Throwing weapons are, as implied, weapons which can be thrown at zombies to inflict damage from a distance. Many throwing weapons simply damage zombies, but some are explosive, and others summon helpful entities to fight alongside the party. With the exception of the throwing boot, boomerangs, and cutlery, throwing weapons are consumed on use, so a survivor can only use as many as they have on hand.
Standard Weapons[]
A handful of weapons are simply thrown in a straight trajectory to damage zombies.
Bottle | |||
---|---|---|---|
Weapon | Notes | ||
Consumed on use.
| |||
79 - WEAPON_BOTTLE
| |||
Stats | Trading | ||
Power | 1 | Vendors | None |
Cooldown | 0 seconds | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | Bar |
Ammunition | 6 max | Events | Molotov Making |
Tier | Faimule | ||
Shuriken | |||
---|---|---|---|
Weapon | Notes | ||
Consumed on use. Ninja has a replenishing supply.
| |||
81 - WEAPON_SHURIKEN
| |||
Stats | Trading | ||
Power | 1 | Vendors | Anime Salesman (5 for 1 food), Anime Salesman (Free [<1 food]) |
Cooldown | 0.2 seconds | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | None |
Ammunition | 12 max | Events | None |
Tier | D | ||
Video Demonstration | |||
Throwing Boot | |||
---|---|---|---|
Weapon | Notes | ||
Reusable.
| |||
175 - WEAPON_THROWINGBOOT
| |||
Stats | Trading | ||
Power | 1 | Vendors | None |
Cooldown | 0 seconds | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | Various |
Ammunition | 2 max | Events | Free Boot |
Tier | P | ||
Boomerangs[]
Boomerangs are a type of weapon that can be thrown and will return to their user. They inflict damage and will bounce between a few targets, falling to the ground if they are in the air for too long. They can be reused infinitely.
Metal Boomerang | |||
---|---|---|---|
Weapon | Notes | ||
Can only be obtained by L*nk. Reusable.
| |||
84 - WEAPON_METALBOOM
| |||
Stats | Trading | ||
Power | 0.5 | Vendors | None |
Cooldown | 0.5 seconds | Sell Price | Cannot be sold |
Knockback | 3 | Looting | |
Penetrate | n/a | Locations | None |
Ammunition | 2 max | Events | DA NA NA NAAAAAAA! (third instance) |
Tier | F | ||
Video Demonstration | |||
Wind Shuriken (Windstar) | |||
---|---|---|---|
Weapon | Notes | ||
Reusable.
| |||
85 - WEAPON_WINDSTAR
| |||
Stats | Trading | ||
Power | 1 | Vendors | Anime Salesman (15 food) |
Cooldown | 1 second | Sell Price | 3 food (4 food with Top Seller perk) |
Knockback | 3 | Looting | |
Penetrate | n/a | Locations | None |
Ammunition | 2 max | Events | None |
Tier | Cwepscorebonus | ||
Wooden Boomerang | |||
---|---|---|---|
Weapon | Notes | ||
Can only be obtained by L*nk. Reusable.
| |||
83 - WEAPON_WOODBOOM
| |||
Stats | Trading | ||
Power | 0.5 | Vendors | None |
Cooldown | 0.5 seconds | Sell Price | Cannot be sold |
Knockback | 3 | Looting | |
Penetrate | n/a | Locations | None |
Ammunition | 2 max | Events | DA NA NA NAAAAAAA! (first instance) |
Tier | F | ||
Video Demonstration | |||
Haunted Weapons[]
Haunted Weapons are a special type of throwing weapon that return to the user like boomerangs. Unlike regular boomerangs, haunted weapons can used as melee weapons at a close range, similar to Valkyrie's Mjollin'er. They can also stay in the air for an indefinite amount of time as well as follow their user through doors (normal boomerangs fall to the ground upon exiting the room). They can be reused infinitely.
By throwing haunted cutlery then quickly switching to another weapon, the haunted objects will continuously follow their user like orbiting projectiles until recaptured with an empty hand.
Haunted Fork | |||
---|---|---|---|
Weapon | Notes | ||
Reusable. Never falls to the ground.
| |||
224 - WEAPON_HAUNTFORK
| |||
Stats | Trading | ||
Power | 0.25 | Vendors | None |
Cooldown | 0 seconds | Sell Price | 1 food (2 food with Top Seller) |
Knockback | 0.5 | Looting | |
Penetrate | n/a | Locations | Dark Mansion, Haunted Mansion |
Ammunition | 2 max | Events | None |
Tier | D | ||
Haunted Knife | |||
---|---|---|---|
Weapon | Notes | ||
Reusable. Never falls to the ground.
| |||
225 - WEAPON_HAUNTKNIFE
| |||
Stats | Trading | ||
Power | 0.25 | Vendors | None |
Cooldown | 0 seconds | Sell Price | 1 food (2 food with Top Seller) |
Knockback | 0.5 | Looting | |
Penetrate | n/a | Locations | Dark Mansion, Haunted Mansion |
Ammunition | 2 max | Events | None |
Tier | D | ||
Haunted Spoon | |||
---|---|---|---|
Weapon | Notes | ||
Reusable. Never falls to the ground.
| |||
226 - WEAPON_HAUNTSPOON
| |||
Stats | Trading | ||
Power | 0.25 | Vendors | None |
Cooldown | 0 seconds | Sell Price | 1 food (2 food with Top Seller) |
Knockback | 0.5 | Looting | |
Penetrate | n/a | Locations | Dark Mansion, Haunted Mansion |
Ammunition | 2 max | Events | None |
Tier | D | ||
Explosives[]
Explosives are the most common type of thrown weapon, and they are intended to dispatch large hordes of zombies. They will usually detonate a few seconds after they're thrown, giving the party some time to retreat from the blast zone. The closer to the center of the explosion radius a zombie or survivor is, the more damage they will receive.
