Weapons
What it is
Weapons are the player ship’s offensive tools. Each run starts with one weapon and adds more from level-up rewards and chests, up to a slot cap. Every weapon auto-fires at nearby enemies on its own cadence, levels up from 1 to 20 over the run, and at level 20 can be merged with another level-20 weapon of any tag to produce a permanent legendary version. Nineteen base weapons exist plus ten legendary merge results, each with its own damage tag, family, and behavior.
Damage tags
Every weapon belongs to exactly one of four exclusive damage tags. The tag drives the visual palette, which artifacts and passives trigger off it, and which legendary it produces when paired. Legendary weapons carry two tags simultaneously and fire damage signals for both.
| Tag | Color identity | Behavior signature |
|---|---|---|
| Bullet | White / silver | Kinetic projectiles, single-target, blood-splatter exit wounds |
| Bomb | Dark red | Explosive shells / arc lobs / blast radius AoE |
| Energy | Electric blue (violet for magnetic family) | Chains, beams, plasma, tethers, pierce-all behavior |
| Fire | Orange / yellow | Cones, persistent fire patches, area aura |
There are two damage resolution types. Normal damage routes through enemy shield before hull; true damage bypasses the shield and goes straight to hull. Every shipped weapon uses normal damage unless its description below says otherwise.
Weapon families
The family field decides how projectiles are spawned, drawn, and how collision is resolved.
| Family | Behavior |
|---|---|
| Projectile | Standard travelling bullets, arcs, plasma rounds |
| Sniper | Beam-trace hitscan — damage applies the frame it fires |
| Beam | Persistent shape (cone) where the visual and hitbox are the same object |
| Explosive | Arc-lobbed shells that detonate on impact with blast radius |
| Chain | Hits one target then arcs to nearby targets with damage falloff |
| Homing | Projectiles steer toward their target |
| Sweep | Orbits the ship, contacts enemies on intersection |
Auto-aim modes
| Target mode | Which enemy fires picks |
|---|---|
| Closest | Nearest enemy by edge distance |
| Furthest | Farthest enemy still inside range — used by long-range mortar / railgun |
| Flanking | Enemies perpendicular to ship facing — used by cannon / revolver |
| Low HP | Lowest-HP enemy in range — finishes wounded targets |
Rarity and tier scaling
Drop weights are flattened at runtime: every non-legendary weapon has equal weight in chests. The ten legendaries never appear in chests and are only obtainable by merging two level-20 weapons of the parent tag pair.
Level scaling formula
Every weapon’s primary stats follow stat(level) = base + scaling × (effectiveLevel − 1), where effectiveLevel is a remap of the raw level through the weapon’s scaling curve. The six scaling curves shape how growth feels from L1 to L20.
| Scaling curve | Shape | Effective level at L10 (relative) |
|---|---|---|
| Linear | Even growth across all levels | 5.74 |
| Linear fast | 15% jump at L1, then linear | 5.87 |
| Front loaded | Big early gains, plateaus late | 8.16 |
| S curve | Slow start, fast mid, slow end | 6.20 |
| Exponential | Late-game burst | 2.86 |
| Steep exp | Heavy late-game burst | 2.30 |
Damage multiplier (applied on top of base damage)
Damage scales separately from the per-stat formula via piecewise anchors, then is further multiplied by a low-level buff that decays from level 1 to level 7.
| Level | Damage multiplier | Low-level buff | Total damage multiplier |
|---|---|---|---|
| 1 | 1.00× | 1.30× | 1.30× |
| 2 | 1.083× | 1.25× | 1.354× |
| 4 | 1.25× | 1.15× | 1.4375× |
| 7 | 1.6875× | 1.00× | 1.6875× |
| 8 | 2.00× | 1.00× | 2.00× |
| 12 | 3.00× | 1.00× | 3.00× |
| 16 | 5.00× | 1.00× | 5.00× |
| 20 | 7.50× | 1.00× | 7.50× |
Legendary weapons start at level 1 already multiplied by the level-20 baseline of 7.50×, so a freshly-merged legendary hits like a maxed normal weapon and grows from there.
