Find a Weapon path before you replace your build
Updated
Full Release 1.0 has 45 Weapons across 9 Survivors. Open any record to see the complete 1-to-1-to-3 path, offer gate, level rows, replacement cost, and every supported timing field.
Pistol
He was always there for you, even when the world ended. Most effective at close range
SWAT. Tier 1. Magazine sequence.He was always there for you, even when the world ended. Most effective at close range
SWAT. Tier 1. Direct damage.
Offer and replacement
- Requirement
- Recruit SWAT. This is the opening Weapon.
- First pick
- Starts with the recruited Survivor.
- Permanent boost
- Pistol only. A replacement uses its own permanent boost.
- Earlier run changes
- Apply only while this exact Weapon remains active.
Complete SWAT path
- Tier 1Pistol
- Tier 2SMG
- Tier 3Assault Rifle, Sniper Rifle, Grenade Launcher
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Direct damage
- Damage types
- Kinetic
- Base fire rate
- 2 triggers per second
- Fire interval
- 0.5 seconds
- Reload or cooldown
- 1.75 seconds
- Magazine
- 9 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- 50
- Base damage over time
- None
- Range multipliers
- Close 1.25x, Medium 1x, Long 0.75x
- Peak range
- Close
- Stored range
- 10
- Projectile speed
- 35
- Spread
- 1
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 8
- Firing window
- 4 seconds
- First-shot cycle
- 5.75 seconds
- Sustained triggers
- 1.565 per second
- Direct magazine payload
- 450
Exact level changes
Pick Changes Level 1 to 2 Damage +10, Fire rate +0.5 Level 2 to 3 Magazine size +3 Level 3 to 4 Damage +10, Fire rate +0.5, Magazine size +6 SMG
Spray & pray the zombies with your trusty submachine gun
SWAT. Tier 2. Magazine sequence.Spray & pray the zombies with your trusty submachine gun
SWAT. Tier 2. Direct damage.
Offer and replacement
- Requirement
- Unlock SMG in SWAT's Weapon skill tree, then reach Pistol level 4.
- First pick
- Replaces Pistol.
- Permanent boost
- SMG only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
Complete SWAT path
- Tier 1Pistol
- Tier 2SMG
- Tier 3Assault Rifle, Sniper Rifle, Grenade Launcher
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Direct damage
- Damage types
- Kinetic
- Base fire rate
- 7 triggers per second
- Fire interval
- 0.143 seconds
- Reload or cooldown
- 1.75 seconds
- Magazine
- 20 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- 45
- Base damage over time
- None
- Range multipliers
- Close 1x, Medium 0.9x, Long 0.7x
- Peak range
- Close
- Stored range
- 10
- Projectile speed
- 30
- Spread
- 2
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 19
- Firing window
- 2.714 seconds
- First-shot cycle
- 4.464 seconds
- Sustained triggers
- 4.48 per second
- Direct magazine payload
- 1000
Exact level changes
Pick Changes Level 1 to 2 Damage +10, Magazine size +5 Level 2 to 3 Magazine size +5, Fire rate +1 Level 3 to 4 Damage +10, Magazine size +5, Fire rate +1
Assault RiflePlow through the horde with this proven and effective tool
SWAT. Tier 3. Magazine sequence.
Plow through the horde with this proven and effective tool
SWAT. Tier 3. Direct damage.
Offer and replacement
- Requirement
- Unlock Assault Rifle in SWAT's Weapon skill tree, then reach SMG level 4.
- First pick
- Replaces SMG.
- Permanent boost
- Assault Rifle only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
- Final choice cost
- Choosing this Weapon removes Sniper Rifle and Grenade Launcher from this path.
