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Weapons

Seven weapons, each with its own rhythm. Here is what they do and when they shine.

Weapons appear in the arena as glowing icons. A ball that touches one picks it up, aims at the nearest opponent and fires on its own until the ammo is gone. A ball holds one weapon at a time and swaps if it touches another.

The Pistol weapon in OrbRoyal

Pistol

The all-rounder. One accurate shot at a time with steady damage and enough ammo to stay in the fight.

Ammo 16 · about 2 shots a second

Best for finishing off a ball that is already hurt.

The AK-47 weapon in OrbRoyal

AK-47

A stream of fast, light bullets. Each one barely nudges the target, but a long burst adds up and keeps the other ball busy.

Ammo 45 · about 11 shots a second

The recoil is small per shot, but a long burst slowly pushes the shooter backwards.

The Shotgun weapon in OrbRoyal

Shotgun

Seven pellets in a wide cone. It only fires when an opponent is fairly close, where it is the hardest-hitting weapon of the early game.

Ammo 8 · one blast about every 0.9 s

The kick is strong, so a blast can send the shooter drifting the other way.

The Sniper weapon in OrbRoyal

Sniper

One very fast, very hard-hitting shot with a long bright trail. With only five shots, every one counts.

Ammo 5 · one shot every 1.2 s

A sniper hit shoves the target much harder than any other bullet.

The RPG weapon in OrbRoyal

RPG

A slow rocket that explodes when it touches a ball or the wall. The blast hurts every ball nearby and throws them away from the centre of the explosion.

Ammo 4 · one rocket every 1.5 s

The shooter is never hurt by their own rocket. Watch out for the smoke trail: it shows the path.

The Saw blade weapon in OrbRoyal

Saw blade

A spinning disc that ricochets around the arena for several seconds and cuts anything it passes through, hitting the same ball again about every half second.

Ammo 3 · one throw every 1.3 s

It cannot hurt the ball that threw it, but it can hurt everyone else, including balls that were not the target.

The Boomerang weapon in OrbRoyal

Boomerang

Curves away from the thrower, slows, then turns and flies back. It hits on the way out and again on the way back, and vanishes when the thrower catches it.

Ammo 5 · one throw about every 1 s

Great against a ball that drifts slowly, because it gets two chances to connect.

At a glance

Ammo numbers are for the Normal damage level.

WeaponAmmoStyleHits
Pistol16Single shotsSteady, reliable
AK-4745Rapid fireLight per bullet
Shotgun87 pellets, close rangeHeavy up close
Sniper5Slow, very fast shotVery heavy
RPG4Explosive rocketArea blast and shove
Saw blade3Bouncing discRepeated cuts
Boomerang5Out-and-backTwo chances to hit

How weapons behave

  • Aim is never perfect. Every weapon has a little random error, so even a sniper can miss a moving ball.
  • Recoil pushes the shooter backwards, away from the target. It can be switched off in the rules.
  • Knockback pushes the target in the direction of the hit. It grows with the strength of the weapon: an AK bullet nudges, a sniper shot shoves. It can also be switched off.
  • Damage level changes the numbers. Chill gives about 50% more ammo and faster fire but weaker hits; Brutal gives about 30% less ammo, slower fire and much heavier hits.
  • Weapons keep appearing. New ones show up every few seconds, often a little ahead of a ball’s path, but the balls never steer toward them.

Hearts

A heart in the arena restores part of a ball’s health (about one fifth of its hearts at Normal damage). Hearts only appear when someone has been hurt, and they tend to show up in the path of the most hurt ball. Heart pickups stay for about 11 seconds, so they can be missed.

See them in action

Every weapon is in the arena from the first seconds.

Play OrbRoyal