VFX tier breakpoints
| Level range | VFX tier |
|---|---|
| 1 to 3 | 1 |
| 4 to 7 | 2 |
| 8 to 13 | 3 |
| 14 to 20 | 4 |
Horizontal modifier rates
The horizontal upgrade track adds modifiers that stack across all owned weapons. Each weapon defines its own per-step rates.
| Modifier | Rifle | Shotgun | Most weapons | Flame / fire-ring / sweep / defy |
|---|---|---|---|---|
| Damage per step | +4% | +4% | +4% | +5% (flame, fire-ring, defy) / +4% (sweep) |
| Fire rate per step | +10% | +10% | +10% | +10% (flame, fire-ring) / +8% (sweep, defy) |
Area mode (how the Area horizontal applies)
| Area mode | Effect |
|---|---|
| Blast | Grows blast radius |
| Blast strong | Grows blast radius at higher rate |
| Chain radius | Grows chain-jump search radius |
| Beam splash | Adds splash damage off the beam |
| Beam width | Widens the beam |
| Bonus explosion | Adds an extra explosion on hit |
| Cone width | Widens the cone |
| Blade size | Grows the orbiting blade |
| Splash | Grows splash radius on hit |
| Line spread | Widens the line / orbit balls |
| Arc thickness | Thickens the shield arc |
Bonus projectile track (from More Projectiles horizontal)
A separate horizontal track adds extra projectiles per shot. The curve is per-weapon. Sample points:
| Weapon | At 0 stacks | At 5 stacks | At 10 stacks | At 15 stacks | At 20 stacks |
|---|---|---|---|---|---|
| Rifle | +0 | +2 | +3 | +4 | +5 |
| Coilgun | +0 | +2 | +3 | +4 | +5 |
| Shotgun | +0 | +2 | +3 | +4 | +5 |
| Railgun | +0 | +1 | +2 | +3 | +4 |
| Missile | +0 | +2 | +3 | +4 | +5 |
| Lightning | +0 | +2 | +3 | +4 | +5 |
| Revolver | +0 | +2 | +3 | +4 | +5 |
| Cannon | +0 | +2 | +4 | +6 | +7 |
| Mortar | +0 | +2 | +3 | +4 | +5 |
| Disc | +0 | +1 | +2 | +3 | +4 |
| Flame (embers) | +8 | +12 | +14 | +20 | |
| Sweep | +0 | +1 | +1 | +2 | +3 |
| Line | +0 | +0 | +1 | +1 | +2 |
| Magnetar | +0 | +0 | +1 | +1 | +2 |
| Fire ring (blades) | +0 | +1 | +1 | +2 | +3 |
| Burst | +0 | +0 | +1 | +1 | +2 |
Fire trail and barrier ignore the More Projectiles track.
Base weapons
Nineteen weapons make up the base roster. Each card below lists the headline stats at level 1, level 10, and level 20 (raw values from the spec, before the damage multiplier curve and any horizontal modifiers).
Auto Rifle — bullet projectile
Standard auto-fire single-shot rifle. Picks the closest target, fires straight, near-perfect homing once the round is in flight. Linear scaling.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per shot | 50 | 334 | 650 |
| Fire rate (shots/s) | 3.0 | 37.1 | 75.0 |
| Projectile speed | 550 | 604 | 665 |
| Projectile size | 5.0 | 5.9 | 6.9 |
| Acquire range | 183 | 210 | 240 |
| Warmup | 0.15 s | 0.15 s | 0.15 s |
| Travel range multiplier | 2.4× | 2.4× | 2.4× |
Shotgun — bullet projectile
Wide-spread pellet cone, projectiles pierce every enemy in their line. Linear-fast scaling means L1 already feels punchy.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per pellet | 14 | 60 | 181 |
| Fire rate (shots/s) | 0.70 | 0.91 | 1.45 |
| Pellet count | 5 | 5 | 13 |