Complete SWAT path
- Tier 1Pistol
- Tier 2SMG
- Tier 3Assault Rifle, Sniper Rifle, Grenade Launcher
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Direct damage
- Damage types
- Kinetic
- Base fire rate
- 7 triggers per second
- Fire interval
- 0.143 seconds
- Reload or cooldown
- 1.5 seconds
- Magazine
- 24 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- 68
- Base damage over time
- None
- Range multipliers
- Close 1x, Medium 0.85x, Long 0.65x
- Peak range
- Close
- Stored range
- 12
- Projectile speed
- 60
- Spread
- 1
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 23
- Firing window
- 3.286 seconds
- First-shot cycle
- 4.786 seconds
- Sustained triggers
- 5.015 per second
- Direct magazine payload
- 1920
Exact level changes
Pick Changes Level 1 to 2 Damage +10, Magazine size +6, Fire rate +1 Level 2 to 3 Damage +10, Fire rate +1 Level 3 to 4 Damage +10, Fire rate +1, Reload time -0.25 s
Sniper RifleEliminate key targets with powerful, horde-piercing shots. Bonus damage at long distance
SWAT. Tier 3. Magazine sequence.
Eliminate key targets with powerful, horde-piercing shots. Bonus damage at long distance
SWAT. Tier 3. Direct damage.
Offer and replacement
- Requirement
- Unlock Sniper Rifle in SWAT's Weapon skill tree, then reach SMG level 4.
- First pick
- Replaces SMG.
- Permanent boost
- Sniper Rifle only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
- Final choice cost
- Choosing this Weapon removes Assault Rifle and Grenade Launcher from this path.
Complete SWAT path
- Tier 1Pistol
- Tier 2SMG
- Tier 3Assault Rifle, Sniper Rifle, Grenade Launcher
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Direct damage
- Damage types
- Kinetic
- Base fire rate
- 1.5 triggers per second
- Fire interval
- 0.667 seconds
- Reload or cooldown
- 1.5 seconds
- Magazine
- 2 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- 250
- Base damage over time
- None
- Range multipliers
- Close 1x, Medium 1x, Long 1.25x
- Peak range
- Long
- Stored range
- 14
- Projectile speed
- 60
- Spread
- 0
- Attack size
- 1
- Penetration
- Present. Exact target limit and per-target damage falloff are withheld because their player-facing units are not established.
Supported full cycle at starting stats
- Firing intervals
- 1
- Firing window
- 0.667 seconds
- First-shot cycle
- 2.167 seconds
- Sustained triggers
- 0.923 per second
- Direct magazine payload
- 500
Exact level changes
Pick Changes Level 1 to 2 Damage +50, Magazine size +1 Level 2 to 3 Damage +50, Fire rate +0.25 Level 3 to 4 Fire rate +0.25, Reload time -0.5 s
Grenade LauncherSometimes you get bored firing small projectiles, so you switch to large and exploding ones instead
SWAT. Tier 3. Magazine sequence.
Sometimes you get bored firing small projectiles, so you switch to large and exploding ones instead
SWAT. Tier 3. Direct damage.
Offer and replacement
- Requirement
- Unlock Grenade Launcher in SWAT's Weapon skill tree, then reach SMG level 4.
- First pick
- Replaces SMG.
- Permanent boost
- Grenade Launcher only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
- Final choice cost
- Choosing this Weapon removes Assault Rifle and Sniper Rifle from this path.
Complete SWAT path
- Tier 1Pistol
- Tier 2SMG
- Tier 3Assault Rifle, Sniper Rifle, Grenade Launcher
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Direct damage
- Damage types
- Explosive
- Base fire rate
- 2 triggers per second
- Fire interval
- 0.5 seconds
- Reload or cooldown
- 3 seconds
- Magazine
- 12 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- 125
- Base damage over time
- None
- Range multipliers
- Close 1x, Medium 1x, Long 1x
- Peak range
- Close + Medium + Long
- Stored range
- 12
- Projectile speed
- 20
- Spread
- 0
- Attack size
- 3
- Penetration
- Present. Exact target limit and per-target damage falloff are withheld because their player-facing units are not established.
Supported full cycle at starting stats
- Firing intervals
- 11
- Firing window
- 5.5 seconds
- First-shot cycle
- 8.5 seconds
- Sustained triggers
- 1.412 per second
- Direct magazine payload
- 1500
Exact level changes
Pick Changes Level 1 to 2 Damage +25, Magazine size +2, Reload time -0.2 s, Fire rate +0.2 Level 2 to 3 Damage +25, Reload time -0.2 s, Magazine size +2, Fire rate +0.2 Level 3 to 4 Damage +25, Reload time -0.2 s, Magazine size +2 s, Fire rate +0.2
ShotgunSome call it slow, you call it methodical. Best at close to medium range
Tank. Tier 1. Single trigger.
