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  4. Weapons

All 27 Weapons and Their Damage in R.E.P.O.

Updated on November 1, 2026 (3 days ago)

R.E.P.O. is an online co-op horror game where up to six players search monster-filled levels for valuable items and haul them out to extraction points. Monsters try to stop you the whole time, so weapons are how you fight back, stop a monster or get clear. Most of them are bought at the Service Station between levels, and the mix you bring along shapes how each run goes.

View

Type

Melee

6 items

Frying Pan

A short-range pan that deals 18 damage per hit and works best against small enemies.

Type
Melee
Damage
18 per hit
Ammo / Charge
10 charges
Approx. Price
$15K
Best Against
Small enemies

Sword

A 50-damage melee weapon with a small-enemy stun and knockback effect.

Type
Melee
Damage
50 per hit
Ammo / Charge
10 charges
Approx. Price
$19K
Best Against
Small and medium enemies

Inflatable Hammer

A light hammer that can deal 250 damage when its rare blast triggers.

Type
Melee
Damage
5 normal; 250 on explosion
Ammo / Charge
10 charges
Approx. Price
$12K
Best Against
Medium, large, and extra-large enemies

Baseball Bat

A 20-damage bat that sends enemies into collisions for extra damage.

Type
Melee
Damage
20 direct; 25–50 collision
Ammo / Charge
10 charges
Approx. Price
$40K
Best Against
Small, medium, and extra-large enemies

Sledge Hammer

A heavy 150-damage swing that can stun heavy enemies.

Type
Melee
Damage
150 per hit
Ammo / Charge
10 charges
Approx. Price
$46K
Best Against
Small, medium, and large enemies

Prodzap

A melee zapper that deals 8 damage and stuns enemies for 3 seconds.

Type
Melee
Damage
8 per hit
Ammo / Charge
15 charges
Approx. Price
$28K
Best Against
Small and medium enemies; can disrupt larger enemies

Type

Ranged

8 items

Tranq Gun

An 8-shot launcher that holds a target in a long stun.

Type
Ranged
Damage
0
Ammo / Charge
8 shots
Approx. Price
$18K
Best Against
Large and extra-large enemies

Gun

A 15-shot handgun that deals 80 damage at close range.

Type
Ranged
Damage
80 per shot
Ammo / Charge
15 shots
Approx. Price
$19K
Best Against
Small, medium, and large enemies

Shotgun

Six pellets can deal up to 300 damage at close range.

Type
Ranged
Damage
50 per pellet; up to 300 per shot
Ammo / Charge
5 shots
Approx. Price
$48K
Best Against
Medium, large, and extra-large enemies

Pulse Pistol

A projectile knocks enemies back, with collisions adding damage.

Type
Ranged
Damage
25 projectile; 25 on collision
Ammo / Charge
12 shots
Approx. Price
$15K
Best Against
Small and medium enemies

Boltzap

A 20-shot zapper that deals light damage and briefly stuns enemies.

Type
Ranged
Damage
4 per hit; 2 hits per shot
Ammo / Charge
20 shots
Approx. Price
$15K
Best Against
-

Photon Blaster

A sustained piercing beam that can hit several enemies in its path.

Type
Ranged
Damage
≈250–270 per beam
Ammo / Charge
5 charges
Approx. Price
$47K
Best Against
Large and extra-large enemies

Cart Laser

A cart-mounted beam weapon with sustained damage and long range.

Type
Ranged
Damage
100 × 8 per activation
Ammo / Charge
5 charges
Approx. Price
$45K
Best Against
Medium, large, and extra-large enemies

Cart Cannon

A cart-mounted cannon that hits hard and blasts around its impact point.

Type
Ranged
Damage
500 direct; 25 blast
Ammo / Charge
5 shots
Approx. Price
$45K
Best Against
Large and extra-large enemies

Type

Throwable

6 items

Stun Grenade

A timed grenade that stuns enemies caught in its blast.

