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.
SwordA dependable melee weapon with a wide swing and good reach for its speed.
SpearThe longest melee weapon in the game, with a narrow thrust that hits hard.
DaggerThe fastest melee weapon, with a very wide arc but only a short reach.
HammerA slow, heavy melee weapon with the strongest knockback of any melee weapon.
Firearm
PistolThe classic pistol: ten fast, flat shots that carry across most of an arena.
SMGA full-auto submachine gun that trades damage per bullet for a very high rate of fire.
BowA six-arrow bow with slow, arcing shots that reward good prediction.
BazookaThe heaviest weapon in Vibe Fighter: four rockets with a large blast and enormous knockback.
ShotgunFires a spread of six pellets that tears through anyone up close.
Sniper RifleA slow, high-damage rifle with a very fast, almost flat bullet.
Orbital LaserFires a beacon that marks a spot. A moment later a beam from the sky burns the whole column above and below it.
Explosive
GrenadeA throwable explosive that goes off after a short fuse. Three come in each pickup.
MolotovA short-fuse throwable with the widest blast of any explosive and gentle falloff towards the edge.
SingularityA thrown black hole that drags everyone nearby toward its centre, then collapses in an explosion.
Deployable trap
Proximity MineA lobbed mine that arms on landing and explodes when an enemy walks close.
Sentry TurretA sentry that sticks to the first platform it touches and shoots nearby enemies on its own.
Bear TrapA ground trap that arms after a moment, then bites and pins the first enemy who steps on it.
Utility
RiftshotDeals no damage. Fire a bolt and teleport to wherever it stops.
Stasis TrapA throwable field that slows everyone inside it and makes them take extra damage.
WarpgateFires bolts that plant linked portals wherever they land, including outside the arena.