Some call it slow, you call it methodical. Best at close to medium range
Tank. Tier 1. Direct damage.
Offer and replacement
- Requirement
- Recruit Tank. This is the opening Weapon.
- First pick
- Starts with the recruited Survivor.
- Permanent boost
- Shotgun only. A replacement uses its own permanent boost.
- Earlier run changes
- Apply only while this exact Weapon remains active.
Complete Tank path
- Tier 1Shotgun
- Tier 2Pump-Action Shotgun
- Tier 3Minigun, Rocket Launcher, Super Shotgun
Base Weapon record
- Cadence
- Single trigger
- Damage basis
- Direct damage
- Damage types
- Kinetic
- Base fire rate
- Not used by this cadence
- Fire interval
- Withheld for this cadence
- Reload or cooldown
- 2 seconds
- Magazine
- No ordinary magazine cycle
- Projectiles per trigger
- 6
- Direct trigger at Medium
- 180
- Base damage over time
- None
- Range multipliers
- Close 0.9x, Medium 1x, Long 0.5x
- Peak range
- Medium
- Stored range
- 10
- Projectile speed
- 30
- Spread
- 4
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
This cadence does not support an ordinary magazine cycle. Fire window, first-shot cycle, sustained triggers, and direct magazine payload are withheld.
Exact level changes
Pick Changes Level 1 to 2 Damage +10, Reload time -0.1 s, Projectiles per attack +1 Level 2 to 3 Damage +10, Projectiles per attack +1, Reload time -0.1 s Level 3 to 4 Damage +10, Projectiles per attack +1, Reload time -0.1 s
Pump-Action ShotgunFire powerful buckshots as the barrel glows hot
Tank. Tier 2. Magazine sequence.
Fire powerful buckshots as the barrel glows hot
Tank. Tier 2. Direct damage.
Offer and replacement
- Requirement
- Unlock Pump-Action Shotgun in Tank's Weapon skill tree, then reach Shotgun level 4.
- First pick
- Replaces Shotgun.
- Permanent boost
- Pump-Action Shotgun only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
Complete Tank path
- Tier 1Shotgun
- Tier 2Pump-Action Shotgun
- Tier 3Minigun, Rocket Launcher, Super Shotgun
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Direct damage
- Damage types
- Kinetic
- Base fire rate
- 1.5 triggers per second
- Fire interval
- 0.667 seconds
- Reload or cooldown
- 1.5 seconds
- Magazine
- 2 triggers
- Projectiles per trigger
- 8
- Direct trigger at Medium
- 480
- Base damage over time
- None
- Range multipliers
- Close 0.8x, Medium 1x, Long 0.5x
- Peak range
- Medium
- Stored range
- 10
- Projectile speed
- 30
- Spread
- 4
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 1
- Firing window
- 0.667 seconds
- First-shot cycle
- 2.167 seconds
- Sustained triggers
- 0.923 per second
- Direct magazine payload
- 960
Exact level changes
Pick Changes Level 1 to 2 Damage +10, Projectiles per attack +1 Level 2 to 3 Damage +10, Magazine size +1, Reload time -0.1 s Level 3 to 4 Damage +10, Projectiles per attack +1, Reload time -0.1 s
MinigunMini by the Tank's standards, but not to your enemies. Damage falls off with distance.
Tank. Tier 3. Magazine sequence.
Mini by the Tank's standards, but not to your enemies. Damage falls off with distance.
Tank. Tier 3. Direct damage.
Offer and replacement
- Requirement
- Unlock Minigun in Tank's Weapon skill tree, then reach Pump-Action Shotgun level 4.
- First pick
- Replaces Pump-Action Shotgun.
- Permanent boost
- Minigun only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
- Final choice cost
- Choosing this Weapon removes Rocket Launcher and Super Shotgun from this path.