Type
Throwable
Damage
0
Ammo / Charge
Single use
Approx. Price
$2K
Best Against
Small, medium, large, and extra-large enemies

Grenade

A timed explosive that deals 160 damage, including to nearby players.

Type
Throwable
Damage
160 blast
Ammo / Charge
Single use
Approx. Price
$3K
Best Against
Small, medium, and large enemies

Human Grenade

A compact explosive with a 100-damage blast after a short fuse.

Type
Throwable
Damage
100 blast
Ammo / Charge
Single use
Approx. Price
$2K
Best Against
Medium enemies

Duct Taped Grenades

The first blast releases three extra grenades that can hit in unpredictable directions.

Type
Throwable
Damage
100 initial + up to 300 from three grenades
Ammo / Charge
Single use
Approx. Price
$2K
Best Against
Large and extra-large enemies

Shockwave Grenade

A non-damaging blast that pushes enemies and players away.

Type
Throwable
Damage
0
Ammo / Charge
Single use
Approx. Price
$2K
Best Against
-

Rubber Duck

A bouncing chargeable toy that can deal 50 damage or explode for 250.

Type
Throwable
Damage
50 fast collision; 250 explosion
Ammo / Charge
6 battery pips
Approx. Price
$15K
Best Against
-

Type

Placed

3 items

Trap Zap

A floor trap that springs at nearby enemies, stunning them with repeated small hits.

Type
Placed
Damage
5 per hit; 30 total
Ammo / Charge
One deployment
Approx. Price
$3K
Best Against
Medium, large, and extra-large enemies

Explosive Mine

A floor mine that arms and deals 200 damage when triggered.

Type
Placed
Damage
200 blast
Ammo / Charge
One deployment
Approx. Price
$3K
Best Against
Medium, large, and extra-large enemies

Shockwave Mine

A floor mine that uses a blast to knock enemies away.

Type
Placed
Damage
0
Ammo / Charge
One deployment
Approx. Price
$3K
Best Against
-

Type

Staff

3 items

Roll Staff

A six-pip staff that makes hit targets roll and collide with objects.

Type
Staff
Damage
1 on impact; collision damage while rolling
Ammo / Charge
6 battery pips
Approx. Price
$25K
Best Against
Small and medium enemies

Zero Gravity Staff

A six-pip staff that lifts enemies and objects into low gravity.

Type
Staff
Damage
1 on impact; 25 on fall
Ammo / Charge
6 battery pips
Approx. Price
$16K
Best Against
-

Void Staff

A six-pip staff that pulls nearby enemies and objects into a chaotic vortex.

Type
Staff
Damage
1 on impact; 25 on fall
Ammo / Charge
6 battery pips
Approx. Price
$25K
Best Against
Large and extra-large enemies

Type

Utility

1 items

Leaf Blower

A powered gust pushes smaller enemies away and can stun them.

Type
Utility
Damage
0
Ammo / Charge
6 battery pips
Approx. Price
$10K
Best Against
Small and medium enemies

R.E.P.O. Weapon Types and What Each Group Is For

Weapons in R.E.P.O. fall into a few groups. Melee weapons are swung at monsters up close, and guns fire from a distance. Throwables like grenades and the Rubber Duck get tossed at a target, while mines and traps are set on the floor. Staffs and utility gear, like the Leaf Blower, round out the list.

The mix exists for a reason. Monsters don't all react the same way, so one answer rarely covers every fight. Some are best handled with a heavy hit, others are easier to stop for a few seconds, and some are better moved out of the way. Carrying tools from more than one group lets you change plans when a monster doesn't respond the way you expected.

How to Buy Weapons at the R.E.P.O. Service Station

You buy weapons at the Service Station, which opens between levels. The money you spend, called SURPLUS, comes from the valuables you haul out to extraction points, so a strong run pays for the next round of gear. The stock changes every visit, so the weapon you want may not be there. If it's missing, play another level and check again.

