Heavy weapons guide — set bonus, every weapon, who should build it
Updated 2026-11-01 · for v1.1 + Paws & Claws
A straight Damage multiplier for holding big weapons; the easiest strong set to complete. 13 weapons carry the Heavy tag; the set bonus below applies for every Heavy weapon you hold at once, duplicates included.
Set bonus
| Weapons held | Bonus |
|---|---|
| 2 | +5% Damage |
| 3 | +10% Damage |
| 4 | +15% Damage |
| 5 | +20% Damage |
| 6 | +25% Damage |
How a Heavy build plays
Heavy is thirteen weapons wide and every one of them has a second class, so the set is easy to stack while building something else: Hammer and Mace (Blunt or Medieval), Minigun and Obliterator (Gun), Rocket and Nuclear Launcher (Explosive). Up to +25% Damage is the bonus, and it applies to everything you do. Damage numbers are high per hit and cooldowns are long, so flat damage stats are worth more here than Attack Speed.
Every Heavy weapon
Numbers are the lowest tier the weapon exists at; open a weapon for all four tiers and its scaling.
| Weapon | Tiers | Damage | Cooldown | DPS | Crit | Range | Also |
|---|---|---|---|---|---|---|---|
| Railgun | 1–4 | 10 | 1.07s | 9.3 | 3% | 300 | Gun |
| Cacti Club | 1–4 | 15 | 1.66s | 6 | 3% | 200 | Primitive |
| Mace | 2–4 | 40 | 1.39s | 28.7 | – | 150 | Medieval (DLC) |
| Anchor | 2–4 | 45 | 1.92s | 23.4 | – | 175 | Naval (DLC) |
| Hammer | 2–4 | 40 | 1.67s | 21 | 3% | 175 | Blunt |
| Rocket Launcher | 2–4 | 30 | 1.78s | 16.9 | 3% | 500 | Explosive |
| Flamethrower | 2–4 | 1 | 0.12s | 8.3 | 0% | 250 | Elemental |
| Grenade Launcher | 2–4 | 12 | 0.37s | 5.9 | – | 350 | Explosive (DLC) |
| Obliterator | 3–4 | 250 | 3.23s | 77.4 | 3% | 800 | Gun |
| Particle Accelerator | 3–4 | 60 | 1.95s | 30.8 | – | 800 | Elemental |
| Nuclear Launcher | 3–4 | 60 | 2.12s | 28.3 | 3% | 800 | Explosive |
| Minigun | 3–4 | 2 | 0.09s | 11.1 | 1% | 400 | Gun |
| Gatling Laser | 4 | 10 | 0.073s | 137 | 10% | 500 | Legendary |
The core of a six-of set is usually Hammer, Mace, Minigun, Rocket Launcher, Obliterator, Cacti Club; the rest fill in as the shop offers them.
Characters that fit the class
- Buccaneer — Materials are worth double and every pickup resets your weapon cooldowns.
- Bull — A tank that explodes when hit, with regen that scales half again as hard.
- Chunky — Max HP is damage, so every heart you buy hits harder.
- Demon — You pay for items with Max HP, and materials become Max HP at wave end.
- Dwarf — Big melee hits earn engineering, and engineering earns melee damage.
- Glutton — Consumables explode and feed explosion damage; eat your way to a win.
- Golem — Armor and Max HP scale a third harder, and it never heals — on purpose.
- Loud — More enemies is more materials; the damage bonus does the rest.
- Masochist — Getting hit is the damage stat.
- Ogre — Overkill explosions; heavy melee weapons with huge single hits.
- Soldier — Stand still to hit hard; move to reposition, never to fight.
Overlapping classes
Heavy weapons also count as Gun, Primitive, Medieval, Naval, Blunt, Explosive, Elemental, Legendary, so a Heavy rack can trigger a second set bonus without an extra slot. The weapons list filters by class.
The mistake that ends runs
Buying Attack Speed before flat damage. Heavy weapons already hit hard; the cooldown is the price, not the problem.
See the set bonus ranking for how Heavy compares with the other sixteen classes, or test a rack in the build planner.