Dead Effect 2

Dead Effect 2

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A comprehensive Ultimate weapons list
Ultimate/Unique weapons are some of the best loot you can obtain in Dead Effect 2. Some are beefed up version of mythical weapons, while other offer unique benefits all of their own that differ from the category they belong to. Obviously, this list is a pretty big spoiler, so don't read too far if you want to be surprised.

There are three steps required to obtaining an Ultimate weapon. First and foremost, you must reach level 20. Then, you must progress through the story to the point where Minikin tasks you with recovering his engineer friend Bill Hopps; this mission will unlock the ability to upgrade the workshop. Completing all tasks related to the workshop is the second step. The final step is to reach mastery level IV in at least one weapon category. Doing this will unlock the ability to complete a chain of quests in the ultimate weaponry tab that will reward you with one of 23 (25) so-called ultimate weapon. These quests can be time and resource intensive (open those lockers!), so my advice would be to pace yourself and spread those out, so you can still enjoy your shiny new toy once you get it.

P.S. Some technology required to develop certain weapons on this list is unlocked through progressing the story. Push on ahead if some of those weapons are unavailable despite having the appropriate proficiency level, and remember to keep checking those sidetasks for workshop upgrades!


*******SPOILERS AHEAD!!!!*********


Unique grenades (4)

Require: Level 4 explosives

Implosion: A more damaging frag grenade that first sucks in several close enemies before detonating. Unlike the frag, it has a longer fuse.

Cluster: A grenade that scatters 4 less damaging sub-munitions over a larger area. Since it scores more hits on targets, it benefits "heal on grenade hits" and the likes effects greatly.

Beam: Rather than using a standard explosion to deal damage, this grenade fires an array of damaging beams at up to 10 nearby targets, giving it a much larger effect radius.

Gas: Classified as an area denial tool, but zombies are too dumb to care. Dispenses a large cloud of corrosive gas that deals damage over time. NOT compatible with effects that trigger on grenade hits.

Pistols (6)

Boostig (Lvl 4 Pistol): A rapid-firing, hard hitting semi-auto pistol with high accuracy and larger that average mag capacity. Fires colourful blasts similar to a Proteus RG or a Sniper rifle. Hidden ability: 40% chance to steal health upon a kill

Jujuex (Lvl Pistol+Shotgun): Scattergun revolver. Six shot capacity, 4 pellets per blasts, tight spread that's controllable via smart targeting, which is the ability of some advanced hybrid weapon to adjust their firing mode based on the use of ADS mode or hip-fire. A more flexible alternative to the Juggernaut and other double-barreled shotguns. Hidden ability: None

Pocket Sniper -> Lord Murhungus (Lvl 4 Pistol+Sniper): A scoped, six-shot handcanon, solid at all ranges. Its upgraded form is obtainable in the Escape DLC and features, amongst other things, ungodly muzzle velocity. Pocket sniper hidden ability: 20% chance to pierce targets. L.M. hidden ability: 20% chance to trigger slowmo on headshot kill, 20% chance to pierce.

Battery Blaster -> Infinite Blaster (Lvl 4 Pistol+Paralyser): A lightweight handheld energy weapon. Uniquely, it does not use micropower packs, rather it drains power from your energy bar to refill its 50 shot magazine. The upgraded Infinite Blaster (requires Escape DLC) on the other hand is self-charging, and when full, provides a boost to your energy recharge rate. Hidden ability: None

Shotguns (4)

Nuked Venom (Lvl 4 Shotgun): A high power shotgun with the highest damage per pellet available. 20 shells in the tube, 8 pellets per blast. While its beastly power will definitely show anyone dumb enough to step up to you a bad time, its nuclear-powered blasts are so bright they can mess with your monitor, blinding you on some darker maps. Hidden ability: None

Lingchi (Lvl 4 shotgun+Rifle): A versatile shotgun with a large (25) shell capacity and smart aiming integration. Firing it from the hip produces very scattered blasts of 8 pellets at a good clip. Aiming down the sights switches to concentrated, highly accurate and damaging slug-like projectiles. Hidden ability: 25% chance to pierce targets

The Meridian Slugger (Lvl 4 Shotgun+Sniper): A slug firing shotgun with over-penetrating ammo. Very similar to firing the Lingchi in accurate mode, but with a much better chance to blow through the target and a much smaller tube capacity of 14. Hidden ability: 60% chance to pierce targets

