Weapons & gear GAME WIKI
Weapons & arsenal
Compare all five weapons with fire rates, reload times, ammo capacities, damage, creature health, range and side-view images.
The arsenal at a glance #
Weapons use their own ammunition supplies. Unlocking a new weapon adds another tool to your loadout; improving its fire rate, reload time or carrying capacity helps you keep it useful through longer attacks.
| Weapon | Type | Role |
|---|---|---|
| Slinger | Speargun | A standard-issue speargun suited to general underwater combat. |
| Manta Ray | Explosive-dart handgun | Fires darts that explode shortly after impact. |
| Kraken | Underwater shotgun | Fires a cluster of barbed shards into a threat. |
| Hellfire | Rapid-fire dart gun | Delivers a fast stream of underwater darts. |
| Poseidon | Sniper speargun | A high-pressure speargun built for precise, long-range shots. |
Reading the weapon stats #
Each weapon below has a side-view image and a comparison of its base and fully upgraded stats. Fire cadence is approximate and includes recovery and automatic chambering where needed. Firing and reload phases are also listed separately; handling and the timing of your reload can add to the wait before the weapon is ready.
Loaded ammunition and reserve capacity are separate. A full weapon can hold its loaded ammunition in addition to the maximum reserve shown here. Normal dive-start figures show loaded ammunition plus the starting reserve; pickups and special starts can change the amount you carry.
Damage is shown in health points (HP). The weapon, creature species and hit location all matter. Values in the individual weapon stats use shark body hits; the comparison tables later in this guide also include sirens, eels, sea snakes and lionfish. Timings are rounded to two decimal places.
Slinger #

The Slinger is the standard-issue speargun. It carries five loaded spears and automatically chambers the next spear after each shot. Emptying the loaded supply requires a longer full reload.
Fire-rate upgrades shorten the chambering phase, while reload upgrades shorten a full reload. Direct-hit damage stays the same as distance increases; lead moving sharks to account for the spear's travel time.
- Reserve upgrades: 35 → 45 → 55 → 65 spears.
- Shark head and neck hits multiply impact damage by 2.5; shark tail and fin hits are weaker.
| Stat | Base | Fully upgraded |
|---|---|---|
| Rate of fire (approx.) | ~17 shots/min (3.51 s per shot) | ~19 shots/min (3.15 s per shot) |
| Chambering phase | 2.50 s | 2.14 s |
| Full reload phase | 4.00 s | 3.43 s |
| Full reload with handling (approx.) | 4.70 s | 4.13 s |
| Loaded spears | 5 | 5 |
| Maximum reserve | 35 | 65 |
| Normal dive start | 35 total: 5 loaded + 30 reserve | 35 total: 5 loaded + 30 reserve |
| Launch speed | 15 m/s | 15 m/s |
| Shark body damage | 25–50 HP per spear, depending on species | 25–50 HP per spear, depending on species |
Manta Ray #

The Manta Ray fires explosive-tipped darts from a six-round cylinder. A dart deals impact damage first, then detonates roughly two seconds after impact. The explosion can damage creatures within about 1.3 metres of the dart.
Direct-hit damage does not decrease with distance. Darts have travel time, and a missed dart starts its detonation countdown after three seconds in flight. The blast deals separate damage with no headshot multiplier or gradual falloff inside its radius.
- Reserve upgrades: 30 → 36 → 42 → 48 darts.
- Explosion upgrades: 80% → 84% → 88.2% → 92.61% of that species' base dart damage, rounded down to whole HP.
- A body hit plus its blast deals 18 HP to a Mako at base level and 19 HP with maximum explosive upgrades. The same hit on a Bull Shark deals 45 HP or 48 HP.
| Stat | Base | Fully upgraded |
|---|---|---|
| Rate of fire (approx.) | ~88 shots/min (0.68 s per shot) | ~99 shots/min (0.61 s per shot) |
| Firing interval phase | 0.50 s | 0.43 s |
| Reload phase | 1.00 s | 0.86 s |
| Reload with handling (approx.) | 1.60 s | 1.46 s |
| Loaded darts | 6 | 6 |
| Maximum reserve | 30 | 48 |
| Normal dive start | 24 total: 6 loaded + 18 reserve | 24 total: 6 loaded + 18 reserve |
| Launch speed | 10 m/s | 10 m/s |
| Shark body impact | 10–25 HP per dart, depending on species | 10–25 HP per dart, depending on species |
| Additional shark blast damage | 8–20 HP per creature caught in the blast | 9–23 HP per creature caught in the blast |
| Detonation delay after impact | 2.00 s | 2.00 s |
| Blast radius | ~1.3 m | ~1.3 m |
Kraken shotgun #