| Pellet count at L5/L10/L15/L20 | 5 / 7 / 10 / 13 | — | — |
| Spread (degrees) | 18 | 18 | 18 |
| Projectile speed | 480 | 532 | 591 |
| Projectile size | 12.0 | 14.7 | 17.7 |
| Acquire range | 151 | 178 | 208 |
Railgun — bullet sniper
Long-range piercing beam, picks the furthest target in range. Long warmup, heavy damage. Steep exponential scaling — most growth happens after level 14.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per beam | 850 | 1071 | 11000 |
| Fire rate (shots/s) | 0.32 | 0.34 | 0.91 |
| Beam width | 36 | 38 | 128 |
| Acquire range | 380 | 419 | 1124 |
| Beam length multiplier | 1.7× | 1.7× | 1.7× |
| Warmup | 0.55 s | 0.55 s | 0.55 s |
Missile — bomb homing
Slow-flying missile cluster, targets lowest-HP enemy in range, explodes on contact with blast radius. Front-loaded scaling — strong early levels.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per missile | 41 | 254 | 536 |
| Fire rate (shots/s) | 0.56 | 0.75 | 1.02 |
| Missiles per volley at L1/L5/L10/L15/L20 | 2 / 3 / 4 / 5 / 6 | — | — |
| Blast radius | 87.5 | 123 | 172 |
| Projectile speed | 160 | 192 | 234 |
| Homing strength | 12.0 | 16.9 | 22.7 |
| Fire rate jitter | ±20% | ±20% | ±20% |
| Acquire range | 274 | 307 | 348 |
Lightning — energy chain
Picks the closest target, then chains to nearby enemies. Each jump deals 88% of the previous jump’s damage. Chain count rises sharply across levels.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per arc | 75.3 | 463 | 979 |
| Fire rate (shots/s) | 0.20 | 0.39 | 0.52 |
| Chain count at L1/L6/L10/L15/L20 | 5 / 20 / 60 / 150 / 300 | — | — |
| Chain radius | 93 | 188 | 287 |
| Jump damage falloff | 0.88 per jump | — | — |
| Acquire range | 249 | 301 | 363 |
Revolver — bullet homing burst
Fires a homing-bullet burst at the closest enemy, with each round splashing on contact. Exponential scaling — most growth is in the late levels.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per round | 90 | 274 | 1170 |
| Fire rate (bursts/s) | 0.768 | 1.20 | 3.29 |
| Burst pattern (rounds/burst) at L1/L5/L10/L15/L20 | 6 / 8 / 12 / 18 / 24 | — | — |
| Seeker count at L1/L5/L10/L15/L20 | 8 / 10 / 16 / 28 / 40 | — | — |
| Splash radius | 18 | 21 | 61 |
| Spread (degrees) | 55 | 55 | 55 |
| Projectile speed | 170 | 178 | 227 |
| Homing strength | 16 | 22 | 54 |
Cannon — bomb explosive
Arc-lobbed cannonball volley fired perpendicular to ship facing (flanking aim). High blast, low fire rate. 25% chance each fire to double-fire.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per shell | 96 | 633 | 1248 |
| Fire rate (shots/s) | 0.30 | 0.39 | 0.49 |
| Shell count at L1/L5/L10/L13/L16/L19 | 1 / 3 / 5 / 6 / 7 / 8 | — | — |
| Blast radius | 140 | 175 | 274 |
| Projectile speed | 520 | 564 | 658 |
| Arc time | 0.8 s | 0.8 s | 0.8 s |
| Fire rate jitter | ±20% | ±20% | ±20% |
| Double-shot chance | 25% | 25% | 25% |
| Acquire range | 204 | 258 | 318 |
Mortar — bomb explosive
Long-range arc-lobbed shells that prioritize the furthest enemy. Big AoE, slow cadence. Scatter radius shrinks at higher levels (more accurate).
