter, King, Loud, One-Armed, Renegade, Soldier, Speedy, Streamer, Time Shifter, Wildling

Laser Gun
- Tier I: 40 (+400% Ranged Damage) damage, 1.98s cooldown, crit x2 (3% chance), range 500
- Tier II: 55 (+450% Ranged Damage) damage, 1.9s cooldown, crit x2 (3% chance), range 500
- Tier III: 70 (+500% Ranged Damage) damage, 1.82s cooldown, crit x2 (3% chance), range 500
- Tier IV: 100 (+600% Ranged Damage) damage, 1.65s cooldown, crit x2 (3% chance), range 500
- Piercing: 1 (-25% damage)
Starting option for: Buccaneer, Builder, Droid, Fisherman, Generalist, Jack, Mad Scientist, Multitasker, Ranger, Renegade, Saver, Soldier, Streamer, Vagabond

Machine Gun
- Tier I: 2 (+40% Ranged Damage) damage, 0.09s cooldown, crit x1.5 (1% chance), range 350
- Tier II: 3 (+50% Ranged Damage) damage, 0.09s cooldown, crit x1.5 (1% chance), range 375
- Tier III: 4 (+65% Ranged Damage) damage, 0.09s cooldown, crit x1.5 (1% chance), range 400
- Tier IV: 6 (+80% Ranged Damage) damage, 0.073s cooldown, crit x1.5 (1% chance), range 450
- Cooldown is 2.04s/1.84s/1.64s/1.44s every 60/70/80/90 shots
- -3% Speed
- Piercing: 1/1/2 (-50%/-50%/-50% damage)
Starting option for: Baby, Builder, Captain, Chunky, Creature, Cryptid, Curious, Cyborg, Entrepreneur, Fisherman, Gangster, Generalist, Jack, King, Lich, Loud, Mad Scientist, Poacher, Ranger, Renegade, Romantic, Soldier, Streamer, Time Shifter, Vampire, Variant, Veteran, Wounded

Medical Gun
- Tier I: 10 (+100% Ranged Damage) damage, 0.78s cooldown, crit x2 (3% chance), range 400
- Tier II: 15 (+100% Ranged Damage) damage, 0.7s cooldown, crit x2 (3% chance), range 400
- Tier III: 20 (+100% Ranged Damage) damage, 0.62s cooldown, crit x2 (3% chance), range 400
- Tier IV: 30 (+100% Ranged Damage) damage, 0.48s cooldown, crit x2 (3% chance), range 400
Starting option for: Apprentice, Builder, Doctor, Droid, Lich, Masochist, Renegade, Romantic, Sick, Streamer, Vampire

Minigun
- Tier III: 2 (+50% Ranged Damage) damage, 0.09s cooldown, crit x1.75 (1% chance), range 400
- Tier IV: 5 (+75% Ranged Damage) damage, 0.09s cooldown, crit x2 (3% chance), range 450
- Piercing: 1/2 (-25% damage)

Molotov Cocktail
- Tier I: 4 (+30% Elemental Damage) damage, 1.7s cooldown, crit x1.5 (3% chance), range 300
- Tier II: 6 (+45% Elemental Damage) damage, 1.62s cooldown, crit x1.5 (3% chance), range 325
- Tier III: 8 (+60% Elemental Damage) damage, 1.53s cooldown, crit x1.5 (3% chance), range 350
- Tier IV: 12 (+80% Elemental Damage) damage, 1.45s cooldown, crit x1.5 (3% chance), range 375
- Creates a pool of fire on impact for 3/3.5/4/4.5 seconds, dealing 4x3/4x4/5x5/5x7 (+100% Elemental Damage) burning damage
- Deals 4x3/4x4/5x5/5x7 (+100% Elemental Damage) burning damage
Starting option for: Apprentice, Archaeologist, Arsonist, Baby, Buccaneer, Builder, Captain, Chef, Chunky, Cryptid, Curious, Demon, Druid, Entrepreneur, Explorer, Fisherman, Gangster, Golem, Hiker, Hunter, Jack, King, Loud, Lucky, Mad Scientist, Mage, Masochist, Multitasker, Mutant, Old, One-Armed, Poacher, Renegade, Romantic, Saver, Sick, Soldier, Survivor, Technomage, Time Shifter, Vagabond, Variant, Veteran, Well-Rounded, Wounded

Nuclear Launcher
- Tier III: 60 (+100% Ranged Damage, +100% Elemental Damage) damage, 2.12s cooldown, crit x2 (3% chance), range 800
- Tier IV: 120 (+100% Ranged Damage, +100% Elemental Damage) damage, 2.12s cooldown, crit x2 (3% chance), range 800
- Projectiles explode on hit

