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.
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