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per shell | 50 | 334 | 650 |
| Fire rate (shots/s) | 0.60 | 0.70 | 0.94 |
| Shell count at L1/L5/L10/L15/L20 | 3 / 4 / 6 / 9 / 12 | — | — |
| Blast radius | 120 | 257 | 408 |
| Scatter radius | 40 | 34 | 29 |
| Arc time | 1.4 s | 1.4 s | 1.4 s |
| Fire rate jitter | ±20% | ±20% | ±20% |
| Acquire range | 296 | 341 | 391 |
Disc — energy projectile (boomerang)
Plasma ring pierces every enemy on the way out, returns to ship and pierces again on the way back. Has a level 1 to 10 damage buff that decays linearly. Tagged energy despite the projectile look.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per pass | 38 | 295 | 580 |
| Fire rate (shots/s) | 0.30 | 0.50 | 0.73 |
| Projectile size | 36.4 | 65.0 | 99.7 |
| Projectile speed | 450 | 540 | 640 |
| Return speed | 840 | 1058 | 1296 |
| Early-level damage buff (L1) | +120%, fades to 0 at L10 | — | — |
| Acquire range | 262 | 298 | 338 |
Flame — fire projectile (cone stream)
Short-range fire ember stream. Many small particles flow forward in a cone. Front-loaded scaling.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per ember | 14.4 | 80.6 | 187.2 |
| Fire rate (shots/s) | 6.0 | 8.4 | 11.4 |
| Ember count at L1/L7/L14/L20 | 15 / 17 / 28 / 38 | — | — |
| Cone width (degrees) | 65 | 65 | 65 |
| Projectile speed | 380 | 412 | 452 |
| Projectile size | 2.5 | 2.9 | 3.5 |
| Acquire range | 165 | 192 | 222 |
Sweep — energy sweep blade
A single energy blade orbits the ship and damages enemies it sweeps through. Contact cooldown gates re-hits on the same enemy. Has a level 1 to 7 early damage buff. Linear scaling.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per hit | 42 | 106 | 178 |
| Fire rate (shots/s) | 0.20 | 0.42 | 0.67 |
| Orbit radius | 190 | 254 | 325 |
| Orbit speed | 4.0 | 8.5 | 13.6 |
| Blade size | 3.0 | 5.7 | 8.7 |
| Blade count | 1 | 1 | 1 |
| Contact cooldown | 0.18 s | — | — |
| Early-level damage buff (L1) | +150%, fades to 0 at L7 | — | — |
| Acquire range | 208 | 226 | 246 |
Line — energy projectile (tesla line)
Two orbiting energy balls fire and remain connected by a piercing damage line between them, sweeping across enemies. Linear scaling.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per tick | 31.2 | 79.85 | 131.80 |
| Fire rate (shots/s) | 0.20 | 0.42 | 0.67 |
| Projectile speed | 120 | 147 | 177 |
| Ball spread (orbit radius) | 55 | 110 | 170 |
| Orbit speed | 30 | 37.2 | 45.2 |
| Contact cooldown | 0.08 s | — | — |
| Acquire range | 220 | 256 | 296 |
Barrier — energy sweep arcs (forward-locked)
Forward-facing shield-style energy arcs orbit in front of the ship, piercing all enemies in their path and pulling nearby ones inward. Always fires regardless of enemies.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per tick | 224 | 1497 | 2913 |
| Fire rate (shots/s) | 1.4 | 1.65 | 1.93 |
| Orbit radius | 110 | 137 | 167 |
| Orbit speed | 9.0 | 12.2 | 15.8 |
| Blade size | 18 | 24.75 | 32.25 |
| Pull radius | 100 | 213 | 340 |
| Pull force | 1200 | 2564 | 4080 |
| Acquire range | 200 | 218 | 238 |
| Contact cooldown | 0 (continuous) | — | — |
Defy — fire beam (shader cone)
A live persistent fire cone in front of the ship. The visual and the hitbox are the same shape — damage ticks once per fire rate to any enemy inside the cone. Front-loaded scaling. Defy is tagged legendary rarity but functions like a base weapon (it is in the base roster, not an unlock).
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per tick | 9 | 56 | 124 |
| Tick rate (ticks/s) | 10.0 | 12.9 | 16.7 |
| Cone length (range × 1.3) | 273 | 318 | 372 |
| Cone width (degrees) | 32 | 32 | 32 |
| Acquire range | 210 | 264 | 324 |
Fire trail — fire projectile (zone drop)
Drops a persistent fire patch beneath the ship on each fire. Patches damage anything that walks through them. Fires regardless of enemy presence.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Total damage per patch | 70 | 416 | 801 |
| Fire rate (patches/s) | 1.0 | 1.45 | 1.95 |
| Linger duration | 4.0 s | 4.9 s | 5.9 s |
| Patch radius | 75 | 97.5 | 122.5 |
| Acquire range | 200 | 236 | 276 |
Total damage is spread evenly across the patch lifetime — a 4.0 s patch with 70 total damage ticks 17.5 damage per second.
