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  4. Weapons

All 21 Weapons and Variants in ULTRAKILL

Updated on November 1, 2026 (3 days ago)

ULTRAKILL is a fast, old-school shooter where you keep moving and kill enemies quickly and with style. Its weapons fall into a few main groups: revolvers, shotguns, nailguns, railcannons, rocket launchers and arms. Each gun has a standard attack and a second fire mode, and arms are punch and grapple tools you can use alongside any gun. Knowing what each group does and how to get it will help you pick the right tool in a fight.

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Weapon Family

Revolvers

4 items

Piercer Revolver

A precise revolver whose charged beam pierces a line of targets.

Variant
Blue
Primary Fire
Revolver Shot
Primary Damage
1 base / 1.5 limb / 2 headshot
Primary Cooldown
0.5 s
Alternate Fire
Piercing Revolver Shot
Alternate Damage
1 / 1.5 / 2 per hit (base / limb / headshot); 3 hits
Alternate Cooldown
2.5 s
How to Get It
Default unlock in 0-1: Into the Fire.

Marksman Revolver

Throws coins that redirect shots toward nearby enemies.

Variant
Green
Primary Fire
Revolver Shot
Primary Damage
1 base / 1.5 limb / 2 headshot
Primary Cooldown
0.5 s
Alternate Fire
Coin Toss
Alternate Damage
1 / 1.5 / 2 per coin hit (base / limb / headshot); damage scales with coins in the chain
Alternate Cooldown
4 s per coin (4 coins)
How to Get It
Terminal Shop for 7,500 P after acquiring the Revolver.

Sharpshooter Revolver

Fires ricocheting shots that can bounce toward targets.

Variant
Red
Primary Fire
Revolver Shot
Primary Damage
1 base / 1.5 limb / 2 headshot
Primary Cooldown
0.5 s
Alternate Fire
Piercing and Ricocheting Revolver Shot
Alternate Damage
1 / 1.5 / 2 per hitscan; 1, 2, or 3 hitscans with 0, 1, or 2 ricochets
Alternate Cooldown
6.6 s per charge (3 charges)
How to Get It
Terminal Shop for 25,000 P after acquiring the Revolver.

Alternate Revolver

The alternate forms cover Piercer, Marksman, and Sharpshooter, each with its own heavy shot.

Variant
Alternate forms: Piercer, Marksman, Sharpshooter
Primary Fire
Heavy Revolver Shot (all alternate forms)
Primary Damage
1.25 × 2 hitscans per variant
Primary Cooldown
1 s per variant
Alternate Fire
Piercer: heavy piercing shot; Marksman: coin toss; Sharpshooter: heavy piercing and ricocheting shot
Alternate Damage
Piercer: 1.25 × 4 + 1.25 × 2; Marksman: +1 for the first coin in a chain and +0.5 for each later coin; Sharpshooter: 1.25 × 2/3/4 hitscans at 0/1/2 ricochets
Alternate Cooldown
Piercer: 5 s; Marksman: 4 s per coin (4 coins); Sharpshooter: about 8.57 s
How to Get It
Found in 1-4: Clair de Lune. Each alternate form requires its matching standard variant.

Weapon Family

Shotguns

4 items

Core Eject Shotgun

Fires a close-range pellet spread and launches an explosive core.

Variant
Blue
Primary Fire
Shotgun Pellets
Primary Damage
0.25 per pellet × 12
Primary Cooldown
1.25 s
Alternate Fire
Core Grenade
Alternate Damage
3.5
Alternate Cooldown
2 s
How to Get It
Default unlock in 0-3: Double Down, or in 0-2: The Meatgrinder after its secret encounter.

Pump Charge Shotgun

Builds a stronger pellet blast by pumping the gun before firing.

Variant
Green
Primary Fire
Shotgun Pellets; can be pumped before firing
Primary Damage
0.25 per pellet × 10; Overpump fires 16 pellets after one pump or 24 after two; a third pump causes a 10-damage explosion
Primary Cooldown
0.9 s; 0.4 s pumping
Alternate Fire
Pump Charge / Overpump
Alternate Damage
16 or 24 pellets at 0.25 each after one or two pumps; 10-damage explosion after three pumps
Alternate Cooldown
0.4 s pumping
How to Get It
Terminal Shop for 12,500 P after acquiring the Shotgun.

Sawed-On Shotgun

Combines a pellet spread with a chainsaw swing or launch.