Complete Tank path
- Tier 1Shotgun
- Tier 2Pump-Action Shotgun
- Tier 3Minigun, Rocket Launcher, Super Shotgun
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Direct damage
- Damage types
- Kinetic
- Base fire rate
- 15 triggers per second
- Fire interval
- 0.067 seconds
- Reload or cooldown
- 3 seconds
- Magazine
- 150 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- 32
- Base damage over time
- None
- Range multipliers
- Close 1x, Medium 0.8x, Long 0.6x
- Peak range
- Close
- Stored range
- 10
- Projectile speed
- 60
- Spread
- 0.5
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 149
- Firing window
- 9.933 seconds
- First-shot cycle
- 12.933 seconds
- Sustained triggers
- 11.598 per second
- Direct magazine payload
- 6000
Exact level changes
Pick Changes Level 1 to 2 Damage +10, Magazine size +25, Fire rate +1 Level 2 to 3 Damage +10, Magazine size +25, Fire rate +1 Level 3 to 4 Damage +10, Fire rate +1
Rocket LauncherSend the horde to the moon, in pieces
Tank. Tier 3. Magazine sequence.
Send the horde to the moon, in pieces
Tank. Tier 3. Direct damage.
Offer and replacement
- Requirement
- Unlock Rocket Launcher in Tank's Weapon skill tree, then reach Pump-Action Shotgun level 4.
- First pick
- Replaces Pump-Action Shotgun.
- Permanent boost
- Rocket Launcher only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
- Final choice cost
- Choosing this Weapon removes Minigun and Super Shotgun from this path.
Complete Tank path
- Tier 1Shotgun
- Tier 2Pump-Action Shotgun
- Tier 3Minigun, Rocket Launcher, Super Shotgun
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Direct damage
- Damage types
- Explosive
- Base fire rate
- 1.5 triggers per second
- Fire interval
- 0.667 seconds
- Reload or cooldown
- 2 seconds
- Magazine
- 3 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- 350
- Base damage over time
- None
- Range multipliers
- Close 1x, Medium 1x, Long 1x
- Peak range
- Close + Medium + Long
- Stored range
- 10
- Projectile speed
- 12
- Spread
- 0
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 2
- Firing window
- 1.333 seconds
- First-shot cycle
- 3.333 seconds
- Sustained triggers
- 0.9 per second
- Direct magazine payload
- 1050
Exact level changes
Pick Changes Level 1 to 2 Damage +50, Magazine size +1 Level 2 to 3 Damage +50, Magazine size +1, Reload time -0.5 s Level 3 to 4 Damage +50, Magazine size +2
Super ShotgunLow accuracy is not an issue if no blind spots exist in your shooting area
Tank. Tier 3. Magazine sequence.
Low accuracy is not an issue if no blind spots exist in your shooting area
Tank. Tier 3. Direct damage.
Offer and replacement
- Requirement
- Unlock Super Shotgun in Tank's Weapon skill tree, then reach Pump-Action Shotgun level 4.
- First pick
- Replaces Pump-Action Shotgun.
- Permanent boost
- Super Shotgun only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
- Final choice cost
- Choosing this Weapon removes Rocket Launcher and Minigun from this path.
Complete Tank path
- Tier 1Shotgun
- Tier 2Pump-Action Shotgun
- Tier 3Minigun, Rocket Launcher, Super Shotgun
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Direct damage
- Damage types
- Kinetic
- Base fire rate
- 1.6 triggers per second
- Fire interval
- 0.625 seconds
- Reload or cooldown
- 1.5 seconds
- Magazine
- 8 triggers
- Projectiles per trigger
- 9
- Direct trigger at Medium
- 810
- Base damage over time
- None
- Range multipliers
- Close 0.8x, Medium 1x, Long 0.5x
- Peak range
- Medium
- Stored range
- 10
- Projectile speed
- 35
- Spread
- 6
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 7
- Firing window
- 4.375 seconds
- First-shot cycle
- 5.875 seconds
- Sustained triggers
- 1.362 per second
- Direct magazine payload
- 6480
Exact level changes
Pick Changes Level 1 to 2 Damage +10, Magazine size +2, Fire rate +0.1, Reload time -0.1 s, Projectiles per attack +1 Level 2 to 3 Damage +10, Magazine size +2, Fire rate +0.1, Reload time -0.1 s, Projectiles per attack +1 Level 3 to 4 Damage +10, Fire rate +0.1, Magazine size +2, Reload time -0.1 s, Projectiles per attack +1
TaserSelf-defence tool, tweaked to "cure" the undead bane. Bonus damage up close
Engineer. Tier 1. Magazine sequence.
