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|''' | |'''+0.2 Bullet Damage''' per stack. | ||
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Revision as of 17:24, 21 March 2026
Weapon Damage is a stat that increases Bullet Damage, Light Melee Damage, and Heavy Melee Damage.
Weapon Damage Formula
The final damage dealt by a bullet is determined by multiplying your base stats, your item bonuses, and various situational modifiers.
Base Weapon Properties
Base Bullet Damage
Base Bullet Damage is the amount of damage your Hero deals with no items. This value is unique to each hero and increases automatically as you level up through Boons.
Grey Talon is an exception to the rule, additionally increasing his Base Bullet Damage based on his Spirit Power acquired through items.
Spreadshots
Spreadshots allow certain weapons to fire multiple bullets at once (such as shotguns or shurikens). In these cases, all calculation rules apply to every individual bullet.
| Hero | Bullets per shot | Pattern |
|---|---|---|
| Abrams | 9 | Semi-Fixed |
| Calico | Fixed | |
| Mo & Krill | 4 | Semi-Fixed |
| Shiv | 6-12 | Random |
| Yamato | 5 | Semi-Fixed |
| 7 | Fixed |
Piercing shots
Paige's weapon's shots pierce through enemies and can hit multiple enemies per projectile, disappearing only when they hit a map surface. However, they do not deal headshot bonus damage.
The Doorman's weapon's shots also pierce enemies. Unlike Paige's, they can deal headshot damage but deal half damage to all enemies hit after the first.
Weapon Damage Scaling
Some abilities scale with Weapon Damage.
For most Weapon Damage scaling abilities, they only scale based on the "Bonus Weapon Damage" stat, which is granted by items and Weapon shop investments (see list below). This includes abilities such as Venator's Consecrating Grenade, Gutshot and Ira Domini. Paradox's Kinetic Carbine is an exception, since it scales with her Base Weapon Damage (counting as a full burst shot), and thus increases with Boons. Melee Damage scaling abilities also scale with Weapon Damage, since Melee Damage scales with Weapon Damage.
Weapon Damage Multiplier
This represents the percentage of damage acquired through shop items and golden statues. These bonuses are additive with each other.
The formula for the total multiplier is:
(For example, if you have a 20% Shop Bonus and a 4% Statue Bonus, your multiplier is 1.24.)
Golden Statues can provide a permanent increase: +3% before 10 minutes, +4% before 30 minutes and +7% after 30 minutes.
Flat Weapon Damage
Flat Weapon Damage is an extra amount of damage obtained through certain hero abilities.
Flat Weapon Damage is not increased by your "Weapon Damage %" multiplier. It is an additive source added to your total after the percentage multiplier is applied to your base. However, it is still affected by Damage Falloff, Bullet Resist, and Crit Multipliers.
| Hero | Ability | ||||
|---|---|---|---|---|---|
| Abrams | Shoulder Charge | +1.5 Weapon Damage for 6s after colliding with an enemy | |||
| Grey Talon | Rain of Arrows | +4 Weapon Damage | While airborne, +5 Weapon Damage and movement slow | ||
| Haze | Fixation | +0.2 Bullet Damage per stack. | +0.32 Bullet Damage per stack. | ||
| Lash | Grapple | Gain +6 Weapon Damage for 10s (Able to stack) | |||
| Flying Cloak | +7 Weapon Damage for 10s after teleporting. | ||||
| Yamato | Flying Strike | +6 Weapon Damage for 10s |
Combat Modifiers
Damage Falloff
Damage Falloff reduces damage based on distance. All heroes have a Falloff Range in which damage is linearly reduced from 100% to 10%.
When aiming at an enemy hero, a dot on their health bar indicates the percentage of damage you will deal:
| Dot Color | Damage Percentage |
|---|---|
| Red | 10% - 20% |
| Orange | 20% - 35% |
| Yellow | 35% - 75% |
| Transparent | 75% - 100% |
Crit Multiplier
Aiming for the head deals increased damage. Troopers, Guardians, and Heroes have a weakpoint hitbox that receives 1.65x bullet damage when hit.
