Weapons

Vibe Fighter drops a different weapon in your hands every few seconds. This guide covers all of them: what each one does, the numbers behind it and how to use or counter it. The power rating is our own 1-10 scale of how much a weapon decides a fight; anything rated 7 or more is a fight-ender.

Melee

  • Fists

    Your bare fists. Weak, short-ranged and always available, even when your weapon runs dry.

  • Sword

    A dependable melee weapon with a wide swing and good reach for its speed.

  • Spear

    The longest melee weapon in the game, with a narrow thrust that hits hard.

  • Dagger

    The fastest melee weapon, with a very wide arc but only a short reach.

  • Hammer

    A slow, heavy melee weapon with the strongest knockback of any melee weapon.

Firearm

  • Pistol

    The classic pistol: ten fast, flat shots that carry across most of an arena.

  • SMG

    A full-auto submachine gun that trades damage per bullet for a very high rate of fire.

  • Bow

    A six-arrow bow with slow, arcing shots that reward good prediction.

  • Bazooka

    The heaviest weapon in Vibe Fighter: four rockets with a large blast and enormous knockback.

  • Shotgun

    Fires a spread of six pellets that tears through anyone up close.

  • Sniper Rifle

    A slow, high-damage rifle with a very fast, almost flat bullet.

  • Orbital Laser

    Fires a beacon that marks a spot. A moment later a beam from the sky burns the whole column above and below it.

Explosive

  • Grenade

    A throwable explosive that goes off after a short fuse. Three come in each pickup.

  • Molotov

    A short-fuse throwable with the widest blast of any explosive and gentle falloff towards the edge.

  • Singularity

    A thrown black hole that drags everyone nearby toward its centre, then collapses in an explosion.

Deployable trap

  • Proximity Mine

    A lobbed mine that arms on landing and explodes when an enemy walks close.

  • Sentry Turret

    A sentry that sticks to the first platform it touches and shoots nearby enemies on its own.

  • Bear Trap

    A ground trap that arms after a moment, then bites and pins the first enemy who steps on it.

Utility

  • Riftshot

    Deals no damage. Fire a bolt and teleport to wherever it stops.

  • Stasis Trap

    A throwable field that slows everyone inside it and makes them take extra damage.

  • Warpgate

    Fires bolts that plant linked portals wherever they land, including outside the arena.