The Kraken fires 25 barbed shards per shell. It fires two shots before automatically chambering the next pair from its loaded shell supply. Fire-rate upgrades shorten that pair-chambering phase; the interval between the two shots stays the same.
This is a close-range weapon. Each shard has a reach of roughly 1–3.5 metres, and the spread means fewer shards hit a distant target. Damage per shard does not fall with distance, but total damage drops as fewer shards connect. Beyond the shot's reach, the Kraken cannot damage the target.
- Loaded-shell upgrades: 6 → 8 → 10. Reserve upgrades: 12 → 20 → 30 shells.
- Against a Mako, one body-hit shard deals 5 HP. All 25 body hits would total 125 HP before the target dies; actual damage depends on how many shards connect and where they land.
- There are two upgrade levels for chambering, reload, loaded shells and reserve capacity.
| Stat | Base | Fully upgraded |
|---|---|---|
| Sustained rate with shells loaded (approx.) | ~40 shots/min across two-shot pairs | ~42 shots/min across two-shot pairs |
| Interval within a two-shot pair (approx.) | 0.70 s | 0.70 s |
| Chamber next pair: main phase | 1.20 s | 1.08 s |
| Full reload phase | 3.20 s | 2.89 s |
| Full reload with handling (approx.) | 4.00 s | 3.69 s |
| Loaded shells | 6 | 10 |
| Maximum reserve | 12 | 30 |
| Normal dive start | 6 total: 6 loaded + 0 reserve | 10 total: 10 loaded + 0 reserve |
| Shards per shell | 25 | 25 |
| Shark body damage per shard | 5–15 HP, depending on species | 5–15 HP, depending on species |
| Shot reach | Each shard: ~1–3.5 m | Each shard: ~1–3.5 m |
Hellfire #

The Hellfire delivers a stream of darts from a 20-round loaded supply. Its fast cadence helps you respond to an approaching shark, but it can empty the loaded ammunition quickly.
Dart impact damage does not decrease with distance. The darts travel faster than Slinger spears or Manta Ray darts, but you still need to lead a moving target. Upgrades improve fire rate, reload time and reserve capacity; impact damage and launch speed stay the same.
- Reserve upgrades: 40 → 60 → 80 → 100 darts.
- Short, accurate bursts give you more control over ammunition than spraying at a distant target.
| Stat | Base | Fully upgraded |
|---|---|---|
| Rate of fire (approx.) | ~200 shots/min (0.30 s per shot) | ~212 shots/min (0.28 s per shot) |
| Firing interval phase | 0.12 s | 0.10 s |
| Reload phase | 3.30 s | 2.83 s |
| Reload with handling (approx.) | 4.10 s | 3.63 s |
| Loaded darts | 20 | 20 |
| Maximum reserve | 40 | 100 |
| Normal dive start | 40 total: 20 loaded + 20 reserve | 40 total: 20 loaded + 20 reserve |
| Launch speed | 24 m/s | 24 m/s |
| Shark body damage | 15–35 HP per dart, depending on species | 15–35 HP per dart, depending on species |
Poseidon #