Self-defence tool, tweaked to "cure" the undead bane. Bonus damage up close
Engineer. Tier 1. Direct damage.
Offer and replacement
- Requirement
- Recruit Engineer. This is the opening Weapon.
- First pick
- Starts with the recruited Survivor.
- Permanent boost
- Taser only. A replacement uses its own permanent boost.
- Earlier run changes
- Apply only while this exact Weapon remains active.
Complete Engineer path
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Direct damage
- Damage types
- Electric
- Base fire rate
- 4 triggers per second
- Fire interval
- 0.25 seconds
- Reload or cooldown
- 2 seconds
- Magazine
- 10 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- 40
- Base damage over time
- None
- Range multipliers
- Close 1.25x, Medium 1x, Long 1x
- Peak range
- Close
- Stored range
- 7
- Projectile speed
- 30
- Spread
- 0
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 9
- Firing window
- 2.25 seconds
- First-shot cycle
- 4.25 seconds
- Sustained triggers
- 2.353 per second
- Direct magazine payload
- 400
Exact level changes
Pick Changes Level 1 to 2 Damage +5, Fire rate +0.5 Level 2 to 3 Damage +5, Magazine size +5 Level 3 to 4 Damage +5, Magazine size +10, Fire rate +0.5
TeslaSupply electricity to the needy by using zombies as power relays
Engineer. Tier 2. Magazine sequence.
Supply electricity to the needy by using zombies as power relays
Engineer. Tier 2. Damage over time only.
Offer and replacement
- Requirement
- Unlock Tesla in Engineer's Weapon skill tree, then reach Taser level 4.
- First pick
- Replaces Taser.
- Permanent boost
- Tesla only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
Complete Engineer path
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Damage over time only
- Damage types
- Electric
- Base fire rate
- 1 triggers per second
- Fire interval
- 1 seconds
- Reload or cooldown
- 2.5 seconds
- Magazine
- 3 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- Withheld
- Base damage over time
- 125 per second
- Range multipliers
- Close 1x, Medium 1x, Long 1x
- Peak range
- Close + Medium + Long
- Stored range
- 7
- Projectile speed
- 30
- Spread
- 0
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 2
- Firing window
- 2 seconds
- First-shot cycle
- 4.5 seconds
- Sustained triggers
- 0.667 per second
- Direct magazine payload
- Withheld
Exact level changes
Pick Changes Level 1 to 2 Magazine size +1 s, Damage per second +25 Level 2 to 3 Damage per second +25, Magazine size +1 s Level 3 to 4 Damage per second +25, Magazine size +1 s
LaserThink of a laser presentation pointer, but a thousand times deadlier
Engineer. Tier 3. Magazine sequence.
Think of a laser presentation pointer, but a thousand times deadlier
Engineer. Tier 3. Damage over time only.
Offer and replacement
- Requirement
- Unlock Laser in Engineer's Weapon skill tree, then reach Tesla level 4.
- First pick
- Replaces Tesla.
- Permanent boost
- Laser only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
Complete Engineer path
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Damage over time only
- Damage types
- Electric
- Base fire rate
- 2 triggers per second
- Fire interval
- 0.5 seconds
- Reload or cooldown
- 1.5 seconds
- Magazine
- 3 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- Withheld
- Base damage over time
- 250 per second
- Range multipliers
- Close 1x, Medium 1x, Long 1x
- Peak range
- Close + Medium + Long
- Stored range
- 14
- Projectile speed
- 30
- Spread
- 0.1
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 2
- Firing window
- 1 seconds
- First-shot cycle
- 2.5 seconds
- Sustained triggers
- 1.2 per second
- Direct magazine payload
- Withheld
Exact level changes
Pick Changes Level 1 to 2 Damage per second +50, Magazine size +3 s Level 2 to 3 Damage per second +50, Magazine size +3 s, Reload time -0.5 s Level 3 to 4 Damage per second +50, Magazine size +3 s
BlasterLaunch spheres of raw energy that implode on impact, dealing more damage the further they travel
Engineer. Tier 3. Magazine sequence.
