# Weapons All 16 weapons in MeatSlicer, with exact stats pulled from `js/weapons.js`. Weapons have **no upgrade levels** — their stats are fixed. All scaling comes from [passive items](items.md) and [perks](perks.md). --- ## How weapons work - You always carry the **Bone Popper** (infinite ammo sidearm) plus **one special weapon** in a holster slot. - Press **R** to swap between them. Holstered weapons keep their remaining ammo. - Picking up a new special weapon drops your current one (with its remaining ammo) so you can swap back. - Picking up a weapon that matches either your active or holstered special acts like an ammo pickup for that matching weapon instead of replacing it. Refill uses the weapon's authored `refill`, respects the 150% cap, and converts overflow to score. - When a special weapon runs dry, you automatically fall back to the Bone Popper. - Most special weapons consume ammo per shot: `1 / ammoEff` units per shot (so Brass Magazine's additive `ammoEff` stretches every magazine). - **Stream weapons** (Bile Blunderbuss, The Cauterizer, Red Right Hand) instead drain ammo per second while held: `drain / ammoEff` units per second. Their magazines are measured in seconds of fire. - Each special has two ammo numbers: **`ammo`** (magazine size — how long a fresh weapon lasts) and **`refill`** (units returned per ammo pickup — tuned so one pickup funds roughly ten kills). Pickups can overfill up to 150% of the magazine; overflow converts to score. ### Where weapons come from | Source | Roll | |---|---| | Boss kill (guaranteed) | Rolled at **floor + 2** — better tiers, earlier | | Item room | 35% chance alongside the item, rolled at current floor | | Starting loadout | Bone Popper only | ### Drop weights by tier | Tier | Weight | |---|---| | 0 (Common) | `max(20, 60 − floor × 5)` | | 1 (Uncommon) | `30 + floor × 2` | | 2 (Rare) | `10 + floor × 3` | | 3 (Legendary) | `min(4 + floor × 2, 22)` | Higher floors shift weight toward higher tiers. Tier 3 caps at weight 22. ### Shared firing mechanics - **Volley system:** items that grant `split`, `fan`, or `rear` shots add extra projectiles to *every* projectile weapon — parallel shots (±0.035 rad), angled shots (±0.16 rad per level), and backward shots respectively. - **Damage:** `weapon dmg × dmgMul` (× `critMul` on crits — 5% base chance, ×2.0 base). - **Projectile lifetime (range):** `weapon range × rangeMul`, in seconds. - **Homing:** homing projectiles steer toward the nearest enemy within 320 px. Strength is `1.6 + homing × 0.7` for normal weapons with Homing Tumor; stronger bases for Eye Ballista and Swarm Jar (see below). --- ## Tier −1 — Starter ### Bone Popper > *Trusty bone-shard sidearm* | Stat | Value | |---|---| | Damage | 8 | | Fire interval | 0.60 s | | Projectile speed | 540 | | Range (lifetime) | 0.45 s | | Ammo | **Infinite** | | Behavior | Single bullet | | Recoil (punch) | 0.42 | Your eternal fallback. Never runs dry, never holstered — swapping with R always brings it back. --- ## Tier 0 — Common ### Ribcage Repeater > *Rattles off rib slivers* | Stat | Value | |---|---| | Damage | 6 | | Fire interval | 0.09 s (very fast) | | Projectile speed | 560 | | Spread | 0.10 rad | | Range | 0.42 s | | Ammo | 84 (refill 42 per pickup) | | Recoil | 0.18 | Rapid-fire bullet hose. Low per-shot damage, excellent proc-per-second carrier for on-hit item effects. ### Marrow Scatter > *A devastating close blast of jagged bone* | Stat | Value | |---|---| | Damage | 11 **per pellet** | | Pellets | 6 | | Fire interval | 0.58 s | | Projectile speed | 500 | | Spread | 0.55 rad (wide) | | Range | 0.38 s (short) | | Ammo | 20 (refill 6 per pickup) | | Recoil | 0.92 (heavy) | Shotgun. Up to 66 damage per trigger pull at point blank before multipliers, but the short lifetime makes it strictly close-range. --- ## Tier 1 — Uncommon ### Cleaver Cadence > *A wider, gory whirl of steel* | Stat | Value | |---|---| | Damage | 42 | | Fire interval | 0.55 s | | Reach | 110 px | | Arc | 2.85 rad (~163°) | | Ammo | 26 (refill 10 per pickup) | | Recoil | 0.95 (heavy) | Melee sweep: one wide whirl across the aim direction hits every enemy within 110 px inside a ~163° arc for 42 damage with heavy knockback. The butcher spins ~2.5 turns during the swing. Blood and sparks ride the arc; there is no yellow gun muzzle. ### Sawblade Launcher > *Bouncing, hungry steel* | Stat | Value | |---|---| | Damage | 13 | | Fire interval | 0.34 s | | Projectile speed | 360 | | Bounces | 5, shared between walls and enemies (plus bounces from Ricochet Ribs) | | Range | 0.60 s | | Ammo | 24 (refill 9 per pickup) | | Recoil | 0.45 | Spinning ricochet blades. Each enemy hit spends one bounce and the blade tears through; at zero bounces it dies on the next enemy (or wall). Deadly in cramped rooms where blades ping off walls into packs. ### Hemophage > *Drinks what it touches* | Stat | Value | |---|---| | Damage | 8 | | Fire interval | 0.19 s | | Projectile speed | 480 | | Range | 0.45 s | | Lifesteal | 12.5% chance per hit to heal 1 HP | | Ammo | 70 (refill 42 per pickup) | | Recoil | 0.35 | The only weapon with built-in lifesteal. Healing only procs while you're below max HP. ### Eye Ballista > *The eyes follow. They always follow* | Stat | Value | |---|---| | Damage | 10 | | Fire interval | 0.30 s | | Projectile speed | 320 | | Range | 0.62 s | | Homing | 6 + homing × 0.7 (strongest base homing) | | Ammo | 42 (refill 21 per pickup) | | Recoil | 0.40 | Aggressively seeking projectiles. Aim roughly, let the eyes do the rest. --- ## Tier 2 — Rare ### Bile Blunderbuss > *A brutal corrosive torrent; pools linger* | Stat | Value | |---|---| | Damage | 7 | | Fire interval | 0.12 s (rapid, hold to spray) | | Projectiles per shot | 2 | | Projectile speed | 340 | | Spread | 0.32 rad | | Range | 0.36 s | | Pierce | 2 (+ item pierce) | | Ammo | 80 (refill 21 per pickup), **drains 8/sec while held** | | Recoil | 0.34 | Corrosive cone spray. On hit: **slows for 1.6 s** and 45% chance to leave an **acid pool** (radius 24 × sizeMul, 2.5 s life, DPS = bullet damage × 0.8). Projectiles that expire mid-flight have a separate 35% chance to drop a pool. Ammo is time-denominated: a full tank is 10 seconds of spray. ### Gut Hook > *Impales and drags the catch* | Stat | Value | |---|---| | Damage | 48 (+ 50% = 24 bonus when the drag ends) | | Fire interval | 0.85 s (slow) | | Projectile speed | 720 (fastest projectile) | | Range | 0.60 s | | Ammo | 11 (refill 5 per pickup) | | Recoil | 0.95 | Harpoon that pierces everything and **drags the first non-boss enemy it hits** along its flight path. When the projectile expires, the dragged enemy takes 50% of the bullet's damage again. Excellent for yanking a priority target out of a pack. ### Flesh Masher > *Lobs ground-meat bombs* | Stat | Value | |---|---| | Damage | 34 (area of effect) | | Fire interval | 0.75 s | | Behavior | Lobbed to cursor, explodes on arrival | | Blast radius | 85 × rangeMul × √sizeMul | | Ammo | 14 (refill 4 per pickup) | | Recoil | 0.90 | Grenade lobber. Flight time auto-computed from distance (clamped 0.12–0.8 s). The blast damages and knocks back everything in radius. Arcs over the chaos — no line of sight needed, and lobbed shots pass over enemies mid-flight to detonate at the target point. ### Trap Queen > *Bear traps. For bears. And worse* | Stat | Value | |---|---| | Damage | 10 per trap trigger | | Fire interval | 0.55 s | | Behavior | Lobbed; leaves a trap where it lands | | Trap life | 12 s × rangeMul | | Trap radius | 16 × sizeMul | | Trap charges | 3 victims per trap | | Ammo | 26 (refill 13 per pickup) | | Recoil | 0.65 | Area denial. Traps persist on the floor and snap shut on up to **three** victims each (damage + 2.2 s root per victim) before breaking — pre-lay them along doorways and kiting paths. ### Red Right Hand > *A