Obliterator
- Tier III: 250 (+1000% Ranged Damage) damage, 3.23s cooldown, crit x2 (3% chance), range 800
- Tier IV: 400 (+1500% Ranged Damage) damage, 3.23s cooldown, crit x2 (3% chance), range 1000
- Piercing: 99

Pan Flute
- Tier I: 2x5 (+12% Luck) damage, 1.28s cooldown, crit x1.5 (3% chance), range 275
- Tier II: 3x5 (+16% Luck) damage, 1.2s cooldown, crit x1.5 (3% chance), range 300
- Tier III: 4x5 (+20% Luck) damage, 1.12s cooldown, crit x1.5 (3% chance), range 325
- Tier IV: 6x5 (+25% Luck) damage, 1.03s cooldown, crit x1.5 (3% chance), range 350
Starting option for: Archaeologist, Baby, Buccaneer, Builder, Captain, Chunky, Creature, Cryptid, Curious, Demon, Druid, Entrepreneur, Explorer, Farmer, Fisherman, Glutton, Hiker, Jack, King, Lich, Loud, Lucky, Mage, Masochist, Multitasker, One-Armed, Romantic, Saver, Sick, Soldier, Streamer, Survivor, Vagabond, Variant, Well-Rounded, Wounded

Particle Accelerator
- Tier III: 60 (+100% Elemental Damage, +100% Engineering) damage, 1.95s cooldown, crit x2 (3% chance), range 800
- Tier IV: 120 (+100% Elemental Damage, +100% Engineering) damage, 1.62s cooldown, crit x2 (3% chance), range 800
- Deals 8x8/10x10 (+100% Elemental Damage) burning damage
- Slows enemies by 1%/2% on hit for every 1 Engineering you have
- Piercing: 99

Pistol
- Tier I: 12 (+100% Ranged Damage) damage, 1.2s cooldown, crit x2 (10% chance), range 400
- Tier II: 20 (+100% Ranged Damage) damage, 1.12s cooldown, crit x2 (15% chance), range 400
- Tier III: 30 (+100% Ranged Damage) damage, 1.03s cooldown, crit x2 (20% chance), range 400
- Tier IV: 50 (+100% Ranged Damage) damage, 0.87s cooldown, crit x2 (25% chance), range 400
- Piercing: 1 (-50% damage)
Starting option for: Arms Dealer, Baby, Cryptid, Curious, Cyborg, Droid, Entrepreneur, Fisherman, Gangster, Golem, Hiker, King, Loud, Mad Scientist, Poacher, Ranger, Renegade, Saver, Soldier, Streamer, Vampire, Variant, Well-Rounded, Wounded

Potato Thrower
- Tier II: 3 (+40% Ranged Damage, +20% Max HP) damage, 0.45s cooldown, crit x1.5 (3% chance), range 500
- Tier III: 5 (+40% Ranged Damage, +20% Max HP) damage, 0.37s cooldown, crit x1.5 (3% chance), range 500
- Tier IV: 10 (+40% Ranged Damage, +20% Max HP) damage, 0.28s cooldown, crit x1.5 (3% chance), range 500
Starting option for: Farmer

Rail Gun
- Tier I: 10 (+80% Ranged Damage, +30% Dodge) damage, 1.07s cooldown, crit x1.5 (3% chance), range 300
- Tier II: 15 (+80% Ranged Damage, +35% Dodge) damage, 1.02s cooldown, crit x1.75 (3% chance), range 300
- Tier III: 20 (+90% Ranged Damage, +40% Dodge) damage, 0.98s cooldown, crit x2 (3% chance), range 300
- Tier IV: 35 (+100% Ranged Damage, +45% Dodge) damage, 0.95s cooldown, crit x2.25 (3% chance), range 300
- Deals +3/+4/+5/+6 Base Damage every 5 seconds until the end of the wave
- Bonus resets when taking damage
- Piercing: 1/1/2/3 (-50%/-35%/-35%/-25% damage)
Starting option for: Apprentice, Archaeologist, Baby, Buccaneer, Builder, Droid, Ghost, Hunter, Jack, Mad Scientist, Multitasker, Ranger, Renegade, Soldier, Vagabond, Veteran, Well-Rounded, Wounded

Revolver
- Tier I: 15 (+100% Ranged Damage) damage, 0.43s cooldown, crit x2 (3% chance), range 450
- Tier II: 20 (+130% Ranged Damage) damage, 0.42s cooldown, crit x2 (3% chance), range 450
- Tier III: 25 (+165% Ranged Damage) damage, 0.4s cooldown, crit x2 (3% chance), range 450
- Tier IV: 40 (+200% Ranged Damage) damage, 0.38s cooldown, crit x2 (3% chance), range 450
- Cooldown is 2.07s/1.93s/1.8s/1.67s every 6 shots
Starting option for: Builder, Captain, Chunky, Cyborg, Fisherman, Gangster, Generalist, Golem, Jack, Multitasker, Mutant, Old, One-Armed, Ranger, Renegade, Saver, Soldier, Streamer, Vagabond, Vampire

