Summary
FragPunkis an intense 5v5 hero shooter featuring fast-paced action, where the stakes are high and the competition is fierce. Players can dive into a variety of modes, with the standard being Shard Clash—a mode where teams take turns attacking and defending whilealtering the match’s rules using Shard Cards.
While players looking to improve atFragPunkmayfocus on choosing the best Lancers, weapons play an equally crucial role in determining the outcome of a match. Most players put great attention to selecting their primary weapon, but secondary weapons can also be game-changers, especially when used as reliable backup options. With that in mind, here’severy secondary weapon inFragPunk, ranked.
0.01 sec
2.2/3.6/5m/s (crouch/run/sprint)
Launches Incendiary Grenades with alt-fire (1 total use)
When it comes to secondary weapons, all Utility Guns are relatively identical in their stats, as each gun is essentially the same.All Utility Guns rank fairly low in damage potential and general TTK, making them not all that worth it as a reliable secondary for eliminating the opposition in their base state—unless players aim for headshots. However, each Utility Gun has a special attribute, which serves as the only truly useful aspect of each weapon.
TheBurnerhas the unique ability tolaunch Incendiary Grenadesin place of aiming down sights, and for all intents and purposes, the Incendiary Grenade it fires is not all too bad. The grenade leaves a small, lastingarea of effect that deals rapid tick damage, which can easily chip away enemy health if they stand within its range. However, with the Burner being the only Utility Gun sporting just one total use of its Weapon Attribute, it hardly seems worth using.
Launches Grenades with alt-fire (2 total uses)
TheBlasteris a notable upgrade from the Burner, and while, like all Utility Guns, it’s fairly useless as just a Pistol, its weapon attribute offers a neat benefit over the Burner. The Blaster offers the ability tofire explosive grenades that detonatein place of aiming, and boasts a total of two uses rather than one. This already puts it ahead of the Burner, but there’s more to it than that.
The grenades that the Blaster fires have arelatively wide blast radius, and while players within this blast radius can shake off the explosion with minimal damage taken, those practically on top of the grenade once it detonates will always be eliminated. Where the Blaster shines most is in bouncing grenades into objective points and around corners, asthe grenade’s fuse time is relatively long, requiring players to ensure enemies have little time to move out of the way before it detonates.
Launches Smoke Grenades with alt-fire (2 total uses)
Following the Blaster is theSmoker, which may be the least-used Utility Gun of the bunch. Again, the weapon ranks fairly low as an actual viable Pistol to use in combat. However, its special attribute is where it shines the most, offering the ability tofire Smoke Grenades in place of aiming, with a total of two uses.
The Smoke Grenade’s ability is pretty self-explanatory, dispersinga cloud of smoke that players will be unable to see through.The smoke cloud each grenade creates is actually relatively large, making it useful for firing into doorways to provide cover for teammates or covering an objective toeither plant or defuse the Converter safely.
Launches Flash Grenades with alt-fire (2 total uses)
Finishing the roster of Utility Guns inFragPunkis theFlasher, arguably the best Utility Gun yet. Like the others, the Flasher retains the same stats, making it a relatively weak secondary weapon in terms of damage. However, its Weapon Attribute may be the strongest yet, allowing players tolaunch Flash Grenades using the aim button.
These Flash Grenades willblind any enemies in the area, provided the grenade detonates within their field of view, making it an immensely powerful tool for disrupting opponents. While the effects do not last as long as other blinding abilities, such as Corona’s Hothead Skill, having two uses of this attribute makes it an invaluable asset for bouncing grenades around corners or into objectives, blinding enemies, and following up with an attack. However, players should be aware that they can blind themselves with the Flasher, andAxon can be immune to its effectsif he activates his Super Freak Skill.
Head: 40/36 x 3 (20/60M)
Body: 20/18 x3 (20/60M)
Limb: 17/15 x3 (20/60M)
2/3.2/5m/s (crouch/run/sprint)
333 RPM
0.15 sec
TheCure-Allis currently one of the least-picked weapons in the secondary class, and for good reason. It’s overalldamage when aiming is relatively low, taking five body shots to kill at virtually all ranges, or four shots if players mix in a headshot, and three headshots to kill at most ranges. When compared to other options like the Cold Shoulder and the Vicious, these damage values are just not enough to bridge the gap. However, the Cure-All’s biggest strength is in its special ability.
Just like the Highlife Sniper Rifle, the Cure-All willfire a spread of three rounds when hip-fired, drastically improving its damage potential. This spread is pretty tight too, allowing the Cure-All tothree-shot from 10 meters to the body and two-shot headshot from 5 meters.Of course, this is all dependent on whether all the bullets hit their mark, and while hip-firing is superior to aiming down sights damage-wise, the Cure-All’s hip-fire ability fails to dish out any meaningful damage from 15 meters.
2.2/3.4/5m/s (crouch/run/sprint)
600 RPM
0.19 sec
Second is theCold Shoulder, which is the only fully automatic option in the secondary class of weapons. The Cold Shoulder is likely the weapon that many beginners inFragPunkmay gravitate toward, and it’s easy to see why. The weapon itself iseasy to use, has a decent fire ratefor racking up solid damage, and gives players aspray-and-pray option that is not as reliant on accuracyas some other options on this list.
In terms of overall damage and TTK, the Cold Shoulder is a respectable one, not quite as fast-killing as the Vicious or the Cure-All (when hip-firing) within the first five meters, but serving as the farbetter option over the Cure-All from 10 to 20 metersand beyond. The weapon’s damage drop-off range, from 20 meters to 60, is also relatively minimal, meaning that its overall time-to-kill from afar is not drastically different. This grants players an excellent Handgun to switch to when a solid backup option is needed.
2.1/3.3/4.6m/s (crouch/run/sprint)
260 RPM
0.18 sec
If players are looking for a solid high-damage weapon torun alongside their trusty primary, then theViciousis hands-down the best option currently inFragPunk’soverall meta. The Viciousboasts the highest damage-per-shotof all the weapons in the secondary category, ranking high above all other semi-automatic options. Though the average TTK for both the Vicious and the Cure-All (when hip-firing) is actually remarkably close, with the Cure-All often ranking better within the first five or so meters if all bullets hit their mark, the Vicious has some main features that allow it to rank much better.
For instance, the Vicious is virtuallya three-shot kill at all ranges, a two-shot at any range if players mix in a headshot with a body shot, anda guaranteed one-shot headshot kill at 8 metersif the player’s base health is unaffected by Shard Cards. The Vicious also retains its high damage per shot when aiming down sights, unlike the Cure-All, and is remarkablyaccurate both when hip-firing and from afar.Though this does come with the drawback of the weapon being much more reliant on accuracy, having a lower base sprint speed, along with having a smaller magazine size, the Vicious ranks as the number one secondary weapon to use inFragPunk.