Variant
Red
Primary Fire
Shotgun Pellets
Primary Damage
0.25 per pellet × 12
Primary Cooldown
1.25 s
Alternate Fire
Chainsaw (melee or launched)
Alternate Damage
0.25 melee; 1.5 × 3 when launched
Alternate Cooldown
0.05 s melee; 4 s recharge, doubled with the chainsaw attached
How to Get It
Terminal Shop for 25,000 P after acquiring the Shotgun.

Alternate Shotgun

The alternate form can use Core Eject, Pump Charge, or Sawed-On attacks with a charged hammer strike.

Variant
Impact Hammer forms: Core Eject, Pump Charge, Sawed-On
Primary Fire
Charged hammer hit at low, medium, or high velocity
Primary Damage
3 / 6 / 10 at low / medium / high velocity
Primary Cooldown
1 s at low or medium velocity; 7 s at high velocity
Alternate Fire
Core Eject: Core Grenade; Pump Charge: hit plus blast or Overpump; Sawed-On: Chainsaw
Alternate Damage
Core Eject: 3.5; Pump Charge: hit 3/6/10 plus 3.5 blast at one or two pumps, or 7 explosion at three pumps; Sawed-On: 0.25 melee or 1.5 × 3 launched
Alternate Cooldown
Core Eject: 2 s; Pump Charge: 1 s low/medium or 7 s high velocity, 0.4 s pumping; Sawed-On: 0.05 s melee and 4 s recharge (doubled with chainsaw attached)
How to Get It
Found in 7-2: Light Up the Night. Each alternate form requires its matching standard variant.

Weapon Family

Nailguns

4 items

Attractor Nailgun

Fires nails and uses magnets to pull them into a focused trap.

Variant
Blue
Primary Fire
Silver Nails
Primary Damage
0.205 per nail; 5.125 DPS
Primary Cooldown
0.04 s between nails (25 per second); 0.2 s recharge per nail (100 nails)
Alternate Fire
Magnet
Alternate Damage
-
Alternate Cooldown
12 s duration; 0.35 s × 3 recharge
How to Get It
Found in 1-1: Heart of the Sunrise, or in 1-2: The Burning World.

Overheat Nailgun

Fires nails steadily, then dumps its heat as a fast burst.

Variant
Green
Primary Fire
Standard Nails
Primary Damage
0.185 per nail; 4.625 DPS at low heat, 2.3125 DPS at maximum heat, 1.295 DPS without a heatsink
Primary Cooldown
0.04 s low heat (25 nails/s); 0.08 s high heat (12.5/s); 0.125 s depleted (8/s); 3.25 s heat decay
Alternate Fire
Heatsink Dump
Alternate Damage
0.185 per nail; 11.5625 DPS
Alternate Cooldown
8 s recharge × 2; 0.016 s between heatsink nails (62.5/s)
How to Get It
Terminal Shop for 25,000 P after acquiring the Nailgun.

Jumpstart Nailgun

Fires nails and links targets with an electric cable.

Variant
Red
Primary Fire
Standard Nails
Primary Damage
0.185 per nail; 2.3125 DPS untethered or 4.625 DPS tethered
Primary Cooldown
0.08 s untethered (12.5 nails/s); 0.04 s tethered (25/s)
Alternate Fire
Electric Cable
Alternate Damage
10
Alternate Cooldown
5 s charging shock; 5 s recharge
How to Get It
Terminal Shop for 35,000 P after acquiring the Nailgun.

Sawblade Launcher

Alternate Attractor, Overheat, and Jumpstart forms fire sawblades instead of nails.

Variant
Alternate forms: Attractor, Overheat, Jumpstart
Primary Fire
Silver Saws (Attractor); Standard Saws (Overheat and Jumpstart)
Primary Damage
Attractor: 0.75 per saw, 3 hits per saw; Overheat: 0.6 per saw, 2 hits below 50% heat and 1 above; Jumpstart: 0.6 per saw
Primary Cooldown
Attractor: 0.23 s (4.34 saws/s); Overheat: 0.25 s low heat, 0.55 s high heat, 0.75 s depleted (5 s heat decay); Jumpstart: 0.5 s untethered or 0.25 s tethered
Alternate Fire
Attractor: Magnet; Overheat: Heatsink Dump; Jumpstart: Electric Cable
Alternate Damage
Attractor: no direct damage; Overheat: 1 per hit at low heat, ×2 above 50% heat, ×3 above 83%; Jumpstart: 10
Alternate Cooldown
Attractor: 12 s duration, 0.35 s × 3 recharge; Overheat: 8 s recharge; Jumpstart: 5 s charging shock and 5 s recharge
How to Get It
Found in 4-4: Clair de Soleil. Each alternate form requires its matching standard variant.

