Arsenal Breakdown — Weapons & Gadgets
The complete ODDCORE equipment manifest. Every weapon, every gadget, every dual-fire mode — and how to combine them.
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// ODDCORE EQUIPMENT MANIFEST — Rev 3.1 // CLEARANCE: RUNNER-STANDARD // All equipment issued as-is. No warranties. No refunds. No complaints.
Every run in ODDCORE starts with one choice: one weapon, one gadget. That’s your loadout. 112 possible combinations from the base equipment alone, each one changing how you move, fight, and survive.
Here’s what you’re working with.
Weapons
ODDCORE ships with 13 unique weapons in the Early Access build. Six are documented below — the rest are waiting for you to discover in-game.
Every weapon has two distinct firing modes. Primary fire is your bread and butter. Alt-fire is your ace in the hole.
Melee
Bat Close-range blunt force. Fast swing speed, wide arc. Alt-fire changes the swing pattern for crowd situations. Good for runners who like to stay in the thick of it.
Katana Precision melee. Faster than the Bat, tighter arc, more damage per hit. The alt-fire mode rewards timing and positioning. High skill ceiling.
Ranged
Pistol Reliable, accurate, no frills. The starter weapon for a reason — it teaches fundamentals. Alt-fire offers a different cadence that rewards patient shooters.
Shotgun Devastating at close range. The spread catches groups of crawlers beautifully. Alt-fire changes the engagement distance entirely. A versatile pick despite the simple name.
SMG High rate of fire, manageable recoil. Melts through swarms. Alt-fire trades volume for something more… targeted. The SMG rewards aggressive forward movement.
Fan Don’t let the name fool you. Projectile-based, unusual trajectory. The Fan rewards players who think about angles. Alt-fire introduces a completely different projectile behavior.
The Other Seven
Seven additional weapons exist in the full Early Access build. We’re not documenting them here. Some things are better discovered mid-run, when the shop presents an option you’ve never seen before and the timer’s ticking.
Gadgets
You start with zero gadgets and can equip up to two. Gadgets define your movement vocabulary — they’re the difference between surviving a swarm and becoming part of it.
Dash — Quick directional burst. The universal panic button. Gets you out of trouble fast, into trouble faster.
Down Thrust — Aerial slam attack. Jump, look down, activate. Crowd control from above. Pairs well with anything that gets you airborne.
Grapple — Close distance instantly. Hook onto geometry or enemies. The Grapple turns arenas from obstacle courses into highways.
Pull — The inverse of Repulse. Yank enemies toward you. Sounds counterintuitive. Becomes genius when paired with melee weapons or shotgun-range firepower.
Repulse — Energy burst pushback. Creates breathing room when surrounded. Buys you the two seconds you need to reload your plan.
Rocket Boots — Sustained aerial movement. Hover above the horde, rain damage down. Changes the vertical dimension of combat entirely.
Slide — Parkour slide that moves you under obstacles and through tight spaces. Maintains momentum. Feels incredible.
Teddy Bomb — Throw an explosive teddy bear. It detonates. That’s it. That’s the gadget. It’s perfect.
Loadout Theory
There’s no objectively best loadout — but there are synergies worth understanding.
Mobility + Ranged: Dash or Grapple paired with SMG or Pistol. Stay at medium range, reposition constantly. The safe pick for learning the game.
Aggro Melee: Katana or Bat with Slide and Down Thrust. Get in fast, swing hard, slam from above. High risk, high reward, maximum style points.
Control: Shotgun with Repulse and Pull. Manage enemy positioning. Pull stragglers in, blast them, push the rest away. Methodical.
Sky Game: Any ranged weapon with Rocket Boots and Grapple. Fight from above. The ground is for crawlers.
No Gadgets: Yes, this is an option. No mobility tools, just raw weapon skill. Some runners do this intentionally for the challenge. We respect it, and we question their judgment equally.
// END OF MANIFEST // Remember: equipment doesn’t win runs. Decisions do. // …But the Teddy Bomb helps.