Fire ring — fire sweep blades
Multiple orbiting fire blades. Linear scaling.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per hit | 36 | 90 | 150 |
| Fire rate (shots/s) | 0.20 | 0.42 | 0.67 |
| Blade count at L1/L5/L10/L15/L20 | 3 / 4 / 5 / 6 / 8 | — | — |
| Orbit radius | 130 | 180 | 235 |
| Orbit speed | 5.0 | 8.6 | 12.6 |
| Blade size | 8 | 12.05 | 16.55 |
| Contact cooldown | 0.18 s | — | — |
| Acquire range | 180 | 198 | 218 |
Burst — bullet sniper (hitscan)
Instant-cast hitscan rifle. Each fire snaps three bullets at the three closest enemies in range. No travelling projectile, no visible beam — muzzle flash plus on-target impact only. More Projectiles upgrades stack additional simultaneous shots, each picking a different enemy. Linear scaling.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per shot | 38 | 236 | 456 |
| Fire rate (shots/s) | 1.6 | 2.5 | 3.5 |
| Shots per cast | 3 | 3 | 3 |
| Beam width | 6 | 7.8 | 9.8 |
| Acquire range | 228 | 263 | 302 |
| Warmup | 0 s | — | — |
Magnetar — energy projectile (tesla line, violet)
A wider-orbit, slower variant of Line. Two orbiting energy balls connected by a piercing damage tether. Long range, violet-magenta palette. Linear scaling.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per tick | 42.0 | 94.2 | 152.2 |
| Fire rate (shots/s) | 0.15 | 0.33 | 0.53 |
| Orbit radius | 85 | 157 | 237 |
| Orbit speed | 25 | 31.3 | 38.3 |
| Projectile speed | 100 | 122.5 | 147.5 |
| Projectile size | 18 | 24.3 | 31.3 |
| Acquire range | 350 | 404 | 464 |
| Travel range multiplier | 5.0× | — | — |
Coilgun — energy projectile (rifle shape)
A precision electromagnetic accelerator. Single bullet per shot, faster than rifle, bigger hits, longer reach. Linear scaling.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per shot | 95 | 545 | 1045 |
| Fire rate (shots/s) | 1.8 | 24.3 | 49.3 |
| Projectile speed | 700 | 772 | 852 |
| Projectile size | 7.0 | 8.4 | 9.85 |
| Acquire range | 240 | 276 | 316 |
| Warmup | 0.20 s | — | — |
| Travel range multiplier | 3.5× | — | — |
Legendary weapons
Legendaries are produced by merging two level-20 weapons whose tags form one of ten alphabetical pairings. The result inherits both tags simultaneously and replaces both source weapons in the player’s loadout. Legendaries never appear in chests. Each legendary starts at level 1 with the level-20 baseline damage multiplier (7.50×) already applied, and continues to level up from there on the normal level-up pool.
Merge pair table
| Pair | Result | Weapon name |
|---|---|---|
| Bomb + bomb | Hellrain | Off-screen artillery rain |
| Bomb + bullet | 4-Way Burst | Quad-direction simultaneous hitscan |
| Bomb + energy | Railstorm | Instant beam + decay cascade explosions |
| Bomb + fire | Carpet Bomber | Screen-pinned bomber fly-bys with firebombs |
| Bullet + bullet | Mega Bullet | FAMAS 3-round burst, slow massive bullets |
| Bullet + energy | Wave Gun | Curved blue plasma arc machine gun |
| Bullet + fire | Trailblazer | High-RoF rounds leaving fire trail patches |
| Energy + energy | Star Halo | Stars orbit, spin, then burst outward |
| Energy + fire | Plasma Mortar | Blue plasma arc lobs with persistent fire zones |
| Fire + fire | Phoenix | Continuous 360° fire aura around ship |
Mega Bullet — bullet + bullet
FAMAS-style triple-burst of slow, massive brass bullets. Each round pierces every enemy in its line and continues offscreen. Built for single-target rape and very long range. Linear scaling, with a long travel range multiplier.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per bullet | 2300 | 2300 | 2300 |
| Fire rate (bursts/s) | 1.4 | 1.85 | 2.35 |
| Rounds per burst | 3 (via cadence) | — | — |
| Projectile speed | 380 | 416 | 456 |
| Projectile size | 36 | 40.5 | 45.5 |
| Acquire range | 1300 | 1462 | 1642 |
| Travel range multiplier | 22.0× | — | — |
Hellrain — bomb + bomb
Off-screen artillery rain. Each fire spawns one bomb. A white dotted telegraph circle marks the impact site, a shadow grows under it, then the bomb falls straight down and detonates. ±50% random jitter on fire rate so the cadence feels chaotic.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per bomb | 5500 | 5500 | 5500 |
