Weapons
My apologies for the hasty writing, Shaper.
— Meemo
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Weapons are the main source of damage and interaction with many features of the game.
Players will start with The Argument as the initial weapon.
These have a chance to be awarded when completing Combat Rooms, Optional Challenges and some Minor Opportunities.
Players have two Weapon Slots, which can be changed using the default key '1' for weapons equipped on the first slot, '2' for weapons equipped on the second slot, and '3' to alternate between the two equipped weapons.
Non equipped weapons can be Recycled to earn Credits or have their Mods transferred if the Mod Transfer talent has been decoded.
Gear Variation
Weapon Level
Also know as Weapon Power, weapons have their base damage increased based on their level. Their level is indicated on the upper right corner of the weapon card, a roman numeral inside an hexagon.
Weapons will be spawned with higher levels depending on how further the player progresses, the more Towers the player liberate, the weapons will be of higher level.
Players can also level their weapons by visiting Huck and Hauly after having decoded the Enhanced Emporium talent.
Weapon Rarity
Weapons have their rarity graded. It does not affect the base stat of the weapon, but it indicates the rarity of the Mod installed on the weapon.
Note that this modifier is directly attached to the weapon, and will not be on the Player's inventory, unless the gear is destroyed via the Mod Extractor.
Weapons variation
With the exception of the starting pistol The Argument, weapons will also have their own Variations.
The variant changes slightly the behavior of the weapon, changing the behavior of the weapon slightly.
Some variations are incompatible with certain weapons, for example, the variation Volatile is not available in a Splitshot Kunais, as the weapon does not natively cause explosions.
Corrupted Weapons
A unique Variation for weapons is the Corrupted Variation. These are made available only after the player have defeated VerOS for the first time.
This variation does not only change some stats for the weapon, but changes how the weapon work. Each weapon will work differently, and their new behavior can be checked by reading the weapon card description.
Weapon List
| Weapon | Description | Stats |
|---|---|---|
The Argument |
Description: A semi-automatic handgun that inflicts Kinetic damage. | Rld: 1.5 Cap: 10 ROF: 7 |
Ion Blaster |
Description: A handgun that inflicts Shock. Precision Hits inflict an additional stack of Shock. | Rld: 1.8 Cap: 8 ROF: 2.6 |
Crimson Repeater |
Description: A handgun that inflicts Pyro. Charge to fire homing explosive rounds. | Rld: 1.8 Cap: 6 Chg: 1 |
Quiver |
Description: Fires rounds that Pierce and repeatedly explode along their trajectories, inflicting Vibro damage. | Rld: 1.8 Cap: 6 ROF: 2 |
Banisher |
Description: A semi-automatic marksman rifle that inflicts Kinetic damage and deals increased damage on Precision Hits. | Rld: 1.7 Cap: 6 ROF: 1.3 |
Scourge |
Description: Launches grenades that inflict Kinetic damage and Knockback on foes. Reloads one grenade at a time. | Rld: 2.31 Cap: 3 ROF: 1 |
Battering Ram |
Description: Fires shells that inflict Kinetic damage. | Rld: 1.07 Cap: 1 |
Plasma Carbine |
Description: An assault rifle that fires explosive rounds which inflict Pyro. | Rld: 2.2 Cap: 15 ROF: 5 |
Shock Rifle |
Description: An assault rifle that inflicts Shock. Hits create an electrical arc that chains to nearby foes. | Rld: 2.2 Cap: 20 ROF: 6 |
Sonic Lance |
Description: Blasts acoustic waves that Pierce foes and inflicts Vibro. | Rld: 2 Cap: 5 ROF: 1.5 |
Wildfire |
Description: Fires a missile that spawns balls of hot plasma along its path. Deals Pyro damage. | Rld: 3.2 Cap: 1 |
Firestarter |
Description: Fires a burst of sticky grenades that inflict Pyro. | Rld: 2.4 Cap: 2 ROF: 1 |
Accelerator |
Description: Fires rounds that inflict Kinetic damage. Charged shots Pierce and inflict additional damage. | Rld: 2 Cap: 5 ROF: 0.8 |
Stormcaller |
Description: Fires orbs that inflict Shock. Charged shots launch larger orbs that Reflect off walls, Pierce foes and trigger a large explosion after 3 hits. | Rld: 3.3 Cap: 6 Chg: 1.75 |
Tectonic Launcher |
Description: Fires small Vibro missiles that explode after a set duration, or after Piercing foes. Missiles cause larger explosions after Piercing foes. | Rld: 3.3 Cap: 10 ROF: 3 |
Crescent Blade |
Description: Fires energy blades that inflict Shock. Charged shots are larger, inflict more damage and Pierce foes. | Rld: 2 Cap: 5 Chg: 1.8 |
Infernal Stinger |
Description: Fires energy blades that Pierce foes and inflict Shock. Charged shots are larger and deal more damage. | Rld: 2 Cap: 3 ROF: 0.9 |
Megaton |
Description: Fires a rocket that deals Kinetic damage and pulls all foes inside the blast radius. | Rld: 3.2 Cap: 1 |
Needleator |
Description: A submachine gun that inflicts Kinetic damage. | Rld: 2 Cap: 25 ROF: 11 |
Arc Flash |
Description: Fires a cloud of explosive orbs that inflict Shock. | Rld: 2 Cap: 4 ROF: 1.25 |
Raging Blaze |
Description: A flamethrower that inflicts Pyro. | Rld: 2 Cap: 50 ROF: 24 |
Aftershock |
Description: Fires rounds that Reflect and inflict Vibro. | Rld: 2 Cap: 25 ROF: 10 |
Havoc Hammer |
Description: A throwable hammer that inflicts Kinetic damage and deals heavy Knockback on foes. | Chg: 0.75/1.25 |
Splitshot Kunais |
Description: Throwing knives that split and chain to nearby foes with every hit. | ROF: 2.5 |
Firehawk |
Description: A throwing axe that sticks to foes and explodes, dealing increased Pyro damage the longer it is charged. Be careful not to overcharge it. | Chg: 0.7/2.3 |