ULTRAKILL

ULTRAKILL

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Full Arsenal Weapons Guide
By cautiousfrog
A guide on how to utilize the three new red variants from the Full Arsenal Update.
   
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Sawed-On Shotgun (Red Shotgun)
It has the same primary fire as the other shotguns, so you can still shotgun swap and projectile boost. The secondary fire revs a chainsaw, which you can use as a melee to quickly kill big, stationary targets like Maurices and Cerberi. It gets harder to use against flying targets like Gabriel and the Virtues because they get pushed away.

Releasing the revved chainsaw sends it out on a leash. Depending on the amount of charge, it will fly out in front of you at a decided distance. After firing it, it has a decently fast recharge, around 4 seconds. The time for the recharge is consistent. It doesn't change no matter how long the chainsaw is out, if it is returned etc. When the chainsaw is coming back at you, you have a big window to punch it back outwards. You can repeat this indefinitely.

If you get bored of walking your "chainsaw dog" you can use the knuckleblaster to fire the chainsaw as a projectile, which acts sort of like a projectile boost, giving a small freezeframe. It can bounce off walls, around 25 times so. Sending the chainsaw as a projectile has no effect on the recharge. You can also punch it while it's flying around to redirect it, which is pure dopamine.

It can grant the following style bonuses:

+GROOVY for killing with the melee.

+NO-NO for killing with the projectile after first firing.

+RE-NO-NO for killing with the projectile after parrying with the Feedbacker to send it back out.

+UNCHAINEDSAW for killing with the unleashed projectile by parrying with the Knuckleblaster.

Jumpstart Nailgun (Red Nailgun)
The primary fire is the same as the overheat nailgun. For the sawblade variant, the sawblades are also the primary fire for the overheat sawblade launcher. This means they can be used to deal large electrical damage, especially after the electricity buff. The secondary fire is very interesting and complicated.

The secondary fire sends a claw attached by a cable. If it doesn't hit anything, the claw breaks, requiring no charging or reloads. Attempting to fire while a claw is out breaks the previous claw and sends a new one. The indicator on the weapon tells how far away you are from the claw and target, which is important for this weapon. You can be around 16 units away from the claw before it starts to break with no target.

Once attached to an enemy, a new bar will appear under the distance bar, representing the charge of the secondary attack. The closer you are to the target, the faster this bar charges, and vice versa. Once it's full, the weapon releases a powerful electrical attack, which can be amplified by nails. Saws that hit the target of the secondary fire while it is charging do extra electrical damage and leave a trail of electricity like the electric railcannon. Other enemies that are hit with nails near the target will also be hurt by electricity damage.

The Jumpstart nailgun can give the following style boosts:

+KILL or +BIG KILL if the secondary fire kills with no nails.

+ARSENAL along with +KILL or +BIG KILL if killed with no nails but with sawblades.

+CONDUCTOR if killed along with nails.
Firestarter Rocket Launcher (Red Rocket Launcher)
The primary fire is the same as the other rocket launchers. The secondary fire shoots a glob of oil. It can be held down to fire continuously, capped only by the meter. The globs can be fired surprisingly far. If the oil lands on the ground, you can do some cool stuff.

Hitting it with any explosion will set it on fire (minus Malicious Railcannon shots for some odd reason). Rockets that directly hit oil will cause a damaging explosion, which you can use for more efficient rocket jumps. The fire can damage you for around 12 damage alongside damaging enemies. You can go ontop of oil, which will carry your momentum as long as you are on oil. Dashing, sliding, any form of momentum is carried. High amounts of momentum seem to not be consistent in momentum-keeping.

You can also oil enemies up...
Oiling enemies causes them to catch fire when exposed to explosions. It's quite powerful against Cerberi and Sisyphean Insurrectionists, but suprisingly weak against Maurices due to their ability to reflect explosives.

With this weapon, you can get the following style bonuses:

+FRIED by killing enemies with the fire.

A bug I discovered with the oil happens with different surfaces, where the sliding and momentum preservation of the oil stays on the ground after it dissapears, which got me killed.
Jackhammer (Shotgun Variant)
The Jackhammer is the variant of the shotgun, found in 7-2. It's main attack depends on your speed, having three different colors that multiply your damage exponentially. Green deals the normal damage, which is just enough to two-shot a Schism. Yellow deals double that, enough to one-shot Schisms, streetcleaners and stalkers. Red deals double that of yellow, allowing it to one-shot Maurices and Sentries. The Jackhammer blasts can hit Idols.

You can hit rockets (use freezeframe) and cores to send them as a hitscan projectile. The rockets will make red explosions while the cores will make the normal yellow ones. Since they are hitscan, you can use them with coins. With the core eject variant, the core carries your momentum, letting you hit it more consistently.

With the pump variant, you can pump it twice without damaging yourself. The explosion turns out like the knuckleblaster blast. Three pumps is the maximum, where it will release a powerful red explosion, just like the regular shotgun. The chainsaw variant has no changes from the shotgun variant, minus the ability to hit the chainsaw back out with the jackhammer.
1 Comments
<#D22>Fiery_Wild_Minstrel Mar 14 @ 4:03pm 
Considering this was posted immediately after the update came out, it's not bad. But some stuff has changed.

Minor thing, but the Chainsaw is considered "Tethered" rather than leash.

the Jackhammer got nerfed after shortly after the update came out. dealing less max damage, (10 damage now) so it can no longer one shot sentries. But Maurice are weak to it, so it can one shot them still. Boosted Cores and Rockets, (hitting them with the jackhammer.) creates a hitscan and explosion similar to a Maliscious railcannon shot, except with damage fall off. So 7 damage on a direct hit. The red explosions you are talking about are from Freezecharged Rockets. which is a new thing change to make rocket stacking cerberus more consistent. After about a second, Frozen Rockets become charged, making a 7 damage red explosion on hit. When you boost a charged rocket, it does that 7 damgame explosion. But an un-frozen rocket, like one you could be rocket riding, does the same damage as a boosted core.