Welcome to the ULTRAKILL Basic Weapon Guide! With the recent confirmation from Hakita that no more weapons will be added to the game (except for the mysterious golden arm), now is the perfect time to learn the basics of each weapon and how to use them effectively. This guide is based on personal experience with hours of gameplay and does not include exact stats, but rather focuses on how the weapons behave. Spoilers may be included, so it’s best to read this guide after completing levels 7-2 or 5-3. Let’s dive in!
PISTOLS
(STANDARD)
As simple as a gun can get. You hold the shoot button, a hitscan projectile shoots out. Deals fine damage at a decent pace, and has the gimmick of shooting specific body parts dealing more damage (limbs are 1.5x more, headshots are 2x damage). You’d think it would get replaced or overshadowed by later weapons, but it keeps itself useful all the way through. Both variants can chain their shots off of coins.
(ALT)
The alt variant trades the speed of the revolver for damage, dealing much more damage, at the cost of needing to “c o c k” the gun after each shot, which can’t be bypassed by quickswapping to-and-from it.
- Piercer
(STANDARD)
A charge shot. As simple as that. Deals more damage than a normal shot, at the cost of needing to recharge for a few seconds. Thankfully, you can still shoot while the gun is recharging.(ALT)
A VERY strong charge shot, at the cost of needing to wait even longer between charge shots.Charge shots are a great way to clean up some slightly-stronger-but-not-that-strong enemies, and can be chained off coins for extra damage on one target. The shot also has pierce, making it a nice quick crowd cleanup tool, so don’t underestimate it, just because it’s the first thing you get. - Marksman
(STANDARD)
A coin toss. You have 4 of them in stock, and it takes a few seconds to recharge each one. The coins will follow your movement to try and always move in an arc in front of you. Shooting the coin(s) will chain between them, after which the powered up ricochet shot will aim for the enemies weakpoint. The coins shot with a STANDARD revolver have the ability to split into two shots, if one times the shot at the right time(ALT)
The coins behave the same way and recharge with the same speed. The coins shot with the alt revolver will gain extra hits on a singular enemy, instead of splitting of to hit towards multiple enemies.Marksman coins are a fantastic multi-tool that is useful in pretty much any situation. Crowd of enemies? Throw out 4 coins, wait a second, and pop them to damage. Enemy is very out of the way? Throw a coin, and let it’s autoaim take care of it. Big enemy? Throw coins straight up, charge a shot and watch as most of it’s health goes out the window. - Sharpshooter
(STANDARD)
A shot that bounces of walls a few times and pierces through enemies. the standard version stores 3 charges, and has a noticable amount of windup needed before you can fire the shot off. The shot has the ability to detonate projectiles mid-air, causing a red explosion.(ALT)
Same as the standard, but this one shoots a stronger projectile, and can only store one charge at a time, with the recharge rate being about the same as a recharge of all 3 bars of the STANDARD Sharpshooter.Slightly situational, since you need walls to maximize it’s damage, but in the right conditions, it can be extremly damaging. It’s infinite pierce and projectile detonation make it fantastic at crowd control… Oh and you can use it to instakill maurice from any distance.
SHOTGUNS
(STANDARD)
As Shotgunny as a shotgun can get. One shot shoots out a punch of pellets, each weak, but together quite powerful. With how the main mechanic of the game is needing to get blood from enemies to heal, this is another great way to quickly get your health back up to full, while keeping yourself moving. The weapon itself is also an incredible crowd control tool, due to the ability to parry your own shots, causing one of them to explode on contact with anything.
(ALT)
As Un-Shotgunny as a shotgun can get. Instead of shooting out pellets, you now have a Jackhammer, which trades out range and easy of use of the shotgun for heightened mobility and incredible burst single-enemy damage. The main mechanic of the weapon is your own Momentum – the faster you go, the more damage the weapon will deal and the further you will be sent back, up to a set limit. An important thing to remember is that a max speed attack will disable the Jackhammer for a few seconds.
