Mad Orbs weapons
Damage, fire rate, accuracy and how to use each one
Before spawning, each player chooses a primary weapon and a secondary weapon. Every life also starts with grenades and a Molotov cocktail. The choice can be changed any time in the weapon menu (Esc) and applies on your next respawn, which takes 5 seconds. In the middle of a match you can also swap for a weapon someone dropped: press F over it.
The numbers are the same as on the game's cards. Damage counts a full life as 100: a weapon with 50 damage takes half a life with each hit. On the shotgun, "5×21" means 5 pellets of 21 each.
Primary weapons

Sub Machine Gun
- Damage
- 10
- Fire rate
- 10/s
- Accuracy
- Good
It's the weapon everyone starts with, and for good reason: it fires fast, with good accuracy, and works at any range. Each bullet does little damage, so it wins by consistency: keep your aim on the target while you dodge.
In the game: Balanced. Everyone starts with it.

Shotgun
- Damage
- 5×21
- Fire rate
- 1.2/s
- Accuracy
- Cone
Each shot fires several pellets in a cone. Up close almost all of them hit and the damage is huge; from afar they spread out and barely scratch. It's the weapon for those who like to get close, but the low fire rate makes every miss costly.
In the game: 5 pellets in a cone. Strong up close, range of 7 blocks.

Sniper Rifle
- Damage
- 40
- Fire rate
- 0.5/s
- Accuracy
- Max
A precise, heavy shot with few shots per second. With it, the camera rises as you move your aim away from your Orb, showing more of the map, and with the camera up high each shot is worth three bullets instead of two. Made for hitting from far away, before the enemy gets close.
In the game: Aim far: with the camera up high, each shot becomes 3 bullets (60).

Dual Machine Gun
- Damage
- 14
- Fire rate
- 10/s
- Accuracy
- Medium
Two machine guns at once: more damage per second than the sub machine gun, in exchange for less accuracy. It works best at medium range, where the bullet spread doesn't get in the way yet.
In the game: Two guns: more damage than the SMG, less accuracy.

Chain Gun
- Damage
- 16
- Fire rate
- 10/s
- Accuracy
- Low
The rotary machine gun has the highest sustained damage in the game, but it heats up: hold the trigger too long and it overheats and stops firing until it cools down. Fire in bursts so it doesn't leave you empty-handed mid-fight.
In the game: The highest sustained damage. Overheats if you hold it.

Bazooka
- Damage
- 85
- Fire rate
- 0.6/s
- Accuracy
- Max
Fires a rocket that explodes on impact and hurts everyone in the blast radius, you included. While the rocket flies, click again to detonate it right away: you can blow it up over a group or just past a corner, without waiting for it to hit something. Dangerous at point-blank range.
In the game: Area blast, radius 2. Click again to detonate it in the air.

Photon Rifle
- Damage
- up to 37
- Fire rate
- 0.7/s
- Accuracy
- Max
Fires a beam that goes through Orbs in a straight line and can hit several at once. The damage is higher the closer the target is to the gun, so it shines in crowded corridors.
In the game: Goes through Orbs in a line. Stronger up close.

Flame Thrower
- Damage
- up to 12
- Fire rate
- 10/s
- Accuracy
- Medium
Throws fire at short range, going through the Orbs in its way. The damage drops with distance and fades out at the edge of its range: get close and keep moving.
In the game: Goes through Orbs. Short range, up to 8 blocks.
Secondary weapons
Used with the Space bar. After each use they need some time to recharge.
Popup Knives
Knives that pop out of your Orb in a melee strike: high damage, but only when you are right next to the target. The recharge is short, so you can strike again soon after.
In the game: Melee strike: 60 damage.
Cooldown 1 s

Nuke Bot
Drops a bomb robot that blows up a few seconds later, with a huge radius. Use it to block a passage or punish whoever stands still; after dropping it, get away.
In the game: Explodes 3 s later, radius of 6 blocks.
Cooldown 12 s
Instant Shield
Turns on a shield that halves the damage you take for a moment. Use it in the middle of a firefight or when a rocket or a grenade is on its way.
In the game: Half the damage taken for a moment.
Cooldown 3 s
Grenades and Molotov

Grenade
The right button throws a grenade as far as your aim: with the cursor close to your Orb it lands close, far away it goes as far as it can (about 5 blocks). It bounces off walls and explodes when it stops rolling, hurting everyone around, you included. Great for flushing someone out from behind a wall.

Molotov Molotov Cocktail
The middle button throws a Molotov cocktail as far as your aim, up to about 3 blocks. It shatters when it hits a wall or an Orb and spreads flames that stay on the ground for a few seconds and stick to whoever goes through them.
Want to know how the game modes work? See Game modes and the How to play guide.