General Edit

Weapons are used by Gears during battle, and fall into several classifications, types and individual variants.

Types of weaponsEdit

General weapon classifications fall into either standard weapons (ex. a mounted gun) and advanced weapons (ex. missiles or warheads) Each Gear can equip 1 standard weapon and 1 advanced weapon at a time. B, I, and M-Gears share the same standard and advanced weapons, while A-Gears utilise a different set of standard and advanced weapon types.

Standard WeaponsEdit

B, I, and M-Gears have 4 classes of standard weapons: Automatic-type, Vulcan-type, Gatling-type, and Rifle-type. (Vulcan's and Gatling's emphasis rate of fire with lower damage per-shot; Automatics posses moderate damage and rate of fire but lower range; while Rifle-types sacrifice rate of fire for superior accuracy and per-shot damage).

A-Gears have 3 classes of standard weapons: Cannon-type, Mass drive-type, and Dualism-type. (Cannons emphasise damage, Mass Drivers focus on accuracy, while Dualism focus on rate of fire).

Each individual standard weapon falls into one of the above standard weapon types (such as the Bate Gatling gun, or the Jackhammer mass driver) - and has it's own individual stats, strengths, and weaknesses. There are also higher and lower-tier versions of each individual weapon (such as the Merlero V2, Merlero V3, etc).

For more information, see List of weapons.

Weapon statsEdit


  • Attack power - the amount of damage per shot the weapon delivers
    • The attack stat displays a range of damage (in the left bracket), with the min-max damage output of each individual shot or missile - ex. (43 ~ 59)
    • To the right of the "damage per shot" stat is another bracket - with a stat detailing the number of salvos, and shots per salvo, the weapon fires each time the fire button is pressed - ex. (43 ~ 59) X (2 X 1)
      • The first number in the right bracket is the number of shots fired per salvo. While the number on the right, is the number of salvos fired each time the player pushes the fire button - ex. a stat of (2 X 1) translates as "2 salvo of 1 shots"; a stat of (2 X 4) translates as "2 salvos of 4 shots fired at once", etc
  • Attack power / s - the overall damage output of the weapon per each second of sustained fire, taking all stats into account, including attack power, re-attack time, and number of shots or missiles fired at once, etc
    • This stat also displays a range of damage, with the weapon's min-max damage output - ex. (63 ~ 82)
  • Accuracy - the accuracy of the weapon (accuracy stat is also known as "probability") - better accuracy makes it more likely for the weapon to register a hit on its target
  • Pierce - for gears that have a high amount of defense (MG/AG/BG), the pierce value decides how much weapon damage hits the target - for example, if you have 75% overall pierce and your target has 150% defense, your weapons will deal only 75% (150-75) effective damage to your target.
  • Range - the maximum effective range of the weapon (range stat is also known as "distance"). Probablitiy decreases rapidly when attacking targets that are outside of the weapons range for standart weapons, as for advanced weapons the range stats decides how long the missiles will pursue the target before exploding mid-air.
  • Re-attack time - the rate of fire of the weapon


  • Overheat time - The time a weapon can continuously fire before it overheats.
  • Contour - Contours are cosmetic upgrades which alter the appearance of armour or weapons. If no contour has been applied it will be listed as "default". For more information see contours.
  • Effect - Effects are cosmetic upgrades for advanced weapons which give the "missile trail" a unique look - if no affect has been applied it will be listed as "default". For more information, see Advanced weapon effects.
  • Prefix and Suffix stats - If a weapon has a Suffix or Prefix upgrade applied, the stat bonus will be listed in green next to the stats they apply to. For more information, see weapon fixes.
  • Enchantment stats - If a weapon has Enchantment upgrades applied, the stat bonuses will be listed in orange next to the stat they apply to. For more information on enchantment, see Laboratory.

Weapon varietiesEdit

Every individual weapon falls into different varieties, depending on where or how they are acquired:

Basic WeaponsEdit

Basic weapons (standard or advanced) are the most common weapons in the game. A small selection of weapons may be purchased at the Parts Shop, while many others may be acquired by finding them from monsters.

Legendary WeaponsEdit

Legendary Weapons are powerful upgraded weapons which can only be created at the Factory by combining specific weapons with special materials. For more information, see Legendary items.

Cash Shop WeaponsEdit

Cash Shop weapons may be purchased at the Cash Shop - they are often statistically better than basic weapons of the same type. Unlike Cash Shop Armours however, players are able to trade or sell weapons purchased in the Cash Shop.

Some weapons may also only be acquired by playing the Weapon Machine in the Aquarium (which requires Weapon Machine Tokens purchased at the Cash Shop).

Infinity Field WeaponsEdit

Infinity Field Weapons are rare and powerful weapons which can only be found by playing in the Infinity Field.

Boss WeaponsEdit

Boss weapons are rare weapons which can only be found from certain bosses. All boss weapons have their own unique appearance:


Unique weaponsEdit

Unique weapons are rare or unusual weapons acquired only under unique circumstances (they are highlighted in gold font in the inventory). See unique items for more information.

Event weaponsEdit

Event weapons are special weapons only given out during special Events (such as holidays). See Event Items for more information.

Upgrading weaponsEdit

Like with armors, players can upgrade their weapons in a variety of ways.


Unlike armours however, players cannot upgrade the base weapon at the Factory (ex. a Bawoo missile may not be upgraded to a superior Bawoo Bill) - to acquire a better base weapon, players must either purchase one, or find one from a monster.

The only way to upgrade a weapon at the Factory is to turn it into a Legendary Weapon using special materials. From there, a player can perform subsequent Legendary upgrades to their weapon if they possess the special materials required.


At the Laboratory, players may apply "micro-upgrades" known as enchantments to their weapons by combining them with Enchant cards, and paying an SPI fee. For each consecutive enchantment, the total number of enchantments applied to the weapon (regardless of enchantment type) will be displayed on the weapon's icon (ex. Enchant:3). Players may safely enchant their weapon up to number 5 ("E5"), however enchanting the armour past E5 risks destroying it in the process.

Gamble MachineEdit

Using the Gamble Machine (in the Aquarium), players may apply Weapon Prefix and Suffix upgrades to their armours by using Standard or Advanced Weapon Gamble Cards. Only one Suffix and one Prefix upgrade may be applied to a weapon a time.

See alsoEdit

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