Launch spheres of raw energy that implode on impact, dealing more damage the further they travel
Engineer. Tier 3. Direct damage.
Offer and replacement
- Requirement
- Unlock Blaster in Engineer's Weapon skill tree, then reach Tesla level 4.
- First pick
- Replaces Tesla.
- Permanent boost
- Blaster only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
Complete Engineer path
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Direct damage
- Damage types
- Electric
- Base fire rate
- 1.5 triggers per second
- Fire interval
- 0.667 seconds
- Reload or cooldown
- 1.5 seconds
- Magazine
- 1 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- 300
- Base damage over time
- None
- Range multipliers
- Close 1x, Medium 1.2x, Long 1.4x
- Peak range
- Long
- Stored range
- 12
- Projectile speed
- 6
- Spread
- 1
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 0
- Firing window
- 0 seconds
- First-shot cycle
- 1.5 seconds
- Sustained triggers
- 0.667 per second
- Direct magazine payload
- 250
Exact level changes
Pick Changes Level 1 to 2 Damage +25, Magazine size +1 Level 2 to 3 Damage +25, Magazine size +1, Fire rate +0.5, Reload time -0.5 s Level 3 to 4 Damage +25, Magazine size +1
PlasmaTesla may have been a genius engineer, but it is the Engineer's Plasma that really makes all the zombie brains fry to ashes
Engineer. Tier 3. Magazine sequence.
Tesla may have been a genius engineer, but it is the Engineer's Plasma that really makes all the zombie brains fry to ashes
Engineer. Tier 3. Damage over time only.
Offer and replacement
- Requirement
- Unlock Plasma in Engineer's Weapon skill tree, then reach Tesla level 4.
- First pick
- Replaces Tesla.
- Permanent boost
- Plasma only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
Complete Engineer path
Base Weapon record
- Cadence
- Magazine sequence
- Damage basis
- Damage over time only
- Damage types
- Electric
- Base fire rate
- 1 triggers per second
- Fire interval
- 1 seconds
- Reload or cooldown
- 2 seconds
- Magazine
- 3 triggers
- Projectiles per trigger
- 1
- Direct trigger at Medium
- Withheld
- Base damage over time
- 225 per second
- Range multipliers
- Close 1x, Medium 1x, Long 1x
- Peak range
- Close + Medium + Long
- Stored range
- 7
- Projectile speed
- 30
- Spread
- 0
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
- Firing intervals
- 2
- Firing window
- 2 seconds
- First-shot cycle
- 4 seconds
- Sustained triggers
- 0.75 per second
- Direct magazine payload
- Withheld
Exact level changes
Pick Changes Level 1 to 2 Damage per second +25, Magazine size +1 s Level 2 to 3 Damage per second +25, Magazine size +1 s, Reload time -0.5 s Level 3 to 4 Damage per second +25, Magazine size +1 s Bow
Huntress's preferred weapon. Classic yet deadly in good hands
Huntress. Tier 1. Single trigger.Huntress's preferred weapon. Classic yet deadly in good hands
Huntress. Tier 1. Direct damage.
Offer and replacement
- Requirement
- Recruit Huntress. This is the opening Weapon.
- First pick
- Starts with the recruited Survivor.
- Permanent boost
- Bow only. A replacement uses its own permanent boost.
- Earlier run changes
- Apply only while this exact Weapon remains active.
Complete Huntress path
- Tier 1Bow
- Tier 2Multishot
- Tier 3Explosive Arrows, Freezing Arrows, Toxic Arrows
Base Weapon record
- Cadence
- Single trigger
- Damage basis
- Direct damage
- Damage types
- Kinetic
- Base fire rate
- Not used by this cadence
- Fire interval
- Withheld for this cadence
- Reload or cooldown
- 1.5 seconds
- Magazine
- No ordinary magazine cycle
- Projectiles per trigger
- 1
- Direct trigger at Medium
- 175
- Base damage over time
- None
- Range multipliers
- Close 0.9x, Medium 1x, Long 1x
- Peak range
- Medium + Long
- Stored range
- 10
- Projectile speed
- 28
- Spread
- 0
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
This cadence does not support an ordinary magazine cycle. Fire window, first-shot cycle, sustained triggers, and direct magazine payload are withheld.
