Weapons: Difference between revisions

From Siroccopedia
Jump to navigationJump to search
Pancakes (talk | contribs)
Added DPS column
Pancakes (talk | contribs)
Updated note about DPS
Line 65: Line 65:
|}
|}


<small>'''*DPS''' = (Damage × Reload Amount) ÷ Reload Time. This reflects sustained damage over time (steady-state) and does not account for burst damage from high ammo values.</small>
<small>'''*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>





Revision as of 17:50, 3 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Notice: Some weapon pages are outdated.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 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 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 Amount – The amount of ammo slots a weapon can reload simultaneously.
  • Special Trigger – after a set number of shots (usually 4), the weapon triggers a special effect.

Later weapons are not inherently stronger; each weapon has its own tactical role depending on range and utility.

Image Name Range Type Damage Ammo Reload Amount Reload Time DPS* Special
Reinforcer 30 (close) Heal 72 1 1 1.60 45.0 On trigger, Heals you 35 health. Scaling: Heal on hit
Shore Basher 40 (close) Displacement 163 1 1 4.00 40.8 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 On trigger, pulls the target towards you. Scaling: Pull strength
Railgun 80 (long) Damage 80 1 1 4.00 20.0 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 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 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 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 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.


Related Pages

Changelog

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