Eight tools. Four very different jobs.
Choose control, burst, sustained fire or a cheap finish. Exact prices and damage are deliberately omitted until they can be verified in the current build; the role of each tool is the durable decision.

Pistol
Best for: Early catches and conserving more expensive ammunition.
Watch: Limited burst damage makes long boss fights less forgiving.
Open loadout note →
Shotgun
Best for: Large grounded targets and short damage windows.
Watch: Stopping at point-blank range is risky against fast bosses.
Open loadout note →
SMG
Best for: Run-and-gun fights such as Pufferfish and correcting aim while moving.
Watch: Magazine dumps can erase the profit from ordinary catches.
Open loadout note →
Sniper Rifle
Best for: Long sight lines, aerial targets and stylish value multipliers.
Watch: A miss is expensive and the reload window can punish solo players.
Open loadout note →
Assault Rifle
Best for: Moving targets, later bosses and steady co-op damage.
Watch: Easy to burn ammunition faster than the economy can replace it.
Open loadout note →
Dynamite
Best for: Controlled bursts against large or grouped threats.
Watch: Physics, teammates and quest objects make careless throws expensive.
Open loadout note →
Brass Knuckles
Best for: Early close combat and finishing a controlled target without ammunition.
Watch: Short range is dangerous against mobile bosses.
Open loadout note →
Knife
Best for: Finishing grounded ordinary catches and preserving ammunition.
Watch: Do not confuse a cheap finish with a safe boss strategy.
Open loadout note →Pick by encounter, not by hype.
| Weapon | Role | Use it when | Main risk |
|---|---|---|---|
| Pistol | Reliable sidearm | Early catches and conserving more expensive ammunition. | Limited burst damage makes long boss fights less forgiving. |
| Shotgun | Close-range burst | Large grounded targets and short damage windows. | Stopping at point-blank range is risky against fast bosses. |
| SMG | Mobile automatic fire | Run-and-gun fights such as Pufferfish and correcting aim while moving. | Magazine dumps can erase the profit from ordinary catches. |
| Sniper Rifle | Accuracy and trick shots | Long sight lines, aerial targets and stylish value multipliers. | A miss is expensive and the reload window can punish solo players. |
| Assault Rifle | Sustained automatic fire | Moving targets, later bosses and steady co-op damage. | Easy to burn ammunition faster than the economy can replace it. |
| Dynamite | Explosive area damage | Controlled bursts against large or grouped threats. | Physics, teammates and quest objects make careless throws expensive. |
| Brass Knuckles | Fast melee tool | Early close combat and finishing a controlled target without ammunition. | Short range is dangerous against mobile bosses. |
| Knife | Precision melee | Finishing grounded ordinary catches and preserving ammunition. | Do not confuse a cheap finish with a safe boss strategy. |