Prices vary a lot. Grenades and mines start at a few thousand dollars, which makes them the cheapest way to arm yourself early. The priciest weapons, such as the Shotgun, Photon Blaster and Sledge Hammer, usually come once you have spare money.

How Weapons Recharge in R.E.P.O.

Melee weapons, guns, staffs, the Rubber Duck and the Leaf Blower all run on charge. Using one drains some of its charge, and once it's used up you take it to the recharge machine in your truck to top it back up. Energy Crystals are what refill that charge, and you can buy them at the Service Station.

Grenades and placed weapons work differently. Grenades are single use, so once one is thrown, it's gone. Mines and the Trap Zap each cover one deployment, so after one has done its job, you need a fresh one.

Which R.E.P.O. Weapons Are the Best?

The best weapon depends on what's chasing you, but the strongest picks share one trait: they either buy you time or hit hard enough to end the fight. The Tranq Gun is a good early pick. It's one of the cheaper guns, and it stuns a monster at range, which gives you time to run or finish it off.

For damage, the Photon Blaster is hard to ignore. It fires a sustained piercing beam and is strong against big monsters. The Shotgun also hits hard at close range. The Sledge Hammer is slow but powerful, and it can stun heavy enemies, which gives you room to act.

The Gun is the steady pick at range. It's simple, dependable and lethal, but firing rapidly ruins your aim, so take shots one at a time. On a tight budget, the Inflatable Hammer is the cheapest melee weapon, though it does little damage. A stun followed by a heavy hit is the simplest plan: the Tranq Gun creates the opening, and the Photon Blaster or Sledge Hammer closes it.

How Mines, Traps and Grenades Work in R.E.P.O.

Mines are set on the floor. The Explosive Mine blows up when something steps on it, and the Shockwave Mine knocks targets away with no damage. The Trap Zap springs at a nearby enemy and stuns it with small hits.

Grenades work by arming, throwing and then going off a moment later. The standard Grenade is a plain explosive, and the Stun Grenade freezes a target for a short time. The Shockwave Grenade throws targets backward, and the Duct Taped Grenade sets off several blasts in a row.

Explosions don't pick sides. Grenades can hurt you and your teammates, so clear the area before you set off a blast. Damaged loot also loses value, so keep blasts away from valuables when you can.

What Each R.E.P.O. Staff Does

Staffs are about controlling where monsters go. Each one moves enemies in its own way: the Roll Staff makes enemies roll away, the Zero Gravity Staff lifts enemies in its area into the air, and the Void Staff creates a pull that drags in enemies and objects. Because each one handles a situation differently, think about the room and the monster before you pick one.

FAQ

Q.

Which weapons stun monsters in R.E.P.O.?

The Prodzap is a melee weapon with small damage and a stun of about three seconds, so it works as a hit-and-run tool. Its ranged version, the Boltzap, stuns for about 1.5 seconds and does minor damage. Pick the Prodzap when you can get close and the Boltzap when you'd rather keep your distance.

Q.

What does the Rubber Duck do in R.E.P.O.?

The Rubber Duck is a thrown item that bounces around and hurts whatever it hits at speed, and every bounce has a small chance to explode. You can't predict where it will land, so it works better as a surprise than as a plan.

Q.

What does the Leaf Blower do in R.E.P.O.?

The Leaf Blower sends out a gust of air that knocks smaller enemies back and can stun them, which is handy for pushing one away from you or toward a pit.

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  • UpgradesGet faster, tougher and better at hauling in R.E.P.O. with permanent upgrades from the Service Station, plus how to buy, reroll and pick the best ones.
  • MapsGet a clear guide to every R.E.P.O. map, covering layouts, pits, lava, darkness and safe ways to haul loot to extraction without losing it all.
  • MonstersKnow which R.E.P.O. monsters are safe to ignore, what sets each one off and how to get clear of the dangerous ones, plus what their danger levels mean.
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