Weapon Family

Railcannons

3 items

Electric Railcannon

Fires a fast rail beam that pierces targets in a straight line.

Variant
Blue
Primary Fire
Electric Beam
Primary Damage
8
Primary Cooldown
16 s
Alternate Fire
Zoom
Alternate Damage
-
Alternate Cooldown
-
How to Get It
Found in 2-2: Death at 20,000 Volts.

Screwdriver Railcannon

Drills a screw into one target for damage over time and healing.

Variant
Green
Primary Fire
Screw
Primary Damage
3 initial impact; 0.0625 × 116 while drilling over about 7.5 s
Primary Cooldown
16 s
Alternate Fire
Zoom
Alternate Damage
-
Alternate Cooldown
-
How to Get It
Terminal Shop for 100,000 P after acquiring the Railcannon.

Malicious Railcannon

Fires a hitscan beam followed by an explosive blast.

Variant
Red
Primary Fire
Malicious Blast
Primary Damage
2 hitscan beam damage; 6.25 explosion damage
Primary Cooldown
16 s
Alternate Fire
Zoom
Alternate Damage
-
Alternate Cooldown
-
How to Get It
Terminal Shop for 100,000 P after acquiring the Railcannon.

Weapon Family

Rocket Launchers

3 items

Freezeframe Rocket Launcher

Freezes rockets in place for delayed attacks and midair movement.

Variant
Blue
Primary Fire
Rocket
Primary Damage
3.5 direct; 7 airshot explosion
Primary Cooldown
1 s
Alternate Fire
Freezes Rockets
Alternate Damage
-
Alternate Cooldown
5 s duration; 10 s recharge
How to Get It
Found in 5-3: Ship of Fools.

S.R.S. Cannon

Launches a heavy cannonball that can be punched into enemies.

Variant
Green
Primary Fire
Rocket
Primary Damage
3.5 direct; 7 airshot explosion
Primary Cooldown
1 s
Alternate Fire
Cannonball
Alternate Damage
2 uncharged or at low velocity; 5 at 25% charge or higher; 5 explosion; 7 when parried
Alternate Cooldown
8 s
How to Get It
Terminal Shop for 75,000 P after acquiring the Rocket Launcher.

Firestarter Rocket Launcher

Sprays gasoline that can ignite surfaces or enemies.

Variant
Red
Primary Fire
Rocket
Primary Damage
3.5 direct; 7 airshot explosion
Primary Cooldown
1 s
Alternate Fire
Gasoline
Alternate Damage
1 per burn tick on the ground; 0.5 per burn tick on an enemy
Alternate Cooldown
3 s to dispense; 8 s recharge
How to Get It
Terminal Shop for 75,000 P after acquiring the Rocket Launcher.

Weapon Family

Arms

3 items

Feedbacker

A fast punch that can parry enemy attacks and friendly projectiles.

Variant
Blue
Primary Fire
Punch
Primary Damage
1
Primary Cooldown
0–0.8 s punch exhaustion; about 0.35 s punch animation
Alternate Fire
Parry (passive; requires timing)
Alternate Damage
5 for melee parries; varies for projectile parries
Alternate Cooldown
-
How to Get It
Unlocked by default when entering the tutorial.

Knuckleblaster

A heavy punch and shockwave that push nearby enemies back.

Variant
Red
Primary Fire
Heavy Punch
Primary Damage
2.5
Primary Cooldown
0.4–1.2 s punch exhaustion; about 0.87 s punch animation
Alternate Fire
Shockwave
Alternate Damage
1
Alternate Cooldown
About 1.9 s shockwave animation
How to Get It
Obtained in 1-4: Clair de Lune.

Whiplash

A grappling arm that pulls light enemies closer and pulls you toward heavy targets.

Variant
Green
Primary Fire
Grappling Hook
Primary Damage
0.2 when it hooks an enemy
Primary Cooldown
0.5 s
Alternate Fire
-
Alternate Damage
-
Alternate Cooldown
-
How to Get It
Obtained in 4-4: Clair de Soleil.

ULTRAKILL Weapon Types and How They Fire

The gun groups are built to feel different in a fight. Revolvers fire instant beams that hit right where you aim, and they deal extra damage on heads and limbs. Shotguns spray a wide spread of pellets, so they work best when you're close to your target. Nailguns keep up a steady stream of nails, railcannons fire a single powerful beam or drill, and rocket launchers fire explosive rockets that can push you and enemies around.

