Quake Champions – Weapons Guide
There is only one way to show force in the Quake Champions realm: weapons. And the more powerful your weapon the better. So what kind of weapons will we get our hands on in Quake Champions? Let’s take a look…
Heavy MachineGun
The Heavy Machinegun ups the firerate and damage over the starting variety, but the same properties still apply. Compared to the Lightning Gun, the spread on the HMG allows for a little more leniency in aiming in exchange for lower damage, but with the added ability of being able to return fire against champions holding the Railgun.
AMMUNITION –Â BULLETS
DAMAGE PER HIT –Â 9
RATE OF FIRE –Â 75 MS
DPS –Â 120 DMG/SEC
STARTING AMMO –Â 100
MAX AMMO –Â 150
RANGE –Â MEDIUM-LONG
Super NailGun
Boasting the highest rate of damage of all weapons in the Arena, the Super Nailgun is also the hardest to use. As with the Nailgun, predicting your enemy’s movements is the only way to maximize your damage output. Treat the Super Nailgun with respect, as it will also penetrate armor and drain your health faster than other weapons.
AMMUNITION –Â NAILS
DAMAGE PER SHOT –Â 12
RATE OF FIRE –Â 80 MS
DPS –Â 150 DMG/SEC
SPLASH DAMAGE –Â 6
STARTING AMMO –Â 100
MAX AMMO –Â 150
RANGE –Â MEDIUM
Super Shotgun
If you feel the enemy is close to death, consider switching to the Super Shotgun to finish them off. Dealing out high damage at close range may be easier than trying to hit a rocket on someone running away, or taking a risky Railgun shot. Knowing your enemy’s health and armor is critical to successful use of the Super Shotgun.
AMMUNITION –Â SHELLS
DAMAGE PER PELLET –Â 6
PELLETS PER SHOT –Â 20
RATE OF FIRE –Â 1000 MS
DPS –Â 120 DMG/SEC
SPREAD –Â 800
STARTING AMMO –Â 10
MAX AMMO –Â 25
RANGE –Â CLOSE
Rocket Launcher
Mastering the Rocket Launcher is mandatory to winning. While extremely common in direct combat, being able to predict where an opponent might appear can expand your health and armor lead over an enemy, and control their position using knockback. It wouldn’t be a Rocket Launcher without rocket jumping, to trade some health and armor for a better position, or for surprise.
AMMUNITION –Â ROCKETS
DAMAGE PER SHOT –Â 100
RATE OF FIRE –Â 800 MS
DPS –Â 125 DMG/SEC
SPLASH DAMAGE –Â 1-100
SPLASH RADIUS –Â 120 U
STARTING AMMO –Â 15
MAX AMMO –Â 25
RANGE –Â MEDIUM
Lighting Gun
Champions that can track their opponents using the Lightning Gun will quickly drain health and armor, and frustrate attempts at crossing through a room. Following someone up a jump pad will result in a huge amount of damage taken, if not death, as you pop up defenseless into the air. Break the enemy’s aim with careful dodging and knockback from your own weapons.
AMMUNITION – CELLS
DAMAGE PER SHOT –Â 7
RATE OF FIRE –Â 50 MS
DPS –Â 140 DMG/SEC
STARTING AMMO –Â 50
MAX AMMO –Â 150
RANGE –Â MEDIUM
Railgun
The Railgun rewards precision with high damage, and punishes carelessness with a long reload time. Do not use the Railgun in close combat, unless you are positive of the outcome, as missing will leave you useless while the gun cools down. Deny your opponents crucial armor and powerups by taking aim from a distance with minimal chance of retribution.
AMMUNITION –Â SLUGS
DAMAGE PER SHOT –Â 80
RATE OF FIRE –Â 1500 MS
DPS –Â 53 DMG/SEC
STARTING AMMO –Â 5
MAX AMMO –Â 25
RANGE –Â LONG
Tribolt
The Tri-bolt fires three rounds armed with timed explosives. Each bolt fires in quick succession, allowing the user to concentrate fire or cover a wider area as needed. Perfect for setting traps.
AMMUNITION –Â EXPLOSIVE BOLTS
DAMAGE PER SHOT –Â 150
RATE OF FIRE –Â 1100 MS
DPS –Â 136 DMG/SEC
STARTING AMMO –Â 25
MAX AMMO –Â 25
RANGE –Â LONG