Summary
- Cure-All's unique hip-fire ability offers high damage potential at close range.
- Cold Shoulder is beginner-friendly with decent damage and minimal damage range drop-off.
- Vicious is the top choice for high damage-per-shot and reliable kills at all ranges.
FragPunk is 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 while altering the match’s rules using Shard Cards.
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While players looking to improve at FragPunk may focus 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’s every secondary weapon in FragPunk, ranked.
7 Burner
Incendiary Grenade Firing Utility Gun
|
DMG |
Magazine Size |
Sprint-To-Fire Speed |
Movement Speed |
Weapon Attribute |
|---|---|---|---|---|
|
Head: 60/54 (20/60M) Body: 20/18 (20/60M) Limb: 17/15 (20/60M) |
10 Rounds |
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.
The Burner has the unique ability to launch Incendiary Grenades in 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, lasting area 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.
6 Blaster
Grenade Launching Utility Gun
|
DMG |
Magazine Size |
Sprint-To-Fire Speed |
Movement Speed |
Weapon Attribute |
|---|---|---|---|---|
|
Head: 60/54 (20/60M) Body: 20/18 (20/60M) Limb: 17/15 (20/60M) |
10 Rounds |
0.01 sec |
2.2/3.6/5m/s (crouch/run/sprint) |
Launches Grenades with alt-fire (2 total uses) |
The Blaster is 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 to fire explosive grenades that detonate in 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 a relatively 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, as the grenade’s fuse time is relatively long, requiring players to ensure enemies have little time to move out of the way before it detonates.
5 Smoker
Smoke Grenade Launching Utility Gun
|
DMG |
Magazine Size |
Sprint-To-Fire Speed |
Movement Speed |
Weapon Attribute |
|---|---|---|---|---|
|
Head: 60/54 (20/60M) Body: 20/18 (20/60M) Limb: 17/15 (20/60M) |
10 Rounds |
0.01 sec |
2.2/3.6/5m/s (crouch/run/sprint) |
Launches Smoke Grenades with alt-fire (2 total uses) |
Following the Blaster is the Smoker, 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 to fire Smoke Grenades in place of aiming, with a total of two uses.
The Smoke Grenade’s ability is pretty self-explanatory, dispersing a 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 to either plant or defuse the Converter safely.
4 Flasher
Flash Grenade Firing Utility Gun
|
DMG |
Magazine Size |
Sprint-To-Fire Speed |
Movement Speed |
Weapon Attribute |
|---|---|---|---|---|
|
Head: 60/54 (20/60M) Body: 20/18 (20/60M) Limb: 17/15 (20/60M) |
10 Rounds |
0.01 sec |
2.2/3.6/5m/s (crouch/run/sprint) |
Launches Flash Grenades with alt-fire (2 total uses) |
Finishing the roster of Utility Guns in FragPunk is the Flasher, 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 to launch Flash Grenades using the aim button.
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These Flash Grenades will blind 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, and Axon can be immune to its effects if he activates his Super Freak Skill.
3 Cure-All
Semi-Auto Pistol With a Unique Bullet Spread Ability
|
ADS DMG |
Hipfire DMG |
Magazine Size |
Sprint-To-Fire Speed |
Movement Speed |
Fire Rate |
ADS Speed |
|---|---|---|---|---|---|---|
|
Head: 70/64 (20/60M) Body: 35/32 (20/60M) Limb: 29/27 (20/60M) |
Head: 40/36 x 3 (20/60M) Body: 20/18 x3 (20/60M) Limb: 17/15 x3 (20/60M) |
18 Rounds |
0.01 sec |
2/3.2/5m/s (crouch/run/sprint) |
333 RPM |
0.15 sec |
The Cure-All is currently one of the least-picked weapons in the secondary class, and for good reason. It's overall damage 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 will fire a spread of three rounds when hip-fired, drastically improving its damage potential. This spread is pretty tight too, allowing the Cure-All to three-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 Cold Shoulder
Fast-Firing Machine Pistol With a High TTK
|
DMG |
Magazine Size |
Sprint-To-Fire Speed |
Movement Speed |
Fire Rate |
ADS Speed |
|---|---|---|---|---|---|
|
Head: 46/40 (20/60M) Body: 23/20 (20/60M) Limb: 19/17 (20/60M) |
15 Rounds |
0.01 sec |
2.2/3.4/5m/s (crouch/run/sprint) |
600 RPM |
0.19 sec |
Second is the Cold Shoulder, which is the only fully automatic option in the secondary class of weapons. The Cold Shoulder is likely the weapon that many beginners in FragPunk may gravitate toward, and it's easy to see why. The weapon itself is easy to use, has a decent fire rate for racking up solid damage, and gives players a spray-and-pray option that is not as reliant on accuracy as 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 far better option over the Cure-All from 10 to 20 meters and 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.
1 Vicious
Excellent Handgun With High Stopping Power
|
DMG |
Magazine Size |
Sprint-To-Fire Speed |
Movement Speed |
Fire Rate |
ADS Speed |
|---|---|---|---|---|---|
|
Head: 150/143/133 (8/25/60M) Body: 73/70/65 (8/25/60M) Limb: 65/63/58 (8/25/60M) |
7 Rounds |
0.01 sec |
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 to run alongside their trusty primary, then the Vicious is hands-down the best option currently in FragPunk's overall meta. The Vicious boasts the highest damage-per-shot of 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 virtually a three-shot kill at all ranges, a two-shot at any range if players mix in a headshot with a body shot, and a guaranteed one-shot headshot kill at 8 meters if 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 remarkably accurate 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 in FragPunk.
FragPunk
- Released
- March 6, 2025
- Developer(s)
- Bad Guitar Studio
- Platform(s)
- PC
- Genre(s)
- Action, FPS, Multiplayer
- OpenCritic Rating
- Fair