| Fire rate (bombs/s) | 1.6 | 2.27 | 3.0 |
| Blast radius | 140 | 194 | 254 |
| Telegraph duration | 0.6 s | — | — |
| Strike radius from ship | 320 | 374 | 434 |
| Fire rate jitter | ±50% | — | — |
Star Halo — energy + energy
Stars stream from the ship front into a circular formation, rigid-body spin three revolutions (no damage during spin), then burst radially outward and explode at their final positions. Fires on a timer regardless of enemy presence. Ring radius is capped to 50% of the portrait viewport width at fire time.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per star | 3000 | 3000 | 3000 |
| Fire rate (casts/s) | 0.20 | 0.42 | 0.67 |
| Stars per cast at L1/L4/L8/L12/L16/L20 | 5 / 8 / 12 / 18 / 24 / 30 | — | — |
| Ring radius | 200 | 245 | 295 |
| Spin revolutions | 3 | — | — |
| Spin duration | 3.2 s | — | — |
| Star explosion radius | 110 | 137 | 167 |
| Post-spin burst-out distance | 60 | 114 | 174 |
Phoenix — fire + fire
Continuous 360° fire-damage aura around the ship. Ticks fire damage on every enemy inside the radius. A flaming Phoenix outline renders behind the ship.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per tick | 1100 | 1100 | 1100 |
| Tick rate (ticks/s) | 3.0 | 4.35 | 5.85 |
| Aura radius | 240 | 348 | 468 |
4-Way Burst — bomb + bullet
Four simultaneous hitscan beams snap at the four closest enemies (≥30° apart), each detonating a blast on impact. No projectiles travel. Tagged bullet (primary) + bomb (secondary).
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per shot | 1800 | 1800 | 1800 |
| Fire rate (shots/s) | 5.0 | 6.8 | 8.8 |
| Simultaneous beams | 4 | 4 | 4 |
| Blast radius | 110 | 146 | 186 |
| Acquire range | 520 | 592 | 672 |
Wave Gun — bullet + energy
Machine-gun firing curved blue plasma arcs at the closest enemy. Each arc pierces every enemy in its line and continues beyond. Soft fade over the last 25% of the arc’s travel.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per arc | 1400 | 1400 | 1400 |
| Fire rate (shots/s) | 8.0 | 12.5 | 17.5 |
| Projectile speed | 420 | 465 | 515 |
| Projectile size | 32 | 39.7 | 48.2 |
| Acquire range | 600 | 708 | 828 |
| Travel range multiplier | 3.0× | — | — |
Trailblazer — bullet + fire
Revolver-style high-RoF rounds that leave persistent fire patches along their flight path. Bullets pierce, fly very long range, and the fire patches keep ticking on enemies after the round has passed. Wide random spread fills a cone with chaotic flame rounds.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per round | 600 | 600 | 600 |
| Fire rate (shots/s) | 18.0 | 25.2 | 33.2 |
| Rounds per cast | 3 | 3.9 | 4.9 |
| Projectile speed | 720 | 792 | 872 |
| Projectile size | 22 | 26.95 | 32.45 |
| Spread (degrees) | 28 (random) | — | — |
| Acquire range | 1100 | 1262 | 1442 |
| Travel range multiplier | 14.0× | — | — |
Railstorm — bomb + energy
Anime-style beam. Instant flash strike along the firing line, then the beam sprite persists about 2 s with alpha decay. During the decay window, random cascade explosions sequentially erupt along the beam path, weighted to start near the ship and drift outward.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Initial beam damage | 2200 | 2200 | 2200 |
| Fire rate (shots/s) | 0.30 | 0.525 | 0.775 |
| Beam width | 180 | 234 | 294 |
| Beam decay duration | 2.0 s | — | — |
| Cascade explosions at L1/L5/L10/L15/L20 | 6 / 8 / 10 / 12 / 14 | — | — |
| Cascade blast radius | 130 | 152.5 | 177.5 |
| Acquire range | 2000 | 2405 | 2855 |
| Travel range multiplier | 5.0× | — | — |
| Warmup | 0.30 s | — | — |
Carpet Bomber — bomb + fire
Screen-pinned bomber silhouettes fly across the viewport from the left, dropping firebombs in vertical lines that explode on impact and leave persistent fire patches.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per bomb | 4800 | 4800 | 4800 |
