
Primary
Grenade Launcher
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Stock weapon.
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210% damage bonus.
25% shorter reload time.
55% damage penalty against players.
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Primary
Loch-n-Load
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20% damage bonus against buildings.
25% faster projectile speed.
Grenades do not tumble when fired.
25% smaller clip size.
25% smaller splash damage radius.
Launched bombs shatter on surfaces.
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150% damage bonus.
20% damage bonus against buildings.
50% faster projectile speed.
Grenades do not tumble when fired.
25% shorter reload time.
75% faster firing speed.
25% faster weapon deploy and holster speed.
25% smaller clip size.
75% smaller splash damage radius.
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Primary
Ali Baba's Wee Booties
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+25 max health on wearer.
Increases turning speed while charging by 200%.
Melee kills refill 25% of your charge meter.
10% faster movement speed on wearer with Chargin' Targe, Tide Turner or Splendid Screen.
Grants its abilities passively, does not need to be selected.
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Weapon is banned.
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Primary
Loose Cannon
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Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
Holding down the fire key for too long will cause a misfire.
Cannonballs push players back on impact.
20% faster projectile speed.
Double-Donk: If a cannonball deals both impact and explosive damage to an enemy within half a second, explosive damage will be a Mini-Crit.
Cannonballs do not explode on impact.
Cannonballs must be charged for at least 0.10 seconds for Double-Donks.
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Pills have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key.
Holding down the fire key for too long will cause a misfire.
520% damage bonus.
25% larger splash damage radius.
50% faster projectile speed.
25% shorter reload time.
Applies a strong downwards force on hit.
64% damage penalty against players.
65% slower firing speed.
100% more self-damage from blast jumping.
Disabled self-knockback.
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Primary
Iron Bomber
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Grenades have very little bounce and roll.
30% faster fuse time on grenades
15% smaller splash damage radius.
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Grenades have very little bounce and roll.
210% damage bonus.
25% shorter reload time.
30% faster fuse time on grenades
55% damage penalty against players.
15% smaller splash damage radius.
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Secondary
Base Jumper
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Allows player to activate a parachute whilst midair, slowing their descent.
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Weapon is banned.
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Secondary
Stickybomb Launcher
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Stock weapon.
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+25 max health on wearer.
25% damage bonus.
Up to 100% damage bonus based on charge.
25% shorter reload time.
On hit: 100% chance to stun zombies for 3 seconds.
25% damage penalty against players.
No knockback.
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Secondary
Chargin' Targe
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge or a Critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
Lowers fire damage vulnerability by 50%.
Lowers explosive damage vulnerability by 30%.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge or a Critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Charging removes debuffs.
Lowers fire damage vulnerability by 50%.
Lowers explosive damage vulnerability by 30%.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
Taking damage while shield charging reduces charge time.
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Secondary
Splendid Screen
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge or a Critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
70% charge impact damage bonus.
50% increase in charge recharge rate.
Lowes fire damage vulnerability by 20%.
Lowes explosive damage vulnerability by 20%.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Charging removes debuffs.
70% charge impact damage bonus.
50% increase in charge recharge rate.
Lowers fire damage vulnerability by 20%.
Lowers explosive damage vulnerability by 20%.
Full turning control while charging.
Melee kills refill 75% of charge meter.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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Secondary
Tide Turner
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
Lowes fire damage vulnerability by 15%.
Lowes explosive damage vulnerability by 15%.
Full turning control while charging.
Melee kills refill 75% of charge meter.
Taking damage while shield charging reduces charge time.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed Mini-Crit at 25% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Horseless Headless Horsemann's Headtaker or Nessie's Nine Iron.
When hit: Consumes entire charge meter and applies 1 second of invulnerability.
Charging removes debuffs.
Lowes fire damage vulnerability by 15%.
Lowes explosive damage vulnerability by 15%.
Full turning control while charging.
Melee kills refill 75% of charge meter.
Taking damage while shield charging reduces charge time.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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Secondary
Sticky Jumper
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200% larger secondary ammo size.(max is 72).
No self inflicted blast damage taken.
100% damage penalty.
Unable to carry the intelligence and the PASS Time JACK.
75% less total stickybombs out.(max is 2)
No random Critical hits (purely cosmetic, as they don't inflict any damage either).
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275% damage bonus.
Up to 220% damage bonus based on charge.
25% larger splash damage radius.