The Poseidon is a high-pressure sniper speargun built for precise, long-range shots. It loads one spear at a time, then cycles and reloads after every shot. Reload upgrades improve its firing cadence; its available upgrades are reload speed and reserve capacity.
It has the fastest launch speed of the five weapons, and its direct-hit damage does not fall with distance. Aim for a clear head or neck shot, and lead targets that are moving across your view.
- Reserve upgrades: 5 → 10 → 15 → 20 spears.
- The one-spear loaded capacity stays fixed. Improving reload speed is the way to shorten the wait between shots.
| Stat | Base | Fully upgraded |
|---|---|---|
| Rate of fire including reload (approx.) | ~12 shots/min (5.00 s per shot) | ~13 shots/min (4.57 s per shot) |
| Cycling wait before automatic reload | 1.20 s | 1.20 s |
| Reload phase | 3.00 s | 2.57 s |
| Reload with handling (approx.) | 3.80 s | 3.37 s |
| Loaded spears | 1 | 1 |
| Maximum reserve | 5 | 20 |
| Normal dive start | 5 total: 1 loaded + 4 reserve | 5 total: 1 loaded + 4 reserve |
| Launch speed | 30 m/s | 30 m/s |
| Shark body damage | 120–250 HP per spear, depending on species | 120–250 HP per spear, depending on species |
Shark damage and hit location #
Shark damage depends on where your shot lands. Head and neck hits deal more damage than body hits, while hits to the tail or fins deal less. A glancing hit is not as effective as a carefully placed shot.
The weapon and shark species also affect base impact damage. These multipliers apply to projectile impacts and individual shotgun shards, with the result rounded down to whole health points. The Manta Ray's delayed explosion deals damage separately.
| Hit location | Impact damage multiplier |
|---|---|
| Head or neck | 2.5 × base damage |
| Body | 1 × base damage |
| Tail | 0.6 × base damage |
| Fins | 0.3 × base damage |
Shark health and body damage #
Health is each species' full starting HP. Weapon values are HP removed by a body hit from one spear, dart or shotgun shard. Apply the hit-location multiplier to each impact and round down to whole HP. The Kraken fires 25 shards, but only the shards that connect deal damage.
The Manta Ray column is the initial dart impact only. Its explosion adds 80% of that species' base dart damage at base level, rising to 92.61% with maximum explosive upgrades, rounded down. This extra damage is calculated independently of the initial hit location.
| Shark | Health (HP) | Slinger | Manta Ray dart | Kraken shard | Hellfire | Poseidon |
|---|---|---|---|---|---|---|
| Mako Shark | 255 | 25 | 10 | 5 | 15 | 120 |
| Great White Shark | 800 | 25 | 10 | 5 | 15 | 120 |
| Sand Tiger Shark | 500 | 50 | 25 | 5 | 35 | 250 |
| Bull Shark | 175 | 50 | 25 | 15 | 35 | 175 |
| Blacktip Reef Shark | 100 | 40 | 25 | 15 | 35 | 120 |
| Hammerhead Shark | 300 | 25 | 10 | 5 | 15 | 120 |
Other creature health and base damage #
Health is full starting HP. The weapon columns show base impact damage before hit-location modifiers, per connecting spear, dart or Kraken shard. Eel head and neck hits deal 2.5 × these base values, mid-body hits deal 0.8 ×, and hits on the far tail deal 0.6 ×. Sea snakes and lionfish use 1 × for every hit that registers.
Sirens have a special headshot rule: direct Slinger, Manta Ray, Hellfire and Poseidon projectile headshots deal 100 HP. Their neck uses 2.5 × base damage, torso and unmarked hits 1 ×, arm regions 0.8 × and tail regions 0.6 ×. Kraken shards use the normal multipliers, including 12 HP per head or neck hit.
The Manta Ray column is the initial dart impact only. Its blast adds damage independently of hit location: 80% of the creature's base dart damage at base level, rising to 92.61% with maximum explosive upgrades, rounded down. The Kraken fires 25 shards; only those that connect deal damage.
| Creature | Health (HP) | Slinger | Manta Ray dart | Kraken shard | Hellfire | Poseidon |
|---|---|---|---|---|---|---|
| Siren | 100 | 25 | 10 | 5 | 15 | 75 |
| Moray Eel | 100 | 30 | 10 | 5 | 15 | 100 |
| Leopard Eel | 100 | 30 | 10 | 5 | 15 | 100 |
| Coral Reef Sea Snake | 100 | 100 | 100 | 35 | 100 | 120 |
| Yellow-bellied Sea Snake | 100 | 100 | 100 | 25 | 100 | 120 |
| Lionfish | 100 | 100 | 100 | 100 | 100 | 120 |
Distance, reach and damage #
The Slinger, Manta Ray, Hellfire and Poseidon keep the same direct-hit damage at different distances. Their physical projectiles take time to reach the target, so longer shots require you to judge movement and allow for the flight path. A slower or more distant projectile is not assigned a lower impact-damage value.
The Kraken's total damage is strongly affected by distance. Its 25 shards spread out and have individual reach limits of roughly 1–3.5 metres. Fewer shards reach and hit a distant shark, even though a shard that connects still deals its normal damage.
The Manta Ray has a separate blast radius of about 1.3 metres. A creature caught inside that radius receives the species-based explosion damage; there is no gradual damage reduction based on its distance from the dart inside the blast.
Weapon switching #
Use the weapon wheel to choose from your available weapons. Check the controls screen for the wheel, previous-weapon and reload actions on your device.