Weapons

A wide variety of weapons are available to players. At the beginning of every match, all combatants start with a melee weapon, the Gauntlet, and their choice of a Machinegun, Shotgun, or Nailgun. These starting weapons give the player some offensive capabilities, but aren’t enough alone to be a destructive force. Players need to seek out additional weapons which are scattered throughout the arena. Collect weapons and ammunition by running over them. Ammo boxes can be found throughout the arena when you are running low on ammunition.

Starting Weapons

The gauntlet combines a whirling saw blade with a powerful electrical charge to create a deadly close-combat weapon. Unlike the other weapons, the gauntlet needs no ammunition, so it’s always ready to go. Use it while sneaking up behind an opponent or surprise them while in close range combat. The gauntlet is a starting weapon available immediately upon spawning.

DEFAULT KEYBINDS 1
AVAILABILITY Starting Weapon
DIRECT DAMAGE 75
RATE OF FIRE 25
KNOCKBACK ON GROUND 45
KNOCKBACK IN AIR 50
RANGE Close
MAX RANGE 30 u
MAX AMMO Infinite

The Machinegun is a basic starting weapon. Effective at all ranges, the Machinegun will test your ability to track targets. Keep your opponents in a medium range for best results or use at long distances to counter Railgun fire if needed.

COMMON ABBREVIATION MG
DEFAULT KEYBINDS 2
AVAILABILITY Starting Weapon
DAMAGE PER SECOND 80
DIRECT DAMAGE 8
RATE OF FIRE 100 ms
KNOCKBACK ON GROUND 7.2
KNOCKBACK IN AIR 8
PROJECTILE SPEED Instant (Hitscan)
SPREAD 1.2 u
RANGE Medium
MAX RANGE 6,000 u
STARTING AMMO 100
MAX AMMO 150

The starting Shotgun only has one barrel, compared to the double-barreled version you will find in the arena. Shotguns are typically close range, and this one is no exception. Do not run out into open areas while looking for something better, and take advantage of its single shot nature by popping out around corners.

COMMON ABBREVIATION SG
DEFAULT KEYBINDS 3
AVAILABILITY Starting Weapon
DAMAGE PER SECOND 80
DIRECT DAMAGE 80
DAMAGE PER PELLET 4
NUMBER OF PELLETS 20
RATE OF FIRE 1000 ms
KNOCKBACK ON GROUND 2 per pellet
KNOCKBACK IN AIR 2 per pellet
PROJECTILE SPEED Instant (Hitscan)
SPREAD 800 u
MAX RANGE 2,000 u
STARTING AMMO 10
MAX AMMO 25

One of the oldest weapons in the Arena, the Nailgun fires nails at a high velocity. The Nailgun will reward those with the ability to lead enemies effectively with the highest rate of damage of all starting weapons.

COMMON ABBREVIATION NG
DEFAULT KEYBINDS 4
AVAILABILITY Starting Weapon
DAMAGE PER SECOND 120
DIRECT DAMAGE 12
SPLASH DAMAGE 6
RATE OF FIRE 100 ms
KNOCKBACK ON GROUND 6
KNOCKBACK IN AIR 6
KNOCKBACK VS SELF 28
PROJECTILE SPEED 2,000 ups
STARTING AMMO 100
MAX AMMO 150

Pick-up Weapons

The Heavy Machinegun has an increased firerate and damage over the starting variety, but the same properties still apply. Compared to the Lightning Gun, the spread on the HMG allows for a little more leniency in aiming in exchange for lower damage, but with the added ability of being able to return fire against champions at long range.

When an enemy is very low on health, you can choose to zoom in for slightly more damage per bullet in exchange for a lower rate of fire. The lower rate of fire may not be ideal for most encounters, but it is a great way to finish an opponent off.

COMMON ABBREVIATION HMG
DEFAULT KEYBINDS 2
AVAILABILITY Pick-up Weapon
DAMAGE PER SECOND 100
DIRECT DAMAGE 10
DAMAGE, WHILE ZOOMED 15
RATE OF FIRE 100 ms
RATE OF FIRE, ZOOMED 150 ms
KNOCKBACK ON GROUND 7
KNOCKBACK IN AIR 8
PROJECTILE SPEED Instant (Hitscan)
SPREAD 0.03
SPREAD, ZOOMED 0.009
MAX RANGE 6,000 u
AMMUNITION TYPE Bullets
STARTING AMMO 100
MAX AMMO 150

If you feel the enemy is close to death, consider switching to the Super Shotgun to finish them off. Dealing out high damage at close range may be easier than trying to hit a rocket on someone running away, or taking a risky Railgun shot.

Knowing your enemy’s health and armor can be critical to successful use of the Super Shotgun.