Every gun has a second fire mode, and that's where much of the variety comes from. Shotguns can throw explosive cores, nailguns can place magnets that pull in nails, saws and rockets, and rocket launchers can freeze rockets in midair. The railcannon is the odd one out, since all three of its versions share the same zoom as their second mode while their main shots are completely different.

Arms work differently from guns, and you can use one while holding any gun. The Feedbacker is the basic punch arm, the Knuckleblaster hits harder and adds a shockwave, and the Whiplash fires a hook that pulls enemies or you toward a target.

How to Unlock ULTRAKILL Weapons

You get the main weapons as you move through the story. The revolver is yours from the very first level, the shotgun and nailgun arrive early on, the railcannon comes in level 2-2, and the rocket launcher in 5-3. The arms follow the same pattern: the Feedbacker is there from the beginning, while the Knuckleblaster and Whiplash come from levels 1-4 and 4-4.

Most gun groups come in three versions, usually called blue, green and red. The blue one is found in the levels, while the green and red ones are bought at the Terminal shop with Points, once you've got the blue version. Points come from killing enemies quickly and with style, and prices run from 7,500 to 100,000, so the pricier versions take a while to afford.

Some guns also have alternate forms, which are separate versions you can only get in certain levels.

Which ULTRAKILL Weapons Matter Most

The Feedbacker is the arm to learn first. Parrying is the main way combat rewards good timing, and a well-timed punch can turn back many enemy attacks and projectiles. A successful parry refills your stamina and restores some health, so getting comfortable with it keeps you in the fight longer.

Among the guns, the Revolver is the one to keep around. Its shots land instantly, and it stays useful as a backup while your other weapons recharge. Headshots deal double damage and limb hits deal one and a half times, so aim for heads and limbs when you can. The Electric Railcannon is the choice when enemies are lined up, because its blue beam pierces every enemy in its line until it hits a surface.

Whiplash is worth learning for getting around. Its hook pulls you toward medium and heavy enemies and hookpoints, which helps you close the gap or get out of a bad spot. Light enemies get pulled toward you instead.

Cooldowns, Costs and Risks in ULTRAKILL

Many weapons punish careless use, so it helps to know their limits before a fight. All three railcannon versions share one 16-second cooldown, so firing any of them locks out the other two until it recharges. Nailgun heat works the same way: firing any Nailgun variant heats the barrels, and that heat carries over to the others.

The shotgun's Pump Charge has a trap of its own. A third pump sets up an explosion that deals 50 damage to you, though the same blast can launch you across the arena if you plan for it. Dashing out of the blast radius just before you fire gives you brief invincibility, which cancels that self-damage.

Arms run on a punch meter called exhaustion. It holds up to 2, you need at least 1 to punch, and it refills at 1.25 per second. The Feedbacker uses 1 per punch, while the Knuckleblaster uses 1.5 and can push the meter below zero, which leaves you waiting longer for your next punch. Whiplash ignores the meter entirely and has its own 0.5-second cooldown.

On Standard difficulty and above, each Whiplash reel toward enemies adds Hard Damage, up to 50. Hard Damage limits how much health your parries can restore, so when you're hurt, cancel reels early.

FAQ

Q.

What is the best weapon in ULTRAKILL?

There isn't one weapon that wins every fight, so the right pick depends on the enemies in front of you. The Malicious Railcannon's explosion keeps its full damage at range, which makes it good for clearing groups of weaker enemies. The Screwdriver drills into a target and keeps hurting it over time, which suits big, tough enemies. It also stops Mindflayers from teleporting.

Q.

Where do you find the alternate weapon forms?

The alternate revolvers, including Alt Piercer, come from 1-4: Clair de Lune. The alternate shotguns, which are Alt Core Eject, Alt Pump Charge and Alt Sawed-On, come from 7-2: Light Up the Night. The alternate nailguns, Alt Attractor, Alt Overheat and Alt JumpStart, come from 4-4: Clair de Soleil. Each alternate needs its matching standard version, so get that one first.

Q.

What is the difference between the Feedbacker and the Knuckleblaster?

The Feedbacker is the light, quick arm, and its punch deals 1 damage with little knockback. The Knuckleblaster is slow and heavy, with a 2.5-damage punch that has strong knockback. Holding its key releases a close shockwave that launches light and medium enemies and deflects projectiles, though it doesn't give the parry bonus or heal you. It can also break Gutterman shields, glass and cracked walls.

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