Rocket Launcher
- Tier II: 30 (+100% Ranged Damage) damage, 1.78s cooldown, crit x2 (3% chance), range 500
- Tier III: 50 (+100% Ranged Damage) damage, 1.37s cooldown, crit x2 (3% chance), range 550
- Tier IV: 80 (+100% Ranged Damage) damage, 1.03s cooldown, crit x2 (3% chance), range 600
- Projectiles explode on hit
Starting option for: King

SMG
- Tier I: 3 (+50% Ranged Damage) damage, 0.167s cooldown, crit x1.5 (1% chance), range 400
- Tier II: 4 (+60% Ranged Damage) damage, 0.167s cooldown, crit x1.5 (1% chance), range 400
- Tier III: 5 (+70% Ranged Damage) damage, 0.167s cooldown, crit x1.5 (1% chance), range 400
- Tier IV: 8 (+80% Ranged Damage) damage, 0.15s cooldown, crit x1.5 (1% chance), range 400
Starting option for: Apprentice, Builder, Captain, Creature, Cryptid, Cyborg, Droid, Fisherman, Gangster, Generalist, King, Lich, Loud, Mad Scientist, Mage, Multitasker, Mutant, One-Armed, Poacher, Ranger, Renegade, Romantic, Sick, Soldier, Streamer, Vampire, Variant, Veteran, Well-Rounded, Wounded

Shredder
- Tier I: 5 (+50% Ranged Damage) damage, 1.3s cooldown, crit x2 (3% chance), range 450
- Tier II: 10 (+50% Ranged Damage) damage, 1.22s cooldown, crit x2 (3% chance), range 450
- Tier III: 15 (+50% Ranged Damage) damage, 1.13s cooldown, crit x2 (3% chance), range 450
- Tier IV: 25 (+50% Ranged Damage) damage, 1.05s cooldown, crit x2 (3% chance), range 450
- Projectiles have a 50%/65%/80% chance to explode on hit
- Projectiles explode on hit (T4)
- Piercing: 3
Starting option for: Apprentice, Arsonist, Artificer, Buccaneer, Builder, Captain, Chunky, Creature, Cryptid, Droid, Explorer, Fisherman, Generalist, Glutton, Loud, Mutant, One-Armed, Ranger, Renegade, Soldier, Streamer, Vampire

Shuriken
- Tier I: 7 (+25% Melee Damage) damage, 0.87s cooldown, crit x1.5 (35% chance), range 350
- Tier II: 9 (+34% Melee Damage) damage, 0.83s cooldown, crit x1.5 (38% chance), range 350
- Tier III: 11 (+42% Melee Damage) damage, 0.8s cooldown, crit x1.5 (41% chance), range 350
- Tier IV: 15 (+50% Melee Damage) damage, 0.7s cooldown, crit x1.5 (45% chance), range 350
- Bounces up to 1/2/3/4 times on critical hit
Starting option for: Apprentice, Baby, Crazy, Diver, Entrepreneur, Generalist, Hunter, Jack, Loud, Multitasker, One-Armed, Renegade, Romantic, Speedy, Time Shifter, Vagabond, Vampire

Slingshot
- Tier I: 10 (+80% Ranged Damage) damage, 1.22s cooldown, crit x2 (3% chance), range 300
- Tier II: 13 (+80% Ranged Damage) damage, 1.17s cooldown, crit x2 (3% chance), range 300
- Tier III: 16 (+80% Ranged Damage) damage, 1.13s cooldown, crit x2 (3% chance), range 300
- Tier IV: 20 (+80% Ranged Damage) damage, 1.1s cooldown, crit x2 (3% chance), range 300
- Bounces: 1/2/3/4
Starting option for: Apprentice, Archaeologist, Baby, Buccaneer, Builder, Captain, Curious, Druid, Farmer, Fisherman, Generalist, Golem, Lich, Loud, Lucky, Multitasker, One-Armed, Poacher, Ranger, Renegade, Romantic, Sick, Streamer, Survivor, Variant, Well-Rounded, Wildling, Wounded

Sniper Gun
- Tier III: 50 (+100% Ranged Damage, +20% Range) damage, 2.4s cooldown, crit x3 (20% chance), range 800
- Tier IV: 80 (+100% Ranged Damage, +30% Range) damage, 2.4s cooldown, crit x4 (20% chance), range 1000
- Hitting an enemy spawns 5/8 projectiles dealing 5 (+10% Range/+15% Range) damage