- Core Eject
(STANDARD)
A grenade-like projectile, that can be held down to throw it further. While the standard explosion is the same as a projectile boost, the main use for it is shooting it down from mid-air, which will cause a red explosion if shot with a Revolver, or a Nuke, if shot with a Malicious Railcannon.
(ALT)
The main diffrence of the Alt Core eject, is that the core is thrown right in front of you, and can’t be charged to throw it further. This core DOES however behave the same as a coin, following your momentum to stay about in the same position in front of you the whole time. The main thing it’s useful for is combining it with the Primary attack, sending out a hitscan explosion which deals the same damage as a red explosion. This hitscan attack can be chained off coins, and can be used to do Nukes if combined with the Rocket LauncherAn incredible crowd-control tool, thanks to core detonation. I personally just use it for Nukes, but the revolver detonation can do wonders when you don’t have a ralicannon charge. The alt version makes nuking a lot harder and more close-quarters, but pays it off by letting you spam Malicious Railcannon-lite hitscan explosions. - Pump Charge
(STANDARD)
Pressing the alt-fire button will pump the shotgun, adding more pellets to the primary fire. If pumped to much, the shotgun will produce an expolsion that will deal 50 damage to you instead, and launch you away if you do not dash away from the explosion in time.
(ALT)
Pumping the Jackhammer adds an expolsion to your attack, with the first two only damaging enemies, and a max pump causing a red expolsion, which is much harder to dodge, but deals much more damage in a wider area, and deals less damage to the player than a standard Pump Charge expolsion.While slightly weaker without pumping, and dangerous due to the possibility of exploding half of your health in a moment, the expolsion is a good for crowd control, can deflect projectiles, and in general is a good source of explosion damage. - Sawed-On
(STANDARD)
The Sawed-On adds a chainsaw to your shotgun, simple as. You can hold down the alt fire to keep the chainsaw in front of you, dealing constant low damage. Letting go of the alt fire throws the chainsaw out, which will travel a certain distance, and then reel back to you. The chainsaw can be punched to keep it yo-yoing in front of you, and can be punched with the Knuckleblaster to detach it.
(ALT)
The chainsaw works exactly the same as on the standard version, with the only diffrence being that you can use the primary fire to keep the chainsaw yo-yoing.The Chainsaw is a good extra source of damage, and the ability to switch to other weapons while it’s flying around very much supports this use. But other than some extra (quite decent actually)damage, I personally rarely use this variant.
NAILGUNS
(STANDARD)
Your machine gun of the arsenal. The gun shoots nails, of which you can have a 100 max at any given moment, and will quickly regenerate when not firing. The Attractor Nailguns are slightly stronger than the other nailgun.
(ALT)
The nails are replaced with saws, which can bounce off the walls, with the trade-off being that you can only hold 10 saws at any moment.
- Attractor
(STANDARD)
The alt-fire shoots out a magnet that will pull all the shot nails towards it. You can have up to 3 magnets out, and each magnet will allow you to keep more nails magnetized to it before they break and shoot out everywhere from too many nails being magnetized at once.
(ALT)
It’s exactly the same as the standard variant, with the diffrence being that instead of all the saws being stuck on the magnet, they instead orbit around it.Great for trap setups, and solid for fast moving targets if you’re having problems with tracking them, which can add some nice extra damage to your railcannon shot due to the conductor bonus, if you decide to hit them with it. - Overheat
(STANDARD)
The primary fire works the same, with the only diffrence being that the nails are slightly weaker. The main attraction of this variant is the heat mechanic, which uppon pressing the alt-fire button, with fire a barrage of nails, with the amount being dependend on how much heat there is.