COMMON ABBREVIATION SSG
DEFAULT KEYBINDS 3
AVAILABILITY Pick-up Weapon
DAMAGE PER SECOND 120
DIRECT DAMAGE 120
DAMAGE PER PELLET 4
NUMBER OF PELLETS 30
RATE OF FIRE 1000 ms
KNOCKBACK ON GROUND 2 per pellet
KNOCKBACK IN AIR 2 per pellet
PROJECTILE SPEED Instant (Hitscan)
SPREAD 800
RANGE Close
MAX RANGE 2,000 u
AMMUNITION TYPE Shells
STARTING AMMO 10
MAX AMMO 25

Although the Super Nailgun is perhaps the hardest weapon to use, treat it with respect as it boasts the highest rate of damage of all weapons in the Arena. As with the Nailgun, predicting your enemy’s movements is the only way to maximize your damage output.

OMMON ABBREVIATION SNG
DEFAULT KEYBINDS 4
AVAILABILITY Pick-up Weapon
DAMAGE PER SECOND 200
DIRECT DAMAGE 20
SPLASH DAMAGE 15
RATE OF FIRE 100 ms
KNOCKBACK ON GROUND 6
KNOCKBACK IN AIR 6
KNOCKBACK VS SELF 28
PROJECTILE SPEED 2,000 ups
AMMUNITION TYPE Nails
STARTING AMMO 100
MAX AMMO 150

The Tri-bolt fires three time-delayed projectiles that explode shortly after impact. It is especially adept at laying traps and area denial.

COMMON ABBREVIATION TB
DEFAULT KEYBINDS 5
AVAILABILITY Pick-up Weapon
DAMAGE PER SECOND 80
DIRECT DAMAGE 105
DAMAGE PER PELLET 35 per bolt
SPLASH DAMAGE 10-35 per bolt
RATE OF FIRE 1,300 ms
KNOCKBACK ON GROUND 50 per bolt
KNOCKBACK IN AIR 50 per bolt
KNOCKBACK VS SELF 50 per bolt
PROJECTILE SPEED 1,600 ups
EXPLOSION DELAY 600 ms
MAX RANGE 960 u
AMMUNITION TYPE Bolts
STARTING AMMO 10
MAX AMMO 15

Players who can track their opponents using the Lightning Gun will quickly learn how powerful this weapon can be. Holding the lightning shaft against an opponent while they are airborne can inflict massive amounts of damage, while also inflicting a push back effect on them pinning them in the air.

COMMON ABBREVIATION LG
DEFAULT KEYBINDS 7, E
AVAILABILITY Pick-up Weapon
DAMAGE PER SECOND 125
DIRECT DAMAGE 6
RATE OF FIRE 48 ms
KNOCKBACK ON GROUND 8
KNOCKBACK IN AIR 10
RADIUS 2.5 u
MAX RANGE 768 u
AMMUNITION TYPE Cells
STARTING AMMO 100
MAX AMMO 150

This is the Rocket Launcher. Most weapons require you to hit your opponents directly, but rockets explode when they hit anything, which can cause damage to nearby players, including you. While extremely common in direct encounters, being able to predict where an opponent might appear can give you the advantage in combat. Another great use for the rocket launcher is rocket jumping, an advanced movement technique that allows you to reach great heights for a surprise attacks or advanced level maneuvering.

COMMON ABBREVIATION RL
DEFAULT KEYBINDS 6, Q
AVAILABILITY Pick-up Weapon
DAMAGE PER SECOND 125
DIRECT DAMAGE 100
SPLASH DAMAGE 10-100
RATE OF FIRE 800 ms
KNOCKBACK ON GROUND 90
KNOCKBACK IN AIR 90
KNOCKBACK VS SELF 120
KNOCKBACK VERTICAL POP-UP 24 u
PROJECTILE SPEED 1,000 ups
AMMUNITION TYPE Rockets
STARTING AMMO 10
MAX AMMO 25

The Railgun rewards precision with high damage, and punishes carelessness with a long reload time. Do not use the Railgun in close combat, unless you are positive of the outcome, as missing will leave you vulnerable while the gun cools down. Deny your opponents crucial armor and powerups by taking aim from a distance with minimal chance of retribution.

COMMON ABBREVIATION RG
DEFAULT KEYBINDS 8, R
AVAILABILITY Pick-up Weapon
DAMAGE PER SECOND 60
DIRECT DAMAGE 90
RATE OF FIRE 1500 ms
KNOCKBACK ON GROUND 60
KNOCKBACK IN AIR 80
PROJECTILE SPEED Instant (Hitscan)
MAX RANGE 6,000 u
AMMUNITION TYPE (Uranium) Slugs
STARTING AMMO 10
MAX AMMO 25