Thirteen tools of survival: your fists, ten guns, and three deployable gear items. Buy them between waves in
the Armory. This guide covers each weapon's role, behaviour and tactics — your
Damage and Fire Rate upgrades scale every gun up
as you invest in it.
How to read each entry: weapons differ in how hard they hit, how fast they cycle, and how deep
their magazine runs. Some guns never run out of ammo; the rest you keep topped up from the Armory between waves.
Melee
Fists
Starter melee · always equipped · free
MeleeInfiniteCan crit
"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. It takes a few punches to drop a basic zombie. Each swing draws on your stamina, so you can't
spam it. It's the whole of the opening wave and your out-of-ammo safety net forever after.
Guns
Sidearm Pistol
Your first gun · infinite ammo · semi-auto
Gun∞ AmmoCan crit
The first thing you buy. A stepping-stone you upgrade away from.
Cheap, reliable, never runs dry — but weak, and its damage falls off noticeably at range (full power up close,
much weaker far away). Buy it the moment you can afford it in the opening Armory, then treat every later gun as an
upgrade from it. Because it's semi-auto, fire rate is capped by how fast you click.
Uzi
Cheap full-auto · crowd sprayer
GunFull-auto
A fast, affordable bullet-hose. Per-shot damage is low but the blistering cycle rate 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.
Shotgun
Wide pellet cone · knockback & stun
GunSpreadKnockback
Fires a wide cone of pellets. 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.
Assault Rifle
3-round burst · accurate all-rounder
Gun3-round burst
The dependable mid-game workhorse. Tight spread, solid 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.
Ricochet Carbine
Wall-bouncing rounds · high crit
GunBouncesHigh crit
Rounds ricochet off walls several times, hitting harder with each bounce, and the gun crits often. 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.
Flamethrower
Short-range stream · sets ground alight
GunBurnGround fire
A short-range torrent of fire. Each tick is small, but the sheer rate shreds packed crowds and applies burn,
and now and then 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.
Railgun
Instant piercing beam · boss melter
GunPierce-allHitscan-fast
A devastating 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 magazine, so it's a precision/boss weapon, not
a panic button. The single best damage-per-shot in the arsenal.
Pulse Rifle
Fast glowing bolts · light pierce
GunLight pierceEnergy
Pin-accurate energy bolts at a brisk 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.
Rocket Launcher
Accelerating rocket · big AoE
GunExplosiveSelf-damage
The top-tier crowd-deleter: a rocket that bursts for heavy 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.
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
GearExplosiveSelf-damage
Drop a barrel on a chokepoint and shoot it when the horde funnels past for a huge blast that leaves a lingering
fire patch. The cheapest way to delete a tight crowd — just don't stand in your own kill zone.
Proximity Mine
Auto-triggered · knockback & stun
GearExplosiveStun
Set-and-forget: a mine detonates on its own when an enemy steps on it, dealing heavy 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.
Sentry Turret
Auto-firing deployable · temporary ally
GearAuto-fireTemporary
A standalone turret that auto-targets and sweeps fire onto nearby enemies for a short while before it burns out.
Drop one to cover a flank or add a second gun to a boss fight. You can have several active at once — ring an arena
with them and let them thin the wave while you reposition.
Now match your arsenal to the threat: see the Bestiary
and Bosses, or read the recommended buy order in the guide.