9.7 KiB
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 and perks.
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.
- When a special weapon runs dry, you automatically fall back to the Bone Popper.
- Special weapons consume ammo per shot:
1 / ammoEffunits per shot (so Brass Magazine's +15%ammoEffstretches every magazine).
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, orrearshots 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(×critMulon 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 × 0.7for 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 | 140 |
| 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 | 42 |
| 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.
Cleaver Cadence
It always comes back
| Stat | Value |
|---|---|
| Damage | 15 |
| Fire interval | 0.38 s |
| Projectile speed | 400 (returns at up to 520) |
| Range | 1.10 s |
| Ammo | 34 |
| Recoil | 0.42 |
Boomerang: flies out while decelerating for 0.45 s, then accelerates back to you (caught within 20 px). Always pierces — it can hit enemies on both the outbound and return trip.
Tier 1 — Uncommon
Sawblade Launcher
Bouncing, hungry steel
| Stat | Value |
|---|---|
| Damage | 13 |
| Fire interval | 0.34 s |
| Projectile speed | 360 |
| Wall bounces | 5 (plus bounces from Ricochet Ribs) |
| Range | 0.60 s |
| Ammo | 26 |
| Recoil | 0.45 |
Spinning ricochet blades. Deadly in cramped rooms where blades ping off walls into packs.
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 | 70 |
| Recoil | 0.34 |
Corrosive cone spray. On hit: slows for 1.6 s and 45% chance to leave an acid pool (radius 24 × sizeMul, 3.5 s life, DPS = bullet damage × 1.5). Projectiles that expire mid-flight have a separate 35% chance to drop a pool.
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 | 44 |
| 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 | 32 |
| Recoil | 0.40 |
Aggressively seeking projectiles. Aim roughly, let the eyes do the rest.
Tier 2 — Rare
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 | 14 |
| 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.
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 |
| Recoil | 0.32 |
Flamethrower. Hits ignite for 2.2 s with burn DPS = bullet damage × 2 (9 DPS base). Melt hordes that get close; useless at range.
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 |
| 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.
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 |
| Ammo | 12 (refills at 75% rate — ammoWeight: 0.75) |
| Recoil | 0.65 |
Area denial. Traps persist on the floor and damage any enemy that steps on them — pre-lay them along doorways and kiting paths.
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 | 26 |
| 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.
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 | 30 × rangeMul × √shotSpeedMul from player |
| Arc radius | 34 × √sizeMul |
| Ammo | 160 (drains 18/sec while held, ÷ ammoEff) |
| Recoil | 0.38 |
Continuous melee chainsaw — hold LMB and walk into things. 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
Spinal Tap
Charge it. Delete a line of meat
| Stat | Value |
|---|---|
| Damage | 95 (× 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 | 9 |
| 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 | 7 (refills at 80% rate — ammoWeight: 0.8) |
| Recoil | 0.70 |
Lobs a jar that shatters into a pack of homing maggots. 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
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 + frenzyfire rate for 3 s. - Slam/saw/beam weapons (Tenderizer, Red Right Hand, Spinal Tap) get an extra
1 + (pierce + bounce + homing) × 0.06multiplier instead of firing extra projectiles.