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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.

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

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.

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.

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

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.

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.

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.
At a glance
Ammo numbers are for the Normal damage level.
| Weapon | Ammo | Style | Hits |
|---|---|---|---|
| Pistol | 16 | Single shots | Steady, reliable |
| AK-47 | 45 | Rapid fire | Light per bullet |
| Shotgun | 8 | 7 pellets, close range | Heavy up close |
| Sniper | 5 | Slow, very fast shot | Very heavy |
| RPG | 4 | Explosive rocket | Area blast and shove |
| Saw blade | 3 | Bouncing disc | Repeated cuts |
| Boomerang | 5 | Out-and-back | Two 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.