Boompumper (Lvl 4 Shotgun+Explosive): Rather than firing slugs or shot, this pump-action shotgun fires cluster of sticky bombs. These projectiles cause a cascading effect. Sticking a single cluster into a target will inflict whatever damage is shown by the inventory tooltip; however, any subsequent cluster fired which is caught within the detonation radius will immediately detonate in turn, with an increase in force. That effect gets stronger the more projectiles are accumulated on a target or group, making it possible for teamates wielding Boompumpers to annihilate just about any opposition in a single volley. Deadly, but rather dangerous to the operator. 13 shots tube capacity. Hidden ability: None

Rifles (3)

Devious Deviant (Lvl 4 Rifle): A highly accurate, rapid-fire, extremely low-recoil assault weapon. Damage is on the light side, but one veteran hunter has compared the DD to pointing a finger at a bad guy's head and watching it pop like magic. 70 round mag capacity. Hidden ability: None

Sniper's Fury (Lvl 4 Rifle+Sniper): Another hybrid weapon using smart targeting. Firing from the hip is essentially the same as firing any other Fury machine gun. Aiming down sight dramatically reduces the ROF, but triples the damage and greatly stabilizes the weapon for precision attacks. Tiny 30 round magazine. Hidden ability: None

Furious Assault (Lvl 4 Rifle+Heavy): A damage intensive version of the Fury machine gun. With a substantial increase in stopping power over even the strongest generic Fury model, it is capable of absolutely steamrolling both crowds and bosses with ease, so long as you can manage its moderate box capacity and small reserve ammo pool. 50 round magazine. Hidden ability: 30% chance to pierce targets

Sniper Rifle (1)

Turbo Synergy (Lvl 4 Sniper): A once very simple but beloved ultimate, on the surface this is a slightly improved Synergy rifle, with great all around performance and a chance to pierce targets. It does however feature two perks that set it well above most rifles in its class. First, its spare ammo capacity and magazine size (20) are both greater than any other sniper rifle available. Second, it has been updated and now features an exclusive version of the area sniper codex. Hidden ability: 30% slowmo trigger on headshot kill

Archery (2)

Epirus Rocketeer (Lvl 4 Archery): As the Turbo Synergy is to the Synergy, the Rocketeer is a slightly more damaging Epirus SPRTHRWR firing high-tech arrows with very good odds of over-penetrating their targets. Hidden ability: 70% chance to pierce targets

The Way of Exploding Bow (Lvl 4 Archery+Explosives): Possibly the greatest option for crowd control, this bow combines accuracy and respectable damage ( although it's technically a good 20% lower than a regular level 24 bow) with an entire TNT shed's worth of explosions. The arrows it fires will always pierce their first target, but they will get stuck in whatever is behind it. Any stuck arrows will explode, whether they hit the scenery or a mutant's face. Depending on the situation, putting shots right into walls, floors and other static objects might be more advantageous than trying to get the right angle on two enemies. For balancing reasons, its explosions are not very damaging by themselves, but knocking zombies around has never been easier! Hidden ability: None

Heavy Weapons (2)

Heplanon (Heavy Lvl 4): A short ranged, heavily damaging beam weapon. Unlike the E-House and Oracle energy rifles, the Heplanon has no wind-up time and its beam travels instantaneously, making it a great counter to a rushing swarm or evasive enemies like ninjas and cannibals. These features combined with a very quick reload make it one of the deadliest close-quarters weapons, perfect for cramped maps. Hidden ability: None

Nova Gun (Lvl 4 Heavy+Explosives): The biggest bully on the block. Like the Trinity it's based on, this portable WMD has a long wind-up time. Unlike the Trinity, it fires a single fusion blast with the largest affect radius in the game. Unwieldy, but a tremendous crowd killer with six shots between reloads. Hidden ability: None

Melee Weapons (3)

Force Sword (Level 4 melee): The strongest unpowered melee weapon in the game, this sword combines unmatched damage, low stamina cost and the ability to siphon health and energy into one lethal package. Outside of Infection mode, it's almost impossible to beat for a melee build. Hidden ability: 60% chance to steal health on kill, 5% chance to steal energy on kill

Solar Blade (Lvl 4 melee+paralyser, must find a generic Impaler/SFORK/SWORDSOR to unlock the quest chain): A strong contender to the throne of the Force Sword, the Solar Blade is a powered melee weapon. Its standard swings are weaker than the FS, but its overhead attacks trigger a plasma discharge that causes extra damage at an energy cost. To complement its abilities, it has much better chances to siphon energy than the FS, but it cannot drain health. Hidden ability: 30% chance to steal energy on headshot kill, 20% chance to restore 2.5% energy on kill

