Reference

Every number, published

One stat block per weapon class. Two shotguns are the same shotgun, and the only thing a skin changes is what it looks like. Here are the numbers so you can check that rather than take it on trust.

The numbers

Read straight out of the live client's item data. The table is generated, not typed, so it cannot quietly drift away from the game.

Melee
ClassDamageDelay (ms)ReachSkins
Dagger1534616013
Katana2432922025
Dual katana2329022012
Ranged
ClassDamageDelay (ms)MagazineReload (s)Spare ammoControlSkins
Dual pistols30200144844812
Dual revolvers4236068486012
Dual SMGs18953251609012
Rifle13805062502017
Machine gun1510012010240706
Shotgun995055256017
Rocket launcher68100053205012

Known exceptions, listed rather than hidden:

  • Pioneer (Shotgun) does not carry its class block: Magazine 6 → 5, Spare ammo 30 → 25.

Exported Sep 11, 2026. Training-room weapons and the weapons monsters carry in Quest are excluded — neither is something a player can equip.

Reading them

  • Damage is per hit, before armour. A shotgun's 9 is per pellet, and a blast is twelve of them.
  • Delay is the milliseconds the weapon enforces between shots. It is the number that decides rate of fire, and it is the one K-Style is built on top of.
  • Reach is how far a melee swing extends, in world units, for comparison between classes rather than as a measurement of anything on screen.
  • Magazine and spare ammo are what you load and what you carry.
  • Control is the weapon's handling value — higher settles faster.

Why they are public

Because "nothing you can buy changes a fight" is a claim, and a claim a reader cannot check is worth very little on a private server. Every item in the game is free — no weight, no level requirement, no bounty cost — and the cosmetic shop sells appearance only. One stat block per class is that promise expressed as data: if two weapons of a class had different numbers, one of them would be the better weapon, and selling the look of it would eventually mean selling the edge.

Where the data does not match that rule, the exception is printed in the table above rather than left out. A table that omits its own counter-example is not evidence of anything.

What changed, and when

These are not the 2006 numbers and are not presented as them. Two deliberate passes moved them:

  • The casual balance pass. At the original values dual SMGs killed in 0.76 s while a realistic shotgun took 2.85 s and a sword 2.63 s — casual was a spray game and the sword was decoration. The health and armour pool moved in the same pass.
  • One stat block per class. Every weapon of a class was given identical damage, delay, magazine, reload, control, spare ammo and melee reach. Within a class, only the model differs.

Clan War runs a forced identical loadout on top of this, so a ladder match is decided by play rather than by what either side happened to bring.