On hit: 100% chance to stun zombies for 3 seconds.
88% smaller clip size.
25% damage penalty against players.
37% longer reload time.
315% slower firing speed.
+1 sec slower bomb arm time.
150% slower weapon deploy and holster speed.
When weapon is active: 20% slower movement speed on wearer.
200% more self-damage from blast jumping.
25% less total stickybombs out.(max is 6)
No knockback.
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Secondary
Scottish Resistance
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Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
On detonation stickies destroys enemy stickybombs.
75% more total stickybombs out at once (max is 14).
50% larger secondary ammo size (max is 36).
25% faster firing speed.
+0.8 sec slower bomb arm time.
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Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
On detonation stickies destroys enemy stickybombs.
25% more total stickybombs out at once (max is 14).
+25 max health on wearer.
25% damage bonus.
Up to 100% damage bonus based on charge.
25% shorter reload time.
On hit: 100% chance to stun zombies for 3 seconds.
25% more total stickybombs out at once (max is 10).
25% damage penalty against players.
+0.8 sec slower bomb arm time.
No knockback.
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Secondary
Quickiebomb Launcher
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Up to 35% damage bonus based on charge.
70% faster charge rate
-0.2 sec faster bomb arm time.
On detonation stickies destroys enemy stickybombs.
50% smaller clip size.
15% damage penalty.
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+25 max health on wearer.
5% Damage bonus.
Up to 170% damage bonus based on charge.
25% shorter reload time.
40% faster firing speed.
70% faster charge rate
-0.2 sec faster bomb arm time.
On detonation stickies destroys enemy stickybombs.
On hit: 100% chance to stun zombies for 3 seconds.
50% smaller clip size.
25% damage penalty against players.
No knockback.
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Melee
Bottle
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Stock weapon.
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No changes.
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Melee
Scotsman's Skullcutter
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50% longer melee range.
20% damage bonus.
75% slower deploy and holster time.
15% slower movement speed on wearer.
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No changes.
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Melee
Eyelander
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50% longer melee range.
Every killing blow decapitates the enemy, increasing its head counter. Every head taken raises user's speed (7.5%) and health points (+15) to a maximum of 4 times.
If a shield is equipped, every head taken raises shield damage by 5 to a maximum of 5 times.
If you kill an enemy that has the Eyelander, any of its reskins, the Bazaar Bargain, or the Air Strike equipped, you steal their heads (or kills).
Upon death: heads, and their bonuses, reset.
75% slower deploy and holster time.
-25 max health on wearer.
No random Critical hits.
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50% longer melee range.
75% slower deploy and holster time.
-25 max health on wearer.
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Melee
Half-Zatoichi
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50% longer melee range.
On kill: gain up to 50% base health.
Restored health can overheal.
No random Critical hits.
75% slower deploy and holster time.
This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
A single successful hit will kill an enemy wielding the same weapon.
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50% longer melee range.
75% slower deploy and holster time.
This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills.
A single successful hit will kill an enemy wielding the same weapon.
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Melee
Pain Train
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Increases user's capture rate by 1 for points and carts.
Raises bullet damage vulnerability by 10%.
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When weapon is active:
10% faster movement speed on wearer.
Raises damage vulnerability by 20%.
Raises bullet damage vulnerability by 10%.
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Melee
Ullapool Caber
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The initial hit against an enemy or a solid object triggers an explosion that damages the user, who will also be propelled in the air, and every enemy standing in the explosion radius.
Deals only melee damage if the head is destroyed.
15% damage penalty.
20% slower swing speed.
No random Critical hits.
100% slower deploy speed.
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15% damage penalty.
20% slower swing speed.
100% slower deploy speed.
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Melee
Claidheamh Mòr
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50% longer melee range.
Melee kills refill 25% of your charge meter.
+0.5 sec increase in charge duration.
75% slower deploy and holster time.
No random Critical hits.
Raises damage vulnerability by 15%.
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No changes.
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Melee
Persian Persuader
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50% longer melee range.
Ammo can recharge charge.
Melee hits refill 20% of your charge meter.
No random Critical hits.
80% smaller secondary ammo size.
75% slower deploy and holster time.
Cannot refill ammo from ammo boxes unless charge meter is full.
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50% longer melee range.
Ammo can recharge charge.
80% smaller secondary ammo size.
75% slower deploy and holster time.
Cannot refill ammo from ammo boxes unless charge meter is full.
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