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Weapons

A complete guide to weapon families, combat rules, research requirements, level progression, cooldowns, ammunition, and build planning.

NovaRaiderTeam

NovaRaiderTeam

· Weapons

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

WeaponLevel rangeCore rulesCommon requirements
Safety laser0Deals damage, Cannot miss, Unlimited ammoNone
Pulse Laser2–73Deals damageWeaponry
Cannon8–74Deals damageWeaponry, Raider techniques
Healing robot9–74Utility/support, Cannot miss, No critical hitsWeaponry, Support techniques
Plasma cannon9–74Deals damageRaider techniques, Weaponry
Galactic gatling10–73Deals damageWeaponry
Electromagnetic bomb12–72Deals damage, Cannot missWeaponry, Disabling, Trader techniques
Blinding ray15–75Deals damage, Cannot missDisabling, Weaponry
Freeze beam16–71Deals damage, Cannot missTank techniques, Weaponry, Disabling
Shield buff16–71Utility/support, Cannot miss, No critical hitsWeaponry, Support techniques, Defense
Uranium extractor16–71Deals damage, No critical hitsTrader techniques, Theft, Weaponry
Hammer missile20–75Deals damage, No critical hitsWeaponry, Hammer technology, Tank techniques
Upgraded Hammer missile20–75Deals damage, No critical hitsWeaponry, Hammer technology, Tank techniques
Guided missiles21–71Deals damage, Ignores shields, Cannot miss, No critical hitsWeaponry, Raider techniques, Aiming
Monster vaporizor22–72Deals damageWeaponry, Hunting
Upgraded monster vaporizor22–72Deals damageWeaponry, Hunting
Attack buff23–73Utility/support, Cannot miss, No critical hitsWeaponry, Support techniques, Buffs
Sticky bomb28–73Deals damage, Cannot miss, No critical hitsSticky bomb technology, Weaponry
Upgrade Sticky bomb28–73Deals damage, Cannot miss, No critical hitsSticky bomb technology, Weaponry
Sacrificial repair31–71Utility/support, Cannot miss, No critical hitsSupport techniques, Weaponry, Tank techniques
Fireball33–73Deals damage, Cannot miss, No critical hitsSupport techniques, Flame Concentration, Weaponry
Upgraded Fireball33–73Deals damage, Cannot miss, No critical hitsFlame Concentration, Support techniques, Weaponry
Lifesteal gun35–75Deals damageWeaponry, Raider techniques, Theft
Crystalizor39–74Deals damage, Cannot miss, No critical hitsCrystal technology, Trader techniques, Weaponry
Upgraded crystalizor39–74Deals damage, Cannot miss, No critical hitsCrystal technology, Weaponry, Trader techniques
Explosive missiles44–74Deals damage, Cannot miss, No critical hitsWeaponry, Explosives, Raider techniques
Beam of death50–75Deals damage, Ignores shields, Cannot miss, No critical hitsWeaponry, Raider techniques, Divine technology
Revive50–75Utility/support, Cannot miss, No critical hitsDivine technology, Support techniques, Weaponry
Overbeam54–74Deals damage, Cannot miss, No critical hitsRaider techniques, Overbeam technology, Weaponry
Upgraded overbeam54–74Deals damage, Cannot miss, No critical hitsRaider techniques, Weaponry, Overbeam technology
Health buster55–75Deals damage, Cannot miss, No critical hitsBuster technology, Weaponry, Tank techniques
Upgraded health buster55–75Deals damage, Cannot miss, No critical hitsWeaponry, Buster technology, Tank techniques
Poison gun59–74Deals damage, Cannot miss, No critical hitsWeaponry, Raider techniques, Poison technology
Upgraded poison gun59–74Deals damage, Cannot miss, No critical hitsPoison technology, Raider techniques, Weaponry

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.