Weapons: Difference between revisions
Created page with "Each ship in Sirocco have 2 weapons that fire automatically 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. All weapons have: * '''Ammo''' – The m..." |
Correct information about special trigger and crits |
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{{notice|Some weapon pages are outdated.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. | |||
* '''Ammo''' – The maximum amount of shots a weapon can store. Weapons with multiple ammo slots will rapidly fire each available ammo charge | 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. | * '''Reload Amount''' – The amount of ammo slots a weapon can reload simultaneously. | ||
* '''Special Trigger''' – after | * '''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" | {| class="wikitable sortable" | ||
! Image !! Name !! Range !! | ! Image !! Name !! Range !! Type !! Damage !! Ammo !! Reload Amount !! Reload Time !! DPS* !! Burst Damage* !! Special | ||
|- | |- | ||
| [[File: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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| | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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: | | [[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 == | == Related Pages == | ||
Line 68: | Line 76: | ||
* [[Status Effects]] | * [[Status Effects]] | ||
* [[Upgrade System]] | * [[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 | |||
|} |
Latest revision as of 17:44, 6 July 2025
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 – 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.
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 |
|