Field Guide
Every weapon, power-up, and mutator in a round.
Each weapon has its own range and durability. Each power-up demands a different commitment. Each round mutator rewrites the rules. Here’s how they behave.
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Weapons
Weapons spawn at fixed pickup points and last a limited number of uses. Most occupy your action slot until they expire. Fist and parry still work.
Javelin
Throwable spear with strong ranged knockback. Limited throws. Best against players holding open lanes or committing to predictable launches.
Bananarang
Boomerang that arcs out and curves back. Hits twice on a clean throw, outbound and returning. Punishes players who only watch the first projectile.
Singularity Grenade
Opens a small gravity vortex on impact. Pulls nearby players in and turns a clean fight into a pile. Throw it where you want everyone, not where they already are.
Sticky Bomb
Adhesive explosive that sticks to whatever it hits, including players. Short timer. Stick it on a target near a hazard or use it as area denial.
Dodgeball
Bouncing projectile that gains speed with each ricochet. Single hits are mild, but a ball off three walls can end a round fast. Watch your peripheral vision.
Ballistic Fist
Regenerating fist mode that turns each punch into a ranged projectile. Forces players off ledges and contests items without melee. Recharge between shots limits spam.
Piston
Pump-action close-range weapon. Pump to build charge, swing for a heavy connect. Strong in chokepoints. Weak against players dancing just outside its arc.
Power-ups
Power-ups are temporary buffs on your normal toolkit. Some are consumed on first connection, others persist for a fixed window.
Mega Punch
The next charged punch is much stronger. Save it for a high-value target or a near-ledge setup. Spend it on a tap and it’s gone.
Invincibility
No damage for the duration. Don’t use it to fight everyone. Use it to take a contested item, open a route, or survive a bad spawn.
Finisher
Unlocks a finisher move on stunned or low-state opponents. Converts a parry or launch into a reliable finish when the target state allows it.
Laserbeam
Wind-up beam attack. Charge and fire in a direction. Devastating on connect, locks you in place during charge. Trigger from cover.
Ballistic Fist (power-up form)
Same effect as the weapon. While active, every punch becomes a ranged projectile. The cooldown between shots applies either way.
Round mutators
Mutators are round-wide events that change the rules for everyone when they appear. They can stack on top of normal weapons and power-ups, so read the active notice before committing to a route.
Chaos Unleashed
Wildcard mode. Transforms, surprise pickups, and physics-heavy interactions. Plan around survival and keep a clean exit.
Low Gravity
Rocket Punch ascents go higher, launches fly further, recoveries take longer. Aerial control and midair parry matter more than ground spacing.
Physical Education
Dodgeball event. The arena fills with bouncing dodgeballs that accelerate with each ricochet. Movement and parry timing beat aggression.
Javelin Rain
Javelins fall from the sky throughout the round. Open space is dangerous. Players moving in straight lines are the easiest targets.
Admin Abuse
Wildcard modifier. Transforms, oversized hits, and unusual interactions can take over the round. Treat it as a survival check, not a normal stat grind.
Item decision checklist
- Who can punish me while I pick this up? If two players have a clean angle, the item is bait.
- Does this weapon match the map? Piston in tight corridors, Bananarang in open lanes, Sticky Bomb near hazards.
- Is the power-up worth more on me or as a deny? Sometimes the play is shoving the other player off the pickup.
- Does the active mutator change which items matter? Javelin Rain favors ranged. Physical Education favors parry timing.
- Can I leave the pickup area without exposing my recovery path? If not, defer.
Rule of thumb
If grabbing an item gives an opponent a clean launch angle, make them move first. The fastest way to learn item value is spending a few rounds denying pickups instead of taking them.