| Fire rate (bombs/s) | 0.4 | 0.616 | 0.856 |
| Bombs per pass at L1/L5/L10/L15/L20 | 6 / 8 / 10 / 14 / 18 | — | — |
| Blast radius | 130 | 175 | 225 |
| Fire rate jitter | ±30% | — | — |
| Acquire range | 600 | 708 | 828 |
Plasma Mortar — energy + fire
Lobs slow-moving balls of blue plasma fire on a high arc. On impact: explodes and leaves a persistent blue-fire damage zone that ticks energy damage to any enemy inside. Targets the furthest enemy in range. Linear scaling.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per shell | 3500 | 3500 | 3500 |
| Fire rate (shots/s) | 1.4 | 1.94 | 2.54 |
| Shells per fire at L1/L5/L10/L15/L20 | 1 / 2 / 2 / 3 / 3 | — | — |
| Blast radius | 160 | 214 | 274 |
| Projectile speed | 320 | 356 | 396 |
| Arc time | 1.0 s | — | — |
| Scatter radius | 80 | 71 | 61 |
| Acquire range | 1100 | 1280 | 1480 |
| Travel range multiplier | 5.0× | — | — |
How it works (gameplay flow)
- Each weapon auto-targets a chosen enemy by its target mode (closest, furthest, flanking, low HP) at the moment the cooldown expires.
- Once acquired, the weapon spends its warmup time, then fires. Some weapons (fire trail, barrier, Star Halo) bypass the acquire step and fire whenever ready.
- Damage on hit =
base damage × level multiplier × low-level buff × horizontal damage modifier. Damage-tag artifacts and passives may also stack their own multipliers here. - After firing, cooldown is set to
1 / fire rate. Bomb-family weapons (mortar, cannon, missile) apply a ±20% jitter to the cooldown, and Hellrain applies ±50%, so cadence feels organic. - Level-up rewards offer to bring an existing weapon up one rank, or add a new one if a slot is open. At rank 20, that slot becomes a merge candidate. Merging two rank-20 weapons of any tag pair consumes both slots and produces the matching legendary at rank 1.
- Range, AoE, and projectile count grow via the horizontal upgrade track: Area, More Projectiles, Damage, Fire Rate. Each weapon’s
areaModedecides what the Area horizontal grows for it. - VFX intensity steps up at level 4, level 8, and level 14 — bigger flashes, denser particles, brighter trails.
Interactions
- Damage tags trigger tag-conditional artifacts, passives, and affixes. Legendaries carry two tags so both sets of conditions fire.
- Horizontal modifiers (Damage, Fire Rate, More Projectiles, Area) stack across the whole loadout. Each weapon spec defines its own per-step rates and its area mode.
- Shields absorb normal-damage hits before hull. True-damage weapons skip the shield entirely (no shipped base weapon is true-damage by default; the field exists for piercing affixes).
- Destructibles (crates, walls, etc.) can be damaged by any weapon whose
canHitDestructiblesis true — every shipped weapon has this enabled. - Ship feel is driven by each weapon’s recoil profile (squash/stretch + kick), camera shake on fire and on hit, ship pulse strength, sonar pulse scale, and screen post-FX duration.
- Mods, artifacts, and passives can scale damage, fire rate, range, blast radius, chain count, pierce count, and other per-tag bonuses. See the respective gameplay pages.
What it does NOT do
- Weapons are not manually aimed. Auto-aim picks the target every fire — there is no joystick aim or fire button.
- Weapons do not fire when no valid target is in range, except the four always-fire weapons (fire trail, barrier, Star Halo, Phoenix aura).
- The
rarityfield on a weapon spec does not affect chest drop weights. All non-legendaries are flattened to equal drop weight at runtime. - Legendary weapons never appear in chests or rewards — they exist only as merge results.
- A weapon does not carry over between runs. Level resets to 1 at the start of every run; the metagame layer governs which weapons are available to pick from.
- Damage does not scale linearly with level. The piecewise damage curve plus the per-stat scaling curve combine for an aggressive late-game multiplier (about 7.5× the base at level 20).
- Enemy weapons use a separate, flat (un-leveled) stat table and do not share any of the player scaling rules.