Wiki/Weapons

Melee & throwables

Weapons

Every throwable and melee weapon, with the stats the simulation actually uses.

Two kinds#

You carry one melee weapon and one throwable. Melee is your close-range answer and costs nothing to swing; throwables cover the range in between walking away and casting something.

Throwables differ in more than damage. Some fly straight and fast, some are lobbed and land where they were aimed, and some burst over an area on impact — which is what the pattern and blast radius columns below describe.

Every weapon (15)#

WeaponSlotPatternDamageCooldown (s)Per shotBlast radius
Shuriken Star
All-rounder — fast homing blade. Charge → Shuriken Shadow Clone: eight copies ring out on every side.
PrimarySingle120.25
Shuriken Infinity
Light & quick. Charge → Rasenshuriken: one chakra blade that bursts where it lands.
PrimarySingle90.25
Giant Shuriken
Heavy, slow, hits hard. Charge → Fuma Shuriken: one huge blade that cuts through three.
PrimarySingle180.4
Small Shuriken
Rapid three-shot burst. Charge → a nine-needle senbon volley that pins two deep.
PrimarySingle60.25
Kunai
Pinpoint blade — flies dead straight. Charge → wire-guided: three fan out, then converge on your mark.
PrimarySingle160.3
Bomb Shock
Lobbed shock bomb — impact/fuse blast briefly disarms.
LethalLobbed401.53
Flash Bomb
Pure blind, no damage — look away and it can't touch you.
TacticalLobbed01.64
Smoke Bomb
A sight-blocking cloud — vanish, reposition, escape.
TacticalLobbed01.84
Caltrops
Scatters a chilling field — slows and bleeds anyone inside.
LethalLobbed51.83
Sword Slash
Balanced katana — a wide close-range slash.
MeleeMelee550.7
Sword Ninja
Heavy blade — more reach and burst, slower swing.
MeleeMelee700.9
Blade
Fast light slash — quick, shorter reach.
MeleeMelee350.45
Sai
Twin sai — very fast, short reach.
MeleeMelee300.4
Dagger Death
Assassin's dagger — quick and punchy.
MeleeMelee400.5
Dagger Double
Dual daggers — fast, wide arc.
MeleeMelee320.4