Crit Bonus Scale is a stat that modifies critical damage for certain heroes:
| Hero | Crit Bonus Scale |
|---|---|
| Billy | -20% |
| Celeste | -25% |
| The Doorman | -30% |
| Drifter | -45% |
| Kelvin | -25% |
| Rem | -20% |
| Vyper | -30% |
Graves cannot deal critical damage due to her lock-on weapon.
Target Modifiers
Bullet Resistance
- Main article: Damage Resistance
Incoming damage is reduced by the target's Bullet Resist and increased by the attacker's Bullet Resist Reduction. These stats stack multiplicatively. For a detailed breakdown on how multiple items stack, see the main page.
Increased Bullet Damage
Increased Bullet Damage is a debuff inflicted on enemies. It multiplies the total amount of damage they take from you. Because this is applied at the end of the calculation, it also increases the effectiveness of your Flat Weapon Damage.
| Hero | Ability | ||||
|---|---|---|---|---|---|
| Bebop | Grapple Arm | Bebop deals 20% more weapon damage against hooked enemies for 6s | |||
| Dynamo | Kinetic Pulse | Dynamo deals 30% more Weapon Damage to hit enemies for 8s | |||
| Warden | Binding Word | Warden deals +20% more Bullet Damage to trapped Heroes for 6s |
Sources
All weapon items provide an automatic increase in Weapon Damage based on the player's total soul investment in that category:
| Souls invested | Weapon Damage Increase |
|---|---|
| +7% | |
| +9% | |
| +13% | |
| +20% | |
| +49% | |
| +60% | |
| +80% | |
| +95% | |
| +115% | |
| +135% |
The following items grant increased weapon damage:
| Name | Category | Stat change | |
|---|---|---|---|
| Close Quarters | 800 | +20% Weapon Damage | |
| Extended Magazine | 800 | +8% Weapon Damage | |
| High-Velocity Rounds | 800 | +8% Weapon Damage | |
| Restorative Shot | 800 | +6% Weapon Damage | |
| Fleetfoot | 1,600 | +6% Weapon Damage | |
| Long Range | 1,600 | +40% Weapon Damage | |
| Opening Rounds | 1,600 | +8% Weapon Damage | |
| Recharging Rush | 1,600 | +10% Weapon Damage | |
| Titanic Magazine | 1,600 | +14% Weapon Damage | |
| Cultist Sacrifice | 3,200 | +10% Weapon Damage | |
| Escalating Resilience | 3,200 | +18% Weapon Damage | |
| Express Shot | 3,200 | +8% Weapon Damage | |
| Headhunter | 3,200 | +5% Weapon Damage | |
| Hollow Point | 3,200 | +35% Weapon Damage | |
| Point Blank | 3,200 | +50% Weapon Damage | |
| Sharpshooter | 3,200 | +10% Weapon Damage | |
| +60% Weapon Damage | |||
| Weighted Shots | 3,200 | +30% Weapon Damage | |
| Armor Piercing Rounds | 6,400 | +8% Weapon Damage | |
| Glass Cannon | 6,400 | +80% Weapon Damage | |
| Battle Vest | 1,600 | +18% Weapon Damage | |
| Bullet Lifesteal | 1,600 | +6% Weapon Damage | |
| Fury Trance | 3,200 | +6% Weapon Damage | |
| Colossus | 6,400 | +15% Weapon Damage | |
| Inhibitor | 6,400 | +10% Weapon Damage | |
| Leech | 6,400 | +12% Weapon Damage | |
| Phantom Strike | 6,400 | +15% Weapon Damage | |
| Siphon Bullets | 6,400 | +15% Weapon Damage | |
| Vampiric Burst | 6,400 | +6% Weapon Damage | |
| Bullet Resist Shredder | 1,600 | +9% Weapon Damage | |
| Unstable Concoction | Legendary | +150% Weapon Damage |
- Headshot Booster deals +45 bonus Weapon Damage with headshots.
- Monster Rounds increases Weapon Damage against NPCs by +25%.
- Berserker increases Weapon Damage by +7% per stack for sustaining damage.
- Headhunter additionally deals +75 x4 bonus Weapon Damage with headshots.
- Intensifying Magazine increases Weapon Damage to a maximum of 45% after continuously firing.
- Opening Rounds increases Weapon Damage by +25% against enemies above 50% health.