(ALT)
The same heat mechanic is used here, but instead of a barage of saws, you shoot out a stronger and bigger singular saw, that lasts much longer than other saws.A great addon to attractor traps. I personally never use it without using a magnet first, as the nail overheat has quite the spread deviation, and the saw does it’s best damage when it’s anchored to a spot. - Jumpstart
(STANDARD)
While the primary fire is the same as on the Overheat variant, the alt fire shoots out a cable that, if it attaches, will increase the firing rate of the gun. When attached, the cable will charge for 5 seconds, and if that time passes, or the enemy is killed, it will shoot out an electric jolt, and hit all enemies nearby. The electricity can chain through magnets, coins, and frozen rockets.
(ALT)
The main diffrence of the Alt Nailgun version is that, when hitting an attached enemy with a saw, the time it takes to shoot out the electric jolt is decreased by 1 second.An insane crowd control tool, which WILL deal way more damage to everyone than you’d think something with such a short cooldown should do, given the right setup and usage. Use it any time you need to deal some massive damage to either a crowd or a boss.
RAILCANNON
Your Hyper Weapon. The main mechanic of this gun is that, after each shot, you need to wait about 15 seconds for the gun to recharge. The Primary fires of each gun are diffrent, with the alt-fires all being the same thing (zoom in).
- Electric
The Electric variant shoots out an infinitely piercing hitscan electric shot, which will shock the user if used underwater, and cause an electric explosion, if shot at an enemy with embeded nails.
The UltrakillTM classis of quick burst damage. The best way to use it (in my opinion) is shooting through an enemy into a coin, and then chain coins into the enemy for more and more damage. But it can be used by itself just fine. - Malicious
The Malicious variant shoots out a hitscan attack, that produces a big explosion on hit.
The “Make Nuke” variant. You could use it without shooting at a core, but with how fast one can set up a nuke, I personally rarely do that. - Screwdriver
The screwdriver variant fires out a drill projectile that, upon hitting an enemy, will continuously hit the enemy and cause them to bleed out. You can punch the drill out of an enemy to deal extra damage and fire the drill out of the enemy, which can hit and embed into another enemy.
Aside from making an enemy into a blood fountain, this variant has a bonus use of making Mindflayers unable to teleport. I don’t use it otherwise.
ROCKET LAUNCHER
It Launchers the Rockets, what more can be said? …Well mayby the fact that the rockets can only damage enemies when hit directly, and only causing a non-damaging shockwave when hitting walls or floors, and they will home in towards attractor magnets. You can also fly on them!
- Freezeframe
Pressing the alt-fire button freezes the rocket in place, and pressing the button again unfreezes them. When a rocket is frozen for 1 second, they will produce a red explosion on a succesful hit.
The freezeframe is great for spawntrap setups, and some bonus damage help with the use of magnets. It also makes landing on top of a rocket to ride it extremly easy to do quickly, by just simply freezing a rocket, hopping on top, and unfreezing. - S.R.S Cannon
Holding down the alt-fire button will charge up a cannonball shot, with the distance and damage being dependent on the amount of time it’s been held down. Cannonballs can be hit with the Feedbacker. and depending on if you hit the ball instantly, or wait to parry it after you hit an enemy with it, you will either get a less damaging, but instant, big projectile, or way more damage and infinite piercing attack.
This is the “Delete Cerberus/Virtue” variant. It hits like a brick, is easy to land, and recharges quickly. It also stuns Insurrectionists when hit, which is good to keep in mind. - Firestarter
Holding down the alt-fire will fire a stream of gasoline, which can coat both the terrain and enemies. Things that are coated in oil can be lit on fire by any type of exposion, not necessarly just a rocket explosion. If shot underwater, the gasoline will instead explode immidately.
While this weapon is meant to be a fodder killer, I rarely use it for that reason. I use it mostly for bonus damage on a singular target, since the fire ticks, while not extremly strong, are still an extra source of damage on things like bosses.
And that wraps up our share on ULTRAKILL: ULTRAKILL Basic Weapon Guide (Post-Full Arsenal Update). If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Axel, who deserves all the credit. Happy gaming!