> For the complete documentation index, see [llms.txt](https://partyicons.gitbook.io/wiki/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://partyicons.gitbook.io/wiki/gameplay/weapon.md).

# Weapon

## 1. Weapon Categories

Weapons in Party Heist are divided into two main categories:

* #### Regular Weapon
* Weapons with rarity tiers. They can be obtained through loot box openings, synthesis, and other methods. These weapons are retained after the game session ends.
* #### Special Weapon
* Weapons without rarity tiers that can only be obtained through battlefield drops. These weapons disappear after the game session ends.

## 2. Regular Weapon

### 2.1 AKM

Weapon Type: Primary Weapon

Features: Balanced damage and fire rate, high accuracy, and strong overall versatility

Best Used For: All Combat Scenarios, Mid-Range Engagements, Go-To Option

Advantages: Highly adaptable and effective in most combat situations

Disadvantages: Outclassed by specialized weapons at extreme ranges.&#x20;

### 2.2 Sniper Rifle

Weapon Type: Precision Weapon\
Features: High damage, High accuracy, and Long-Range Capability\
Best Used For: Long-Range Sniping, High-Value Target Elimination, Reconnaissance\
Advantages: Exceptional precision with devastating one-shot-kill potential at long ranges. \
Disadvantages: Slow fire rate and weak close-range performance; best used with good positioning and concealment

### 2.3 UZI

* Weapon Type: Submachine Gun (SMG)
* Features: High Fire Rate, Lightweight & Agile, Moderate Damage
* Best Used For: Close-Quarters Combat (CQC), Run-and-Gun Playstyles, Guerrilla Tactics
* Advantages: Exceptional mobility and a blistering fire rate make it perfect for rapid-response engagements.
* Disadvantages: Low long-range accuracy with severe damage drop-off.

### 2.4 Winchester&#x20;

* Weapon Type: Close-Range Weapon
* Features: High Burst Damage, Wide Pellet Spread, Close-Range Dominance
* Best Used For: Indoor Combat, Close-Quarters Encounters, Urban Warfare
* Advantages: Deals devastating damage at close range, making it ideal for sudden ambushes.
* Disadvantages: Limited effective range with poor performance at longer distances.

### 2.5 SPAS-12

* Weapon Type: Shotgun
* Features: High Fire Rate, Wide Pellet Spread, Close-Range Suppression
* Best Used For: Indoor Combat, Close-Quarters Encounters, Rapid Room Clearing
* Advantages: Rapid rate of fire provides dominant suppression capabilities in close quarters.
* Disadvantages: Short effective range and high ammo consumption.

### 2.6 Desert Eagle

* Weapon Type: Pistol
* Features: High Damage, Large Caliber, Reliable Sidearm
* Best Used For: Secondary Weapon, Close-Range Self-Defense, Emergency Back-up when Primary Ammo is Depleted
* Advantages: Packs massive stopping power while remaining highly portable.
* Disadvantages: Small magazine capacity and a relatively slow rate of fire for a handgun.

## 3. Special Weapons

### 3.1 Gatling Gun

* Weapon Type: Heavy Weapon / Rotary Cannon
* Features: Blistering Fire Rate, High-Capacity Magazine, Sustained Firepower
* Best Used For: Enemy Suppression, Clearing Groups of Targets, Point Defense
* Advantages: Exceptional sustained fire with immense psychological deterrence.
* Disadvantages: Greatly reduces mobility, requires spool-up time before firing, and burns through ammo quickly.

### 3.2 RPG

* Weapon Type: Heavy Launcher
* Features: High Explosive Damage, Area-of-Effect (AoE) Attack, Single-Shot
* Best Used For: Destroying Enemy Vehicles, Breaching Fortifications, Neutralizing Large Targets
* Advantages: Devastating destructive power with significant effectiveness against armored targets.
* Disadvantages: Long reload times and limited ammo capacity.

### 3.3 M32

* Weapon Type: Explosive Weapon
* Features: Area-of-Effect (AoE) Damage, Parabolic Trajectory, Fragmentation Effect
* Best Used For: Engaging Groups of Enemies, Area Denial, Striking Targets Behind Cover
* Advantages: Capable of striking enemies behind cover with massive AoE damage.
* Disadvantages: Long reload times, limited ammo, and poses a risk of self-inflicted damage at close range.

### 3.4 Arc Laser Gun

* Weapon Type: Energy Weapon
* Features: Beam Damage, Penetration Effect, Sci-Fi Aesthetic
* Best Used For: Mid-to-Long Range Combat, Piercing Cover, Engaging Multiple Targets
* Advantages: Can pierce through solid obstacles and delivers excellent sustained damage.
* Disadvantages: Constrained by energy consumption limits; underperforms in close-quarters combat.

### 3.5 Energy Jet Gun

* Weapon Type: Energy Weapon
* Features: High Energy Damage, Spray Effect, Area-of-Effect (AoE) Attack
* Best Used For: Mid-to-Close Range Combat, Zone Control, Clearing Packed Targets
* Advantages: Energy damage is highly effective against specific target types while providing great AoE coverage.
* Disadvantages: Constrained by energy consumption limits with poor effectiveness at long range.

### 3.6 Bubble Gun

* Weapon Type: Special Weapon
* Features: Non-Lethal, Slowing Effect, Playful Gimmick
* Best Used For: Restricting Enemy Movement, Supporting Teammates, Specialized Tactics
* Advantages: Effectively restrains enemy actions without causing lethal damage.
* Disadvantages: Low damage output; highly ineffective against armored or shielded targets.

