Weapons

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Notice: Some weapon pages are outdated. For the most accurate data, refer to the table below.

Each ship in Sirocco have 2 weapons that fire automatically and randomly at any enemy unit or building within its range (unless affected by Target Priority).

Weapons are unlocked in a fixed order each match, starting with a few available from the beginning. Additional weapons are unlocked by investing upgrade points into the three weapon upgrade types: Damage, Reload, and Special. Later weapons are not inherently stronger; each weapon has its own tactical role depending on range and utility.

All weapons in Sirocco share the same underlying mechanics:

  • Ammo – The maximum amount of shots a weapon can store. Weapons with multiple ammo slots will rapidly fire each available ammo charge every 0.5 seconds.
  • Reload Time – The time it takes to reload one ammo charge.
  • Reload Amount – The amount of ammo slots a weapon can reload simultaneously.
  • Special Trigger – After landing 4 hits, the weapon's special effect is triggered. A critical hit counts as two hits toward this threshold.
  • Critical Hits – All weapons have a 10% chance to deal 1.2× damage.
Image Name Range Type Damage Ammo Reload Amount Reload Time DPS* Burst Damage* Special
Reinforcer 30 (close) Heal 72 1 1 1.60 45.0 72 On trigger, Heals you 35 health. Scaling: Heal on hit
Shore Basher 40 (close) Displacement 163 1 1 4.00 40.8 163 On trigger, Pushes up to 3 enemies away from you in a line dealing damage. Enemies that collide with terrain take an additional 65 damage and are slowed by 80% for 0.20 seconds. Scaling: Push back strength, Duration of Slow
Scorpion 50 (medium) Damage 44 2 2 2.50 35.2 88 On trigger, applies Acid to the target dealing 20% of weapon damage (8 damage) every 0.2 seconds for 1.2 seconds. Can stack up to 5 times on a single target dealing 17 every 0.2 seconds. Scaling: Duration
Chain Shot 75 (long) Lockdown 82 1 1 3.00 27.3 82 On trigger, Slows the target for 1.5 seconds by 9.0 knots. Scaling: Slow amount
Frag Mortar 70 (long) Damage 67 1 1 2.30 29.1 67 On trigger, deals 67 Area damage in an area of 9.0 units around the target. Scaling: Area of damage
Death Bomb 35 (close) Tank 61 1 1 1.50 40.7 61 On trigger, deals Area damage in a radius of 12 units around the target, dealing up to 40% bonus damage the closer to death you are (max bonus 24 damage). The bonus damage does not stack with critical multiplier. Scaling: Bonus percentage damage amount, Radius of damage
Spark Generator 45 (medium) Damage 148 2 1 5.00 29.6 296 On trigger, spawns 5 sparks that orbit around you for 4 seconds, dealing 10% of weapon damage (15 damage), but up to 2 enemies they hit. Scaling: Sparks Damage Percentage
Night Bringer 60 (medium) Utility 69 2 2 4.20 32.9 138 On trigger, applies Blind effect of 20 vision reduction which lasts 2.0 seconds in an area around the target. Scaling: Blind amount
Orban Kings 65 (long) Damage 124 1 1 4.00 31.0 124 On trigger, sets an area on fire dealing 15% of weapon damage (19 damage) Damage Over Time every 0.25 seconds to all enemies within an area of 12.0 units for 1.0 seconds. Scaling: Duration of damage area, Area of damage
Helix Flare 80 (long) Utility 126 2 1 6.00 21.0 252 On trigger, Reveals an area of 10.1 units around the target for 1.4 seconds. Scaling: Area of vision, Duration of vision
Frostbiter 26 (close) Lockdown 85 3 2 5.00 34.0 255 On trigger, Slows enemies by 10.0 knots for 0.7 seconds. Scaling: Slow amount
Dumurzhet Coil 35 (close) Lockdown 68 3 3 5.00 40.8 204 On trigger, Slows target by 13.0% for 0.5 seconds. Scaling: Slow amount
Executioner 45 (medium) Damage 124 1 1 4.00 31.0 124 On trigger, deals bonus damage the lower the target’s health. Bonus damage increases with Weapon Special upgrades. Current max bonus damage multiplier 50%. Scaling: Bonus damage multiplier
Repair Inhibitor 55 (medium) Utility 66 2 1 1.9 34.7 132 On trigger, Corrupts the target reducing healing, shields, and regen by 14% for 3 sec. Scaling: Corruption amount
Tigerfish Battery 70 (long) Damage 80 2 1 3.00 26.7 160 On trigger, fires 5 homing missiles that deal more damage the farther they travel. Each missile deals 15% of weapon damage. Gains 5% more damage per 10 units traveled. Scaling: % of weapon damage
Juggernaut 25 (close) Heal 80 2 1 1.80 44.4 160 On trigger, gain 9 Health Regeneration per second for 4s (stacks to 27/sec, refreshes duration). Scaling: Health Regeneration
Wind Howler 30 (close) Utility 73 2 1 1.70 42.9 146 On trigger, gain 10.0 knots of Speed for 2s. Scaling: Speed amount
Barrier Dynamo 60 (medium) Tank 66 1 1 2.00 33.0 66 On trigger, gain 50 Shield which decays after 7.0s without other shield sources. Scaling: Shield amount
Trench Maker 65 (long) Displacement 202 1 1 6.50 31.1 202 On trigger, pulls the target towards you. Scaling: Pull strength
Railgun 80 (long) Damage 80 1 1 4.00 20.0 80 On trigger, fires a shot that pierces through enemies (up to 3 targets). Damage increases by 10% for each pierced enemy. Scaling: Max distance, number of pierces
Decimator 40 (close) Damage 61 3 2 4.00 30.5 183 On trigger, deals bonus damage equal to 1.70% of the target's current health. Scaling: Bonus damage percentage
Over Clocker 28 (close) Utility 73 3 2 3.20 45.6 219 On trigger, speeds up Cooldown Recovery by 3.5% for 5 seconds. Scaling: Cooldown speed
Breach Hornets 55 (medium) Lockdown 133 1 1 4.00 33.3 133 On trigger, applies Breach for 3.0s, dealing 15 damage per 10 units moved. Scaling: Breach damage
Hull Splitter 75 (long) Damage 74 3 2 6.00 24.7 222 On trigger, splits into 3 additional projectiles, dealing 30% of initial damage to nearby enemies. They travel 40 meter. Scaling: Distance travelled

*DPS = (Damage × Reload Amount) ÷ Reload Time. This reflects sustained damage over time and does not account for burst damage from high ammo values or damage from special triggers.

*Burst Damage = Damage × Ammo. It represents the total output if all ammo is fired in rapid succession. It does not account for shot interval (0.5s) or reload time.

Note: All values exclude critical hits. Default crit chance is 10% with 1.2× damage. This may slightly benefit weapons with multiple ammo.

Related Pages[edit]

Changelog[edit]

Patch Change
Patch 0.11
  • Repair Inhibitor: base reload from 2.5 to 1.9 seconds. base damage from 82 to 66. Corruption base from [18%-94%] to [14%-74%]. Duration from 4 to 3 seconds