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{{notice|Some weapon pages are outdated.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: [[Upgrade System|Damage]], [[Upgrade System|Reload]], and [[Upgrade System|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''' – A weapon’s special effect is automatically triggered every fifth shot (after four normal shots). Critical hits can also trigger a special effect independently, without affecting the regular trigger cycle. * '''Critical Hits''' – All weapons have a 10% chance to deal 20% more damage as well as triggering the weapon's special effect. {| class="wikitable sortable" ! Image !! Name !! Range !! Type !! Damage !! Ammo !! Reload Amount !! Reload Time !! DPS* !! Burst Damage* !! Special |- | [[File:reinforcer.png|75px|link=Reinforcer]] || [[Reinforcer]] || 30 (close) || Heal || 72 || 1 || 1 || 1.60 || 45.0 || 72 || On trigger, ''Heals'' you 35 health. Scaling: Heal on hit |- | [[File:shore basher.png|75px|link=Shore Basher]] || [[Shore Basher]] || 40 (close) || Displacement || 163 || 1 || 1 || 4.00 || 40.8 || 163 || On trigger, [[Status Effects|''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 |- | [[File:scorpion.png|75px|link=Scorpion]] || [[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 |- | [[File:chain shot.png|75px|link=Chain Shot]] || [[Chain Shot]] || 75 (long) || Lockdown || 82 || 1 || 1 || 3.00 || 27.3 || 82 || On trigger, [[Status Effects|''Slows'']] the target for 1.5 seconds by 9.0 knots. Scaling: Slow amount |- | [[File:frag mortar.png|75px|link=Frag Mortar]] || [[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 |- | [[File:death bomb.png|75px|link=Death Bomb]] || [[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 |- | [[File:spark generator.png|75px|link=Spark Generator]] || [[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 |- | [[File:nightbringers.png|75px|link=Night Bringer]] || [[Night Bringer]] || 60 (medium) || Utility || 69 || 2 || 2 || 4.20 || 32.9 || 138 || On trigger, applies [[Status Effects|''Blind'']] effect of 20 vision reduction which lasts 2.0 seconds in an area around the target. Scaling: Blind amount |- | [[File:orban kings.png|75px|link=Orban Kings]] || [[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 |- | [[File:helix flare.png|75px|link=Helix Flare]] || [[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 |- | [[File:frostbiter.png|75px|link=Frostbiter]] || [[Frostbiter]] || 26 (close) || Lockdown || 85 || 3 || 2 || 5.00 || 34.0 || 255 || On trigger, [[Status Effects|''Slows'']] enemies by 10.0 knots for 0.7 seconds. Scaling: Slow amount |- | [[File:dumurzhet coil.png|75px|link=Dumurzhet Coil]] || [[Dumurzhet Coil]] || 35 (close) || Lockdown || 68 || 3 || 3 || 5.00 || 40.8 || 204 || On trigger, [[Status Effects|''Slows'']] target by 13.0% for 0.5 seconds. Scaling: Slow amount |- | [[File:executioner.png|75px|link=Executioner]] || [[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 |- | [[File:repair inhibitor.png|75px|link=Repair Inhibitor]] || [[Repair Inhibitor]] || 55 (medium) || Utility || 66 || 2 || 1 || 1.9 || 34.7 || 132 || On trigger, [[Status Effects|''Corrupts'']] the target reducing healing, shields, and regen by 14% for 3 sec. Scaling: Corruption amount |- | [[File:tigerfish battery.png|75px|link=Tigerfish Battery]] || [[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 |- | [[File:juggernaut.png|75px|link=Juggernaut]] || [[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 |- | [[File:wind howlers.png|75px|link=Wind Howler]] || [[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 |- | [[File:barrier dynamo.png|75px|link=Barrier Dynamo]] || [[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 |- | [[File:trench maker.png|75px|link=Trench Maker]] || [[Trench Maker]] || 65 (long) || Displacement || 202 || 1 || 1 || 6.50 || 31.1 || 202 || On trigger, [[Status Effects|''pulls'']] the target towards you. Scaling: Pull strength |- | [[File:railgun.png|75px|link=Railgun]] || [[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 |- | [[File:decimator.png|75px|link=Decimator]] || [[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 |- | [[File:overclocker.png|75px|link=Over Clocker]] || [[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 |- | [[File:breach_hornets.png|75px|link=Breach Hornets]] || [[Breach Hornets]] || 55 (medium) || Lockdown || 133 || 1 || 1 || 4.00 || 33.3 || 133 || On trigger, applies [[Status Effects|''Breach'']] for 3.0s, dealing 15 damage per 10 units moved. Scaling: Breach damage |- | [[File:hull_splitter.png|75px|link=Hull Splitter]] || [[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 |} <small><nowiki>*</nowiki>'''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.</small> <small><nowiki>*</nowiki>'''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.</small> <small>''Note:'' All values exclude critical hits. Default crit chance is 10% with 1.2× damage. This may slightly benefit weapons with multiple ammo.</small> == Related Pages == * [[Ships]] * [[Captains]] * [[Status Effects]] * [[Upgrade System]] == Changelog == {| class="wikitable sortable" ! Patch !! Change |- | [https://lunchboxentertainment.notion.site/Patch-0-11-216749fa747980a7a6d3c852f56d4966#217749fa74798066bfb3de13a2f06547 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 |}
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