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.
Weapon Family
Revolvers
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
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
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
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
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
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
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.
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.
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.