Exact level changes
Pick Changes Level 1 to 2 Damage +25, Reload time -0.1 s Level 2 to 3 Damage +25, Reload time -0.1 s Level 3 to 4 Damage +25, Reload time -0.1 s
MultishotIn case firing one arrow at a time wasn't enough
Huntress. Tier 2. Single trigger.
In case firing one arrow at a time wasn't enough
Huntress. Tier 2. Direct damage.
Offer and replacement
- Requirement
- Unlock Multishot in Huntress's Weapon skill tree, then reach Bow level 4.
- First pick
- Replaces Bow.
- Permanent boost
- Multishot only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
Complete Huntress path
- Tier 1Bow
- Tier 2Multishot
- Tier 3Explosive Arrows, Freezing Arrows, Toxic Arrows
Base Weapon record
- Cadence
- Single trigger
- Damage basis
- Direct damage
- Damage types
- Kinetic
- Base fire rate
- Not used by this cadence
- Fire interval
- Withheld for this cadence
- Reload or cooldown
- 1.5 seconds
- Magazine
- No ordinary magazine cycle
- Projectiles per trigger
- 3
- Direct trigger at Medium
- 300
- Base damage over time
- None
- Range multipliers
- Close 0.7x, Medium 1x, Long 1x
- Peak range
- Medium + Long
- Stored range
- 10
- Projectile speed
- 35
- Spread
- 20
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
This cadence does not support an ordinary magazine cycle. Fire window, first-shot cycle, sustained triggers, and direct magazine payload are withheld.
Exact level changes
Pick Changes Level 1 to 2 Damage +25, Projectiles per attack +1, Reload time -0.1 s Level 2 to 3 Damage +25, Projectiles per attack +1, Reload time -0.1 s Level 3 to 4 Damage +25, Reload time -0.1 s, Projectiles per attack +1
Explosive ArrowsYour bow shoots arrows equipped with proximity sensor bombs
Huntress. Tier 3. Single trigger.
Your bow shoots arrows equipped with proximity sensor bombs
Huntress. Tier 3. Direct damage.
Offer and replacement
- Requirement
- Unlock Explosive Arrows in Huntress's Weapon skill tree, then reach Multishot level 4.
- First pick
- Replaces Multishot.
- Permanent boost
- Explosive Arrows only. A replacement uses its own permanent boost.
- Earlier run changes
- Do not carry into this Weapon. Later picks use the level rows below.
- Final choice cost
- Choosing this Weapon removes Freezing Arrows and Toxic Arrows from this path.
Complete Huntress path
- Tier 1Bow
- Tier 2Multishot
- Tier 3Explosive Arrows, Freezing Arrows, Toxic Arrows
Base Weapon record
- Cadence
- Single trigger
- Damage basis
- Direct damage
- Base fire rate
- Not used by this cadence
- Fire interval
- Withheld for this cadence
- Reload or cooldown
- 2 seconds
- Magazine
- No ordinary magazine cycle
- Projectiles per trigger
- 6
- Direct trigger at Medium
- 900
- Base damage over time
- None
- Range multipliers
- Close 0.8x, Medium 1x, Long 1x
- Peak range
- Medium + Long
- Stored range
- 10
- Projectile speed
- 30
- Spread
- 20
- Attack size
- 1
- Penetration
- None
Supported full cycle at starting stats
This cadence does not support an ordinary magazine cycle. Fire window, first-shot cycle, sustained triggers, and direct magazine payload are withheld.
Exact level changes
Pick Changes Level 1 to 2 Damage +25, Reload time -0.1 s Level 2 to 3 Damage +25, Reload time -0.1 s Level 3 to 4 Damage +25, Projectiles per attack +1, Reload time -0.1 s
Showing 18 of 45 Weapons.