Sticky Grenade
- Tier I: 8 (+80% Ranged Damage) damage, 1.7s cooldown, crit x2 (3% chance), range 300
- Tier II: 13 (+100% Ranged Damage) damage, 1.62s cooldown, crit x2 (3% chance), range 325
- Tier III: 19 (+120% Ranged Damage) damage, 1.53s cooldown, crit x2.25 (3% chance), range 350
- Tier IV: 28 (+150% Ranged Damage) damage, 1.45s cooldown, crit x2.5 (3% chance), range 375
- Sticks to the targeted enemy and explodes after 0.75 seconds
Starting option for: Archaeologist, Arsonist, Artificer, Baby, Buccaneer, Builder, Captain, Chunky, Creature, Cryptid, Curious, Cyborg, Entrepreneur, Explorer, Fisherman, Gangster, Generalist, Glutton, Hiker, Hunter, Jack, King, Loud, Lucky, Mad Scientist, Mage, Masochist, Multitasker, Mutant, Old, One-Armed, Poacher, Ranger, Renegade, Romantic, Saver, Sick, Soldier, Time Shifter, Vagabond, Vampire, Variant, Veteran, Well-Rounded, Wounded

Taser
- Tier I: 7 (+80% Elemental Damage) damage, 0.95s cooldown, crit x2 (3% chance), range 200
- Tier II: 7x2 (+70% Elemental Damage) damage, 0.95s cooldown, crit x2 (3% chance), range 200
- Tier III: 7x3 (+60% Elemental Damage) damage, 0.95s cooldown, crit x2 (3% chance), range 200
- Tier IV: 14x4 (+50% Elemental Damage) damage, 0.95s cooldown, crit x2 (3% chance), range 200
- Slows enemies in a radius around the projectile
Starting option for: Apprentice, Archaeologist, Baby, Builder, Chunky, Demon, Entrepreneur, Explorer, Farmer, Hiker, Jack, King, Mad Scientist, Mage, Multitasker, Mutant, Old, One-Armed, Pacifist, Poacher, Renegade, Romantic, Saver, Soldier, Streamer, Technomage, Variant, Well-Rounded, Wounded

Tranq Rifle
- Tier I: 15 (+70% Ranged Damage, +10% Range) damage, 2.12s cooldown, crit x2.5 (12% chance), range 500
- Tier II: 25 (+80% Ranged Damage, +15% Range) damage, 2.08s cooldown, crit x2.5 (15% chance), range 600
- Tier III: 40 (+90% Ranged Damage, +20% Range) damage, 2.05s cooldown, crit x3 (18% chance), range 700
- Tier IV: 60 (+100% Ranged Damage, +25% Range) damage, 2.03s cooldown, crit x3.5 (20% chance), range 800
- Hits slow enemies within 125/150/175/200 range by 50% for 2 seconds
Starting option for: Archaeologist, Baby, Buccaneer, Builder, Chunky, Curious, Cyborg, Diver, Droid, Entrepreneur, Farmer, Fisherman, Gangster, Generalist, Hiker, Hunter, Jack, King, Lich, Loud, Lucky, Mad Scientist, Multitasker, Mutant, Old, Poacher, Ranger, Renegade, Saver, Sick, Soldier, Streamer, Vampire, Variant, Veteran, Wounded

Wand
- Tier I: 1 (+50% Elemental Damage) damage, 0.87s cooldown, crit x2 (0% chance), range 350
- Tier II: 1 (+65% Elemental Damage) damage, 0.78s cooldown, crit x2 (0% chance), range 375
- Tier III: 1 (+80% Elemental Damage) damage, 0.7s cooldown, crit x2 (0% chance), range 400
- Tier IV: 1 (+100% Elemental Damage) damage, 0.53s cooldown, crit x2 (0% chance), range 425
- Deals 3x3/5x5/6x8/9x12 (+100% Elemental Damage) burning damage
- Piercing: 1 (-50% damage)
Starting option for: Arsonist, Baby, Builder, Chef, Demon, Druid, Explorer, Farmer, Jack, Lich, Lucky, Mad Scientist, Mage, Masochist, Multitasker, Mutant, Old, Renegade, Saver, Soldier, Streamer, Survivor, Technomage, Variant, Well-Rounded, Wounded
No weapon matches. Clear the field or choose All.
Source: Brotato Wiki weapons table, generated from the game files (CC BY-SA). The 12 November 2026 patch changed no weapon numbers; Whip and Flail now also hit enemies right next to you. Weapon icons are game art.
