
Primary
Scattergun
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Stock Weapon.
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200% larger clip size.
25% damage bonus.
65% shorter reload time.
60% faster firing speed.
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Primary
Force-A-Nature
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On hit: applies a knockback effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a Force Jump and to horizontally prolong any other jumping technique.
20% more pellets per shot.
50% faster firing speed.
This weapon reloads its entire clip at once.
66% smaller clip size.
10% damage penalty per pellet.
If one shot is unused before reloading, it is lost.
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100% larger clip size.
20% more pellets per shot.
75% faster firing speed.
This weapon reloads its entire clip at once.
12% damage penalty.
25% damage penalty (against players).
25% longer reload time.
100% wider pellet spread.
Successive shots become less accurate.
If one shot is unused before reloading, it is lost.
While weapon is active: 8% slower movement speed on wearer.
Disabled knockback on user.
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Primary
Shortstop
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100% damage bonus per pellet.
42.4% faster firing speed.
40% tighter pellet spread.
This weapon reloads its entire clip at once.
Alt-Fire: does a shove that pushes enemies.
33% smaller clip size.
60% less pellets per shot.
50% longer reload time.
25% less ramp-up.
20% more knockback from all damage sources.
If one shot is unused before reloading, it is lost.
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200% larger clip size.
25% more pellets per shot.
50% faster firing speed.
40% tighter pellet spread.
This weapon reloads its entire clip at once.
Alt-Fire: does a shove that pushes enemies.
18% damage penalty.
25% damage penalty (against players).
20% more knockback from all damage sources.
If one shot is unused before reloading, it is lost.
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Primary
Soda Popper
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On hit: Build Hype.
Activate Hype to sextuple jump.
25% shorter reload time.
50% faster firing speed.
This weapon reloads its entire clip at once.
66% smaller clip size.
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100% larger clip size.
75% faster firing speed.
50% faster deploy and holster speed.
Crits whenever it would normally Mini-Crit.
On kill: 100% chance to inflict Critical hits for 5 seconds.
This weapon reloads its entire clip at once.
19% damage penalty.
50% longer reload time.
Critical damage is affected by range.
If one shot is unused before reloading, it is lost.
Hype is disabled.
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Primary
Baby Face's Blaster
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On hit: builds Boost.
Run speed increased with Boost.
34% clip size.
10% slower movement speed on wearer.
Boost reduced on air jumps.
Boost reduced when hit.
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On hit: builds Boost.
Run speed increased with Boost.
5% damage bonus.
65% shorter reload time.
60% faster firing speed.
25% tighter pellet spread
Disabled fall damage on wearer.
20% slower movement speed on wearer.
Boost reduced from 173% to 116%.
Boost reduced on air jumps.
Boost reduced when hit.
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Primary
Back Scatter
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Mini-Crits targets when fired at their back from close range.
34% smaller clip size.
20% wider pellet spread.
No random Critical hits.
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Mini-Crits targets when fired at their back from close range.
100% larger clip size.
50% more pellets per shot.
60% shorter reload time.
55% faster firing speed.
15% damage penalty.
25% damage penalty (against players).
50% wider pellet spread.
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Secondary
Pistol
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Stock weapon.
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300% larger clip size.
30% damage bonus.
33% faster firing speed.
50% tighter bullet spread.
50% longer reload time.
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Secondary
Bonk! Atomic Punch
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When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback.
After the effect wears off, the user is subjected to a slowdown effect that lasts for 5 seconds and is based on the damage absorbed; scaling from 25% at low damage to 50% at 200+ damage.
The invulnerability effect lasts for 8 seconds and has a 22 seconds cooldown before it can be used again.
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When used, the player is immune to all damage, but is unable to attack and is still vulnerable to knockback.
After the effect wears off, the user is subjected to a slowdown effect that lasts for 5 seconds and is based on the damage absorbed; scaling from 25% at low damage to 50% at 200+ damage.
The invulnerability effect lasts for 8 seconds and has a 30 seconds cooldown before it can be used again.
On consumption: grants a 20% speed boost to all nearby teammates that lasts for 8 seconds..
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Secondary
Winger
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15% damage bonus.
When weapon is active: 25% higher jump height.
60% smaller clip size.
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100% larger clip size.
58% damage bonus.
33% faster firing speed.
38% tighter bullet spread.
25% faster deploy and holster speed.
25% longer reload time.
Disabled extra jump height.
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Secondary
Pretty Boy's Pocket Pistol
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On Hit: Gain up to +3 health.
15% faster firing speed.
25% smaller clip size.