### 3.7 Candy Gun

* Weapon Type: Special Weapon
* Features: Explosive Damage, Candy-Themed, Vibrant Visual Effects
* Best Used For: Casual/Fun Battles, Zone Control, Special Events
* Advantages: Features a unique visual aesthetic, making it perfect for casual or festive gameplay.
* Disadvantages: Raw damage output may fall short compared to conventional firearms.

### 3.8 Firework RPG

* Weapon Type: Special Launcher
* Features: Pyrotechnic Effects, Area-of-Effect (AoE) Damage, High Visual Impact
* Best Used For: Special Events, Celebration Scenarios, Area Attacks
* Advantages: Boasts spectacular, flamboyant visual effects, ideal for holiday events.
* Disadvantages: Lacks the raw utility and combat practicality of a standard RPG.

### 3.9 Fist RPG

* Weapon Type: Heavy Weapon
* Features: High Burst Damage, Heavy Rocket Impact, High Visual Impact
* Best Used For: Target Destruction, Breaching Defensive Lines, Neutralizing Heavy Units
* Advantages: Packs devastating single-shot damage with massive kinetic impact.
* Disadvantages: Long reload times and severely hinders player mobility.

### 3.10 Frost Gun

* Weapon Type: Special Weapon
* Features: Freezing Effect, Slowing Capability, Crowd Control (CC)
* Best Used For: Enemy Immobilization, Slowing Down Targets, Teammate Support
* Advantages: Restricts enemy movement and actions, creating pivotal tactical advantages for the team.
* Disadvantages: Direct damage output is relatively low; requires coordination with follow-up weaponry.

## 4. Weapon Rarity System

### 4.1 Regular Weapon Rarity

Regular Weapons feature 5 distinct Rarity tiers ranging from lowest to highest, each granting a specific damage bonus:

| Rarity Tier | Damage Bonus |
| ----------- | ------------ |
| N           | 0%           |
| R           | 2%           |
| SR          | 3%           |
| UR          | 4%           |
| CR          | 5%           |

### 4.2 Special Weapons

Special Weapons do not have Rarity tiers. This category includes: Arc Laser Gun, Gatling Gun, Energy Jet Gun, Bubble Gun, Frost Gun, Firework RPG, Candy Gun, and Fist RPG.

* Note: Special Weapons can only be acquired as battlefield drops and will disappear once the match ends.

## 5. Weapon Acquisition Methods

### 5.1 Regular Weapon Acquisition

* loot box Openings: Obtained by opening loot box in the game session.
* Weapon Synthesising: Synthesized using weapon shards collected throughout the game.
* Marketplace Trading: Purchased directly via the in-game Marketplace system.

### 5.2 Special Weapon Acquisition

* Battlefield Drops: Looted from defeated enemies or supply crates during an active match.

## 6. Weapon Selection Strategies

### 6.1 Selection Based on Combat Scenario

| Combat Scenario            | Recommended Weapon | Justification                                                                                |
| -------------------------- | ------------------ | -------------------------------------------------------------------------------------------- |
| Long-Range Combat          | Sniper Rifle       | High precision and massive damage; perfect for long-distance engagements.                    |
| Mid-Range Combat           | AKM                | Balanced overall performance; well-suited for the vast majority of combat situations.        |
| Close-Quarters Combat      | Shotgun, UZI       | Devastating burst damage or a blistering fire rate; ideal for close-range encounters.        |
| Indoor Combat              | Shotgun            | Wide pellet spread; highly effective in tight, confined spaces.                              |
| Engaging Groups of Enemies | Gatling Gun, M32   | Area-of-Effect (AoE) damage or sustained firepower; optimized for clearing multiple targets. |
| Engaging Heavy Targets     | RPG, Fist RPG      | High burst damage; excellent for destroying heavily fortified units or objectives.           |

### 6.2 Selection Based on Playstyle

| Playstyle          | Recommended Weapon         | Justification                                                                            |
| ------------------ | -------------------------- | ---------------------------------------------------------------------------------------- |
| Defensive Play     | AKM, Sniper Rifle          | Superior accuracy; ideal for holding angles and static defense.                          |
| Aggressive Assault | Shotgun, UZI               | High burst damage or high fire rate; perfect for rapid pushes and breaching enemy lines. |
| Tactical Support   | M32, Bubble Gun, Frost Gun | Strong crowd control (CC) capabilities; excellent for assisting teammates.               |
| Casual / Fun Play  | Candy Gun, Firework RPG    | Vibrant, unique visual effects; tailored for casual modes or festive gameplay.           |

### 6.3 Selection Based on Team Coordination

* Role Distribution: Select complementary firearms based on each team member's role within the squad.
* Range Synergies: Combine long-range and close-quarters weapons to ensure your squad can cover all combat distances.
* Utility Complement: Pair crowd-control (CC) weapons with high-damage firearms to maximize overall team combat effectiveness.

### 6.4 Selection Based on Resource Management

* Ammo Consumption: Consider total ammo capacity and fire rates to choose sustainable weapons for prolonged battles.
* Acquisition Difficulty: Choose weapons that are easier to acquire and upgrade based on your current stockpile of resources.
* Maintenance Cost: Factor in the long-term resource requirements needed for weapon repairs and upgrades.

Tip: For more detailed entries and weapon lore, please check the in-game Codex menu.

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