Weapons
A complete guide to weapon families, combat rules, research requirements, level progression, cooldowns, ammunition, and build planning.
NovaRaiderTeam
· Weapons
What Weapons Are
Weapons are the active tools used to deal damage, heal allies, disable enemies, pierce shields, apply states, or support a group. Every weapon family has its own level progression, cooldown, ammunition stock, range, research requirements, and combat rules.
Weapon performance is easier to understand when you read it together with Damage, Cooldowns, Ammunition, Misses, Critical Hits, and Shield Piercing.
How to Read Weapon Tables
Core stats describe the values used by the weapon family, such as base damage, rate scaling, CPU scaling, poison duration, area radius, or special healing. Range is the weapon reach. Cooldown is the delay after use. Ammo is the stock before reload, and ammo cost is the Uranium cost per recharge unit.
The Requirements column combines player level and research requirements. Use the named requirements to move between the related articles when planning an unlock route.
Weapon Families at a Glance
How to Choose Weapons
Choose weapons by role, not only by level. Reliable direct damage is easier for farming, shield-piercing weapons punish shield-heavy enemies, area weapons punish grouped targets, control weapons create burst windows, and support weapons depend heavily on CPU, timing, and ally positioning.
A weapon that cannot miss is easier to use against high-Dodge targets. A weapon that can roll Critical hits scales better when your build supports Critical. A weapon with limited ammunition may be excellent for short fights but uncomfortable for long farming sessions without Ammunition bonuses.
For build planning, connect weapon choices with Researches, Combat Statistics, Gems, Skill Tree, and Ammunition Capacity.
What Happens When a Weapon Is Used
A weapon must be equipped, loaded, off cooldown and allowed on the current map. Targeted weapons also need a valid target inside their own range. The server then applies the weapon's individual rules: direct damage, healing, a buff, a control state, a delayed area, a spawned robot or another specialized effect.
The displayed flags are independent. “Cannot miss” bypasses the Precision-versus-Dodge check. “No critical hits” prevents Critical from changing that weapon's result. “Ignores shields” sends its damage past normal absorption, but does not automatically ignore immunity, target restrictions or the weapon's own special conditions.
Scaling and Special Data
Most damaging families combine a flat value with Attack or CPU scaling. Other families use target Health, sacrificed Health, execution thresholds, poison intervals, life steal, area radius, delayed explosions or resource extraction. This is why two weapons with the same level and apparent damage can serve completely different builds.
Support weapons are still weapons: they consume a weapon slot and ammunition, but may heal, revive, add Attack or Shield power, or create a robot instead of damaging an enemy. Their value depends on ally positioning, CPU and timing rather than only the user's Attack.
Ammunition, Reloading and Restrictions
Each weapon level defines its base ammunition capacity and Uranium reload price. Ship bonuses, Gems, Skill Tree, Researches and the Ammunition Kit can change the usable capacity. Dungeon pickups and other rewards can refill ammunition during an activity.
Some families are mutually exclusive through item restrictions, especially upgraded and non-upgraded variants or weapons designed around the same special mechanic. A valid build therefore depends on slot count, compatible item families, research requirements and enough ammunition for the planned activity—not only on the highest single hit.
FAQ
Is the highest-level weapon always the best?
No. A lower-level weapon can be better if it fits your build, ignores the defense you are facing, has better uptime, or is easier to keep loaded.
Why do some weapons ignore Critical or Misses?
Special weapons often trade normal hit rules for guaranteed effects, shield piercing, area damage, healing, or control. Check the Core rules column before building around Critical or Precision.