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On Hit: Gain up to +3 health.
200% larger clip size.
15% damage bonus.
45% faster firing speed.
17% tighter pellet spread.
50% longer reload time.
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Secondary
Mad Milk
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Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.
Partially nullifies Cloak on enemy Spies.
Extinguishes fire on wielder and allied players.
20% decrease in recharge time when you extinguish an allied player.
Has a 20-second recharge time.
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+25 max health on wearer.
Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.
Partially nullifies Cloak on enemy Spies.
Extinguishes flames on wielder and allied players.
20% decrease in recharge time when you extinguish an allied player.
Has a 20 second recharge time.
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Secondary
Crit-a-Cola
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When consumed, user receives the following effects:
Guaranteed Mini-Crits.
Making any attack while under the effect causes a 5-second Marked-For-Death debuff.
The Mini-Crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again.
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When consumed, user receives the following effects:
Guaranteed Mini-Crits.
Making any attack while under the effect causes a 5-second Marked-For-Death debuff.
The Mini-Crit boost effect lasts for 8 seconds and then has to recharge for about 15 seconds in order to be used again.
100% faster holster and deploy speed.
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Secondary
Flying Guillotine
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Can be thrown to damage enemies. Recharges after 6 seconds.
On hit: inflicts bleed for 8 seconds and deals 50 damage.
Long-distance hit reduces recharge time by 1.5 seconds.
No random Critical Hits.
Cannot be picked up after being thrown.
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Can be thrown to damage enemies and mark zombies for death. Recharges after 6 seconds.
On hit: one target at a time is marked for death, causing all damage taken to be Mini-Crits for 15 seconds.
On hit: inflicts bleed for 8 seconds.
Long-distance hit reduces recharge time by 1.5 second.
100% damage penalty.
Cannot be picked up after being thrown.
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Melee
Bat
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Stock weapon.
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No changes.
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Melee
Sandman
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Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.
-15 max health on wearer.
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Alt Fire: Launches a baseball that slows the enemy between 1–3 seconds for 40%, depending on distance. The baseball recharges over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet.
+2 max balls on wearer (3 total balls).
100% damage bonus.
100% faster swing speed.
-15 max health on wearer.
Each ball recharges one after the other (not all at the same time).
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Melee
Atomizer
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When weapon is active: +1 extra air jump on wearer.
Guaranteed Mini-Crits while the user is airborne.
15% damage penalty.
50% slower deploy speed.
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When weapon is active:
3% faster movement speed on wearer.
Up to -3 health drained per second.
100% faster swing speed.
Guaranteed Mini-Crits while the user is airborne.
15% damage penalty against players.
50% slower deploy speed.
Does not grant an extra jump while deployed.
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Melee
Sun-on-a-Stick
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Guaranteed Crits on burning players.
When weapon is active: lowers fire damage vulnerability by 25% on wearer.
25% damage penalty.
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Guaranteed Crits on burning players.
When weapon is active: lowers fire damage vulnerability by 25% on wearer.
20% faster universal deploy and holster speed on wearer.
100% damage penalty.
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Melee
Wrap Assassin
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Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 7.5 seconds.
Guaranteed Crits on long range hits.
25% increase in ball recharge rate.
65% damage penalty.
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Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble recharges over 5 seconds.
On direct hit: decreases enemy movement speed by 40% for 2 seconds.
+1 max ball on wearer (2 total balls).
Guaranteed Crits on long range hits.
100% damage penalty.
100% faster swing speed.
50% increase in ball recharge rate.
65% damage penalty.
When weapon is active: 3% slower movement speed on wearer.
Each ball recharges one after the other (not all at the same time).
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Melee
Fan O'War
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On hit: one target at a time is marked for death, causing all damage taken to be Mini-Mrits for 15 seconds.
Crits whenever it would normally Mini-Crit.
75% damage penalty.
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No changes.
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Melee
Candy Cane
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A small health pack is dropped when the player kills an enemy, regardless of what weapon the player was using in order to kill the enemy.
Raises explosive damage vulnerability by 25% on wearer.
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When weapon is active: Up to +3 health regenerated per second.
On hit: restores up to +50 health.
A small health pack is dropped when the player kills a zombie with the Candy Cane.
Raises explosive damage vulnerability by 25% on wearer.
User takes Mini-Crits when weapon is active, and for 3 seconds after switching away.
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Melee
Boston Basher
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On hit: inflicts bleed to enemy for 5 seconds.
On miss: inflicts self-damage and bleed to the wearer for 5 seconds.
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On hit: inflicts bleed to enemy for 5 seconds.
25% damage penalty.
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