In the unique gaming environment of FragPunk, players are empowered to select any weapon they desire with minimal restrictions from in-match economy. Unless specified by special Shard Cards, there’s a universal preference for utilizing the most potent weapons available. Below, we present a comprehensive overview of the weapon statistics in FragPunk to aid in your decision-making.

Comprehensive Weapon Statistics in FragPunk

Primary Weapons

Weapon Name Damage (0-15m/25-40m/40-60m) Fire Rate (RPM) Magazine Size Fire Mode
Bad Moon S Head: 108/-/96, Body: 45/-/40, Limb: 42/-/38 462 15/45 Semi-Auto
Bad Reputation Head: 154/-/132, Body: 70/-/60, Limb: 66/-/57 300 10/30 Semi-Auto
My Way Head: 87/-/80, Body: 25/-/23, Limb: 23/-/21 652 45/180 Auto
Ghost Pepper Head: 98/-/87, Body: 28/-/25, Limb: 26/-/23 600-800 100/300 Auto
Fever Head: 91/83/75, Body: 32/29/28, Limb: 31/28/26 522 30/120 Auto
Discipline Head: 67/62/57, Body: 25/23/23, Limb: 24/22/20 682 30/120 Auto
Mad Dog-S Head: 39/36/33, Body: 26/24/22, Limb: 22/20/18 759 25/100 Auto
Clampdown Head: 33/28/22, Body: 22/19/15, Limb: 18/16/12 1091 25/100 Auto
Boom Broom Head: 22 x 8/18 x 8/15 x 8, Body: 15 x 8/12 x 8/10 x 8, Limb: 12 x 8/10 x 8/8 x 8 222 8/24 Auto
Meat Maker Head: 25 x 11/18 x 11/15 x 11, Body: 17 x 11/12 x 11/10 x 11, Limb: 12 x 11/11 x 11/10 x 11 100 8/24 Bolt-Action
Highlife Head: 300/240/200, Body: 150/120/108, Limb: 135/108/90 61 10/30 Bolt-Action
Resolve Head: 300/-/200, Body: 150/-/130, Limb: 143/-/123 40 5/10 Bolt-Action

Each weapon excels under specific circumstances, with standout choices like the Bad Reputation capable of delivering swift eliminations in close combat through headshots. It’s crucial to note, however, that certain Shard Cards may diminish weapon effectiveness, such as those increasing health or reducing head hitbox size.

The gameplay in FragPunk is defined by unique round modifiers that can dramatically influence tactics, including weapon selection. Every weapon has its advantages, and practicing with each is highly advantageous. Beginners may find success starting with robust options like Bad Reputation, Fever, Discipline, and Mad Dog-S for a solid foundation.

If you show preference for a specific Lancer, be aware that certain weapons may synergize better with them. For instance, Kismet and Zephyr could favor close-range options, while Hollowpoint might want to avoid long-range weapons like Highlife and Resolver, given she already possesses sniper capabilities.

Melee and Secondary Weapons

Weapon Name Damage (0-15m/25-40m/40-60m) Fire Rate (RPM) Magazine Size Fire Mode Notes
Standard Blitzer 50 (common slash) 75 (common stab) 100 – 150 (charged stab) Melee Charged attack with dash; backstab multiplier x2.0.
Standard Striker 60 (common slash) 80 (common stab) 100 – 150 (charged stab) Melee Charged attack with dash; backstab multiplier x2.0; 2.25 more range than Blitzer.
Burner Head: 60/-/54, Body: 20/-/18, Limb: 17/-/15 600 10/30 Semi-Auto Launches incendiary bombs.
Smoker Head: 60/-/54, Body: 20/-/18, Limb: 17/-/15 600 10/30 Semi-Auto Launches smoke grenades.
Flasher Head: 60/-/54, Body: 20/-/18, Limb: 17/-/15 600 10/30 Semi-Auto Launches flash grenades.
Blaster Head: 60/-/54, Body: 20/-/18, Limb: 17/-/15 600 10/30 Semi-Auto Launches mini grenades.
Cold Shoulder Head: 46/-/40, Body: 23/-/20, Limb: 19/-/17 600 15/60 Auto
Vicious Head: 150/143/133, Body: 73/70/65, Limb: 65/63/58 250 7/35 Semi-Auto
Cure-All Head: 70/-/64, Body: 35/-/32, Limb: 29/-/27 333 18/72 Semi-Auto Fires 3 bullets when hip-firing.

The Standard Striker (axe) offers a definitive advantage due to its extended range compared to the Blitzer, particularly in melee-focused encounters.

When considering secondary weapons, prioritize utility over traditional pistols. Options like flashbangs, smoke grenades, incendiary devices, or standard grenades can significantly enhance team support when employed tactically.

Source & Images

Leave a Reply

Your email address will not be published. Required fields are marked *