Damage tags

What it is

Every weapon carries exactly one damage tag — bullet, energy, bomb, or fire — except legendary weapons, which carry two. The tag travels with each hit: it stamps the enemy at the moment of impact, drives the on-hit particle signature, and decides which artifacts, passives, and downstream signals (damage_dealt, tagged_kill, bullet_hit) react to that hit. Tags do not modify the damage number itself; they route it.

The four tags

TagColor identityVisual signatureBehavior fingerprint
bulletBrass / amber / white tracerYellow-to-orange spark spray ejecting through the target along the shot vector, plus directional blood splatter aligned to the player-to-enemy axisHitscan or fast straight-line projectiles, often piercing; single-target oriented
energyBlue / cyan / electric whiteTiny electric arc flicker on hitBeams, plasma arcs, chain jumps, and orbiting stars; clean lines, sustained streams
bombOrange / red / dark accentsNo per-hit stamp — the explosion VFX itself is the impact signatureBlast radius hits, area-of-effect, arcing shells, telegraphed strikes
fireBurnt orange / scarlet / goldSmall ember flicker on hitLingering damage zones, cone streams, persistent patches, repeated-tick auras

Legendary dual-tag rules

Legendary weapons are produced by merging two level-20 non-legendary weapons. Each of the ten unordered tag pairings yields one legendary, and the legendary carries both of its parents’ tags. On every hit, the collision resolver stamps the primary tag on the enemy and fires the per-hit signal twice — once for each parent tag — so any artifact or passive keyed on either tag triggers on the same hit. Tag-conditional kill signals fire for the primary tag stamped on the enemy.

LegendaryTag pair
Mega Bulletbullet + bullet
Hellrainbomb + bomb
Star Haloenergy + energy
Phoenixfire + fire
4-Way Burstbullet + bomb
Wave Gunbullet + energy
Trailblazerbullet + fire
Railstormbomb + energy
Carpet Bomberbomb + fire
Plasma Mortarenergy + fire

Normal vs true damage

Damage tag and damage type are independent axes. The tag picks visuals and triggers; the type picks the shield interaction.

TypeShield routeHull route
normalRouted through shield first; shield absorbs up to its capacity before any hull damage occursExcess past shield is discarded — shield never bleeds through
trueBypasses shield absorption entirelyApplies straight to hull

Tag does not change either route. A bullet hit and a fire hit against a shielded boss both follow the same normal-damage chain unless the weapon explicitly declares true damage. See the combat page for the full shield-to-hull damage chain.

Tag-conditional artifacts and passives

Many artifacts carry a damage tag of their own. Their proc visuals and on-card pill match that tag, and on-kill / on-streak artifacts that key off the stamped tag only fire when the killing hit matched. The full per-tag roster lives on the artifacts and passives roll-up pages; canonical examples below.

ArtifactTagTrigger
Combat DroneenergyOrbiting drone zaps nearby enemies at a fixed rate
Ion PulseenergyShockwave plus stun on every enemy kill
Breacher ChargebombShockwave when a loot crate breaks
Orbital StrikebombRain of explosions on every kill-streak milestone
Thermite ChargefireBurning patch dropped under the ship on a timer