chainsaw that liquefies anything in reach* | Stat | Value | |---|---| | Damage | 7 per tick (ticks scale with fire rate) | | Damage interval | 0.10 s | | Reach | 58 × rangeMul × √shotSpeedMul from player | | Right-hand offset | 36 × √sizeMul to the right of aim | | Arc radius | 38 × √sizeMul | | Ammo | 150 (refill 72 per pickup; drains 18/sec while held, ÷ ammoEff) | | Recoil | 0.38 | Continuous melee chainsaw — hold LMB and walk into things. The hitbox sits on the character's right hand (`aim + π/2`) at full blade reach/radius, so swings connect on the right side of the body. Damage scales with `dmgMul × rateMul`, plus the same +6%-per-pierce/bounce/homing inert bonus as the Tenderizer. Sparks fly, ammo drains. --- ## Tier 3 — Legendary ### The Cauterizer > *Incinerates anything brave enough to get close* | Stat | Value | |---|---| | Damage | 4.5 per flame tick | | Fire interval | 0.05 s (20 ticks/sec, hold to spray) | | Projectiles per shot | 2 | | Projectile speed | 310 | | Spread | 0.34 rad | | Range | 0.36 s (very short) | | Pierce | 2 (+ item pierce) | | Ammo | 110 (refill 21 per pickup), **drains 12/sec while held** | | Recoil | 0.32 | Flamethrower — projectiles originate **26 px to the right of the body** (right-hand hold). Hits **ignite for 1.5 s** with burn DPS = bullet damage × 0.8 (3.6 DPS base). Melt hordes that get close; useless at range. Ammo is time-denominated: a full tank is ~9 seconds of flame. ### The Tenderizer > *A room-shaking close-range meat paste* | Stat | Value | |---|---| | Damage | 60 (instant area hit) | | Fire interval | 0.58 s | | Range | 46 × rangeMul × √shotSpeedMul from player | | Blast radius | 70 × rangeMul × √sizeMul | | Ammo | 10 (refill 5 per pickup) | | Recoil | 1.00 (max), screen shake 5 | Point-blank slam — no projectile, an instant circular blast in front of you. Bonus "inert" damage scaling: +6% per point of pierce + bounce + homing you own. ### Spinal Tap > *Charge it. Delete a line of meat* | Stat | Value | |---|---| | Damage | 190 (× 0.4–1.0 by charge) | | Charge time | 0.85 s (minimum 40% charge = 0.34 s to fire) | | Beam length | 900 × rangeMul | | Beam width | 14 × √sizeMul | | Ammo | 7 (refill 4 per pickup) | | Recoil | 1.00, screen shake 8 | **Hold LMB to charge, release to fire** an instant hitscan beam that deletes everything in a line. Damage scales `0.4 + 0.6 × charge fraction` — full charge is 2.5× a hasty snap shot. A ring around your character shows charge state (blue = full). Charge rate scales with `rateMul × √shotSpeedMul`. ### Swarm Jar > *A jar of friends. They are hungry* | Stat | Value | |---|---| | Damage | 9 per maggot | | Fire interval | 0.80 s | | Maggots per jar | 6 (+ split + fan bonuses) | | Maggot speed / life | 260 / 2.2 s × rangeMul | | Maggot homing | 8 + homing × 0.7 (strongest in game) | | Ammo | 12 (refill 6 per pickup) | | Recoil | 0.70 | Lobs a jar that shatters into a pack of homing maggots where it lands. The jar arcs over enemies mid-flight, so aim at the pack — not through it. Maggots **inherit your pierce and bounce stats** and relentlessly chase enemies for their full lifetime. Throw and forget. --- ## Damage math reference ``` bullet damage = weapon dmg × dmgMul × (critMul if crit) fire interval = weapon interval / (rateMul × frenzyMul) proj speed = weapon spd × shotSpeedMul proj lifetime = weapon range × rangeMul ammo per shot = 1 / ammoEff (stream weapons: drain / ammoEff per second) ammo refill = weapon refill × ammoPickupMul per pickup (cap 150% of magazine) knockback = 90 × knockbackMul ``` - Crit: base 5% chance, ×2.0 damage. Raised by Bloodshot Eye / Hollow Needle (items) and Bone Splitter / Cold Precision (perks). - Frenzy: from Dead Man's Switch — kills grant `1 + frenzy` fire rate for 3 s. - Slam/saw/beam weapons (Tenderizer, Red Right Hand, Spinal Tap) get an extra `1 + (pierce + bounce + homing) × 0.06` multiplier instead of firing extra projectiles.