Crushinator (Lvl 4 melee+Paralyser, must find a generic techno-hammer/crusher/buster and kinetic/powered weapon codexes to unlock the quest chain): Another, more damage-intensive powered melee weapon, this one with 2 abilities tied to its overhead right-click attack. The first is a power discharge similar to that of the Solar Blade. The second is triggered after between 5-10 regular attacks; the Crushinator will emit sparks and start to hum, indicating that its kinetic accumulator is charged. Upon using the overhead attack, a violent explosion will occur, powerful enough to knockdown and sometimes kill nearby enemies, even on Insanity. Combining both effects at once will execute the most damaging melee attack possible in the game. Hidden ability: 20% chance to restore 2.5% energy on kill
Last edited by Savior8801 (P-L); Apr 15, 2019 @ 3:45am
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Showing 1-15 of 106 comments
FunkeymonkeyTTR Apr 10, 2019 @ 11:58pm 
Thanks for this
clueless Apr 11, 2019 @ 3:36am 
Excellent!
should be posted as a guide
worthy of 5 stars
Last edited by clueless; Apr 11, 2019 @ 3:42am
Nosteru Apr 11, 2019 @ 6:28am 
Ask Shigor to put this on Pinned. It may save us many unecessary new thread to born about same question as this make everything clear. Btw this is a realy good guide, thanks for this Savior.
Edit: Just please change this novel long title :D
Last edited by Nosteru; Apr 11, 2019 @ 6:39am
shigor  [developer] Apr 11, 2019 @ 7:58am 
Pinned.
Muckelchen Apr 11, 2019 @ 8:15am 
What exactly is a tech-hammer? I already have the quest Crush and smash, I guess that's the quest for the Crushinator. So I should have a tech-hammer, right?
Really I don't know what it is. I have a Mystical Mjolnir, I tried that out, but it doesn't count for my kills with tech-hammer.
Savior8801 (P-L) Apr 11, 2019 @ 8:36am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1709555833

Look for any large, industrial maul that looks like this. This is the final product but it shares the same model. Any techno-hammer, techno-crusher and techno-buster should count.

Does your Mjolnir have either the powered weapon codex or the kinetic charge codex equipped? The side task specifically asks that you make kills with one of these upgrades. You can't equip both at once, but you don't have to use the special properties for it to count; no need to get kills only with the power or kinetic discharge. If your Mjolnir does have one of them, maybe you need to specifically track down one of the aforementioned weapon, even though Mjolnir and Mutagenic should both count. Use the axe/hammer option of the black market to maximize your odds.
Last edited by Savior8801 (P-L); Apr 11, 2019 @ 8:47am
Muckelchen Apr 11, 2019 @ 8:43am 
Hmm ok, then I am sure that I don't have a techno-hammer.

I don't have a codex attached to Mjolnir yet.
Anyway I need 100 kills with either techno-hammer, techno-buster or techno-crusher and Mjolnir doesn't count for that, right?
Savior8801 (P-L) Apr 11, 2019 @ 8:45am 
I don't know that you need one of those, but you definitely need either that kinetic or powered upgrade, yes. Try putting one of those on, and if it doesn't work, try finding the "proper" weapon. It's gonna be in Shigor's hand if the game still doesn't register your kills at that point.
Muckelchen Apr 11, 2019 @ 9:03am 
Will try that. What is Shigor's hand?
Savior8801 (P-L) Apr 11, 2019 @ 9:10am 
:D Just means that once you've done everything described in this thread, you have officially tried to help yourself and you can conclude something is indeed wrong with the game. It would then be in Shigor's (our dev friend) hand to see what's wrong and hopefully fix it.
Muckelchen Apr 11, 2019 @ 9:12am 
Oh, yeah, that's the dev. Didn't know that.
Muckelchen Apr 11, 2019 @ 10:02am 
Well, I just used the black market and ordered axes and hammers and there I found a legendary tech-hammer. That worked. Though I saw that I don't even have a single kinetic charge. Are they that rare? I guess I am gonna use the black market again...
Savior8801 (P-L) Apr 11, 2019 @ 10:19am 
I don't think they're that rare, it's just that each roll of the shop can only offer you so much inventory, and there's a lot of codexes competing for spots. The black market can help.
clueless Apr 11, 2019 @ 10:29am 
Originally posted by Zocker96:
Well, I just used the black market and ordered axes and hammers and there I found a legendary tech-hammer. That worked...

Black Market?
do you mean Minikin's shop?
Last edited by clueless; Apr 11, 2019 @ 10:34am
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