Thirteen tools of survival: your fists, ten guns, and three deployable gear items. Buy them between waves in
the Armory. All damage, cost and magazine values are the Alpha build's base numbers —
your Damage and Fire Rate upgrades scale them up.
Reading the stats: Rate is the cooldown between shots in milliseconds (lower = faster).
Mag is the magazine cap; Refill is how much ammo a purchase adds (and its cost). Guns with
"∞" never run out.
Melee
Fists
Starter melee · always equipped · free
MeleeInfiniteCrit 12% ×1.9
"Wave 1 is fists-only. Earn cash, then arm up."
Your permanent fallback. A short forward punch arc with light damage, a little knockback and a brief stun, on
alternating fists. Roughly three punches drop a basic zombie. Each swing costs 20 stamina, so you can't spam it.
It's the whole of Wave 1 and your out-of-ammo safety net forever after.
Damage
8
Rate
300ms
Range
50
Knockback
40
Stamina
20
Cost
Free
Guns
Sidearm Pistol
Your first gun · infinite ammo · semi-auto
Gun∞ AmmoCrit 12% ×1.8
The first thing you buy. A stepping-stone you upgrade away from.
Cheap, reliable, never runs dry — but weak, and its damage falls off hard at range (full power up close, down to
40% far away). Buy it the moment you can afford it in Wave 1's Armory, then treat every later gun as an upgrade
from it. Because it's semi-auto, fire rate is capped by your clicks.
Cost
$90
Damage
18
Rate
240ms
Ammo
∞
Falloff
→40%
Uzi
Cheap full-auto · crowd sprayer
GunFull-auto
A fast, affordable bullet-hose. Per-shot damage is low but the ~70ms cycle melts loose groups. Accuracy
"blooms" wider the longer you hold the trigger, so tap-fire for distant targets and hose only when the horde is
on top of you. The natural first full-auto pickup after the Sidearm.
Cost
$300
Damage
16
Rate
70ms
Mag
320
Refill
+220 · $100
Shotgun
10-pellet cone · knockback & stun
GunSpread ×10Knockback
Fires a wide cone of 10 pellets (12 damage each). Up close, where every pellet lands, it's one of the highest
burst weapons in the game and shoves the front rank back with a stun — the king of "I'm surrounded" panic clears.
Falls off fast at range as the cone spreads. Short magazine, so manage your shells.
Cost
$460
Damage
12×10
Rate
520ms
Mag
90
Refill
+48 · $140
Assault Rifle
3-round burst · accurate all-rounder
Gun3-round burst
The dependable mid-game workhorse. Tight spread, solid 24-damage rounds fired in 3-round bursts, and a big
magazine. Effective at every range and forgiving on ammo. If you're unsure what to main through the middle of the
Campaign, it's this.
Cost
$720
Damage
24
Rate
360ms
Mag
380
Refill
+260 · $175
Ricochet Carbine
Wall-bouncing rounds · high crit
GunBounce ×3Crit 14% ×2.0
Rounds ricochet off walls up to 3 times, gaining 25% damage per bounce, with a high 14% crit at ×2.0. In the
game's tight, walled arenas this turns corridors and corners into kill-boxes — bank shots wrap around obstacles
to hit enemies you can't even see. Rewards players who learn each map's geometry.
Cost
$900
Damage
32
Rate
290ms
Mag
220
Refill
+150 · $215
Flamethrower
Short-range stream · sets ground alight
GunBurnGround fire
A short-range torrent of fire (~33 ticks/second). Each tick is small, but the sheer rate shreds packed crowds
and applies burn, and ~12% of the time it leaves a patch of ground fire that keeps dealing damage. Murder on
swarms (Spawnlings, Brood) and chokepoints — but the stubby range means you take hits while you cook, and the
flames hurt you too.
Cost
$750
Damage
12
Rate
30ms
Mag
520
Refill
+340 · $220
Railgun
Instant piercing beam · boss melter
GunPierce-allHitscan-fast
A devastating 135-damage shot that fires a near-instant beam and pierces everything in a line — line
up a packed lane and you delete the whole row at once. Slow to cycle and a tiny 60-round magazine, so it's a
precision/boss weapon, not a panic button. The single best damage-per-shot in the arsenal.
Cost
$1200
Damage
135
Rate
620ms
Mag
60
Refill
+36 · $300
Pulse Rifle
Fast glowing bolts · light pierce
GunPierce 1Energy
Pin-accurate energy bolts at a brisk ~155ms cadence, each punching through one enemy. A precise, sustained
damage gun that rewards aim — excellent for picking off ranged threats (Devils, Spitters, Shamans) and trimming
the front of a line. The mid-late-game "skill" weapon.
Cost
$1500
Damage
27
Rate
155ms
Mag
170
Refill
+90 · $300
Rocket Launcher
Accelerating rocket · big AoE
GunExplosive 80Self-damage
The top-tier crowd-deleter: an 82-damage rocket that also bursts for 80 area damage, accelerating
after a short arming distance and trailing smoke. One rocket erases a clustered wave. The blast hurts you too, so
never fire it into a target that's already on top of you — lead the horde and detonate at range.
Cost
$1700
Impact
82
Blast
80
Rate
800ms
Mag
32
Refill
+18 · $340
Deployable Gear
Gear is placed, not fired — select it and "fire" to drop it at your feet. Use it to seed escape routes and
chokepoints before a wave hits.
Boom Barrel
Placed explosive · leaves fire
GearExplosive 135Self-damage
Drop a barrel on a chokepoint and shoot it when the horde funnels past for a huge 135-damage blast that leaves
a lingering fire patch. The cheapest way to delete a tight crowd — just don't stand in your own kill zone.
Cost
$140
Blast
135
Units
3/buy
Max held
30
After
Fire
Proximity Mine
Auto-triggered · knockback & stun
GearExplosive 120Stun
Set-and-forget: a mine detonates on its own when an enemy steps on it, for 120 damage plus strong knockback and
a long stun. Lay a string of them along the lane you plan to kite through and let the horde walk into them.
Cost
$110
Blast
120
Units
4/buy
Max held
40
Knockback
120
Sentry Turret
Auto-firing deployable · temporary ally
GearAuto-fireTemporary
A standalone turret that auto-targets and sweeps fire onto nearby enemies for about 22 seconds before it burns
out. Drop one to cover a flank or add a second gun to a boss fight. You can have up to 6 active at once — ring an
arena with them and let them thin the wave while you reposition.
Cost
$520
Lifetime
~22s
Units
1/buy
Max active
6
Targeting
Auto
Full Stats Table
Every weapon at a glance, in rough purchase order. Damage and rate are base values before upgrades.