Weapons
Notice: Some weapon pages are outdated.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 until their ammo is spent.
- 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 |
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Reinforcer | 30 (close) | Heal | 72 | 1 | 1 | 1.60 | 45.0 | 72 | On trigger, Heals you 35 health. Scaling: Heal on hit |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Trench Maker | 65 (long) | Displacement | 202 | 1 | 1 | 6.50 | 31.1 | 202 | On trigger, pulls the target towards you. Scaling: Pull strength |
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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 |
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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 |
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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 |
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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 |
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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
Changelog
Patch | Change |
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Patch 0.11 |
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