Bomb Skull | |||
---|---|---|---|
Weapon | Notes | ||
Explodes a few seconds after throwing. Sir Boney joins the party with 3 Bomb Skulls.
| |||
141 - WEAPON_BOMBSKULL
| |||
Stats | Trading | ||
Power | 1 | Vendors | Sir Boney (5 for 5 food) |
Cooldown | 0 seconds | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | None |
Ammunition | 6 max | Events | None |
Tier | Faimule | ||
Video Demonstration | |||
Grenade | |||
---|---|---|---|
Weapon | Notes | ||
Explodes a few seconds after thrown.
| |||
76 - WEAPON_GRENADE
| |||
Stats | Trading | ||
Power | 1 | Vendors | Army Surplus Fortress (see prices), Fire Sale Trader (3 for 6 food) |
Cooldown | 0 seconds | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | Offices |
Ammunition | 6 max | Events | Fast Food |
Tier | Faimule | ||
Landmine | |||
---|---|---|---|
Weapon | Notes | ||
Takes 3 seconds to prime, after which it explodes upon contact with a zombie. Can be picked back up.
| |||
210 - WEAPON_LANDMINE
| |||
Stats | Trading | ||
Power | 0 | Vendors | Heavy Ordnance Trader (see prices), Heavy Ordnance Trader (Free [<6 food]) |
Cooldown | 0 seconds | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | None |
Ammunition | 8 max | Events | None |
Tier | Faimule | ||
Lnk Bomb | |||
---|---|---|---|
Weapon | Notes | ||
Can only be obtained by L*nk. Explodes a few seconds after throwing. Collides with zombies, unlike other explosives. Supply replenishes after they are all used.
| |||
78 - WEAPON_LNKBOMB
| |||
Stats | Trading | ||
Power | 1 | Vendors | None |
Cooldown | 0 seconds | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | None |
Ammunition | 3 max | Events | DA NA NA NAAAAAAA! (fourth instance) |
Tier | Faimule | ||
Video Demonstration | |||
Molotov | |||
---|---|---|---|
Weapon | Notes | ||
Creates a patch of fire on the ground.
| |||
88 - WEAPON_MOLOTOV
| |||
Stats | Trading | ||
Power | 1 | Vendors | Weapon Fanatic (see prices), Fire Sale Trader (9 for 10 food), Weapon Fanatic (Free [<5 food]) |
Cooldown | 0 seconds | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | Burning House |
Ammunition | 5 max | Events | Molotov Making |
Tier | Faimule | ||
Pipebomb | |||
---|---|---|---|
Weapon | Notes | ||
Explodes a few seconds after throwing.
| |||
77 - WEAPON_PIPEBOMB
| |||
Stats | Trading | ||
Power | 1 | Vendors | Pipebomb Supplier (see prices), Fire Sale Trader (5 for 6 food), Pipebomb Supplier (Free [<5 food]) |
Cooldown | 0 seconds | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | Houses |
Ammunition | 6 max | Events | Bomber Zombie |
Tier | Faimule | ||
Spawning Items[]
Spawning items are able to summon a temporary ally to the party when thrown that will help by attacking zombies using melee attacks. The spawned entity will disappear after a few minutes. Zombies which are hit by a spawning item will suffer a small amount of damage as well. There is no limit on how many allies are spawned; 12 eggs can spawn 12 chickens in a single mission.
Blue Robot | |||
---|---|---|---|
Weapon | Notes | ||
Spawns a blue robot that uses Boxing. Consumed on use.
| |||
171 - WEAPON_BLUEROBOT
| |||
Stats | Trading | ||
Power | 1 | Vendors | Helpful Robot (3 food) |
Cooldown | 0 seconds | Sell Price | 2 food (3 food with Top Seller perk) |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | NUTZ "4" TOYS |
Ammunition | 1 max | Events | Fast Food |
Tier | F | ||
Video Demonstration | |||
Egg | |||
---|---|---|---|
Weapon | Notes | ||
Spawns a Chicken. Consumed on use.
| |||
234(see trivia) - WEAPON_EGG
| |||
Stats | Trading | ||
Power | 1 | Vendors | Free Range Chicken (1 food) |
Cooldown | 0 seconds | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | Farm, Farmhouse Camp |
Ammunition | 12 max | Events | Chicken Rescued! |
Tier | F | ||
Pukeyball | |||
---|---|---|---|
Weapon | Notes | ||
Spawns a random colored animal. Consumed on use.
| |||
161 - WEAPON_PUKEYBALL
| |||
Stats | Trading | ||
Power | 1 | Vendors | Turret Nerd (Free [<6 food]) |
Cooldown | 0 seconds | Sell Price | Cannot be sold |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | NUTZ "4" TOYS, Dark Mansion, Haunted Mansion |
Ammunition | 9 max | Events | Fast Food |
Tier | F | ||
Red Robot | |||
---|---|---|---|
Weapon | Notes | ||
Spawns a red robot that uses Kung Fu. Consumed on use.
| |||
172 - WEAPON_REDROBOT
| |||
Stats | Trading | ||
Power | 1 | Vendors | Menacing Robot (6 food) |
Cooldown | 0 seconds | Sell Price | 4 food (6 food with Top Seller perk) |
Knockback | 0 | Looting | |
Penetrate | n/a | Locations | NUTZ "4" TOYS |
Ammunition | 1 max | Events | None |
Tier | F | ||
Video Demonstration | |||
Trivia[]
- Before the April 2022 MANDIBLE update, the Egg's data was located in a different file than the rest of the weapons, causing the ID number to change whenever a new weapon is added to the game. Because of this, if a saved game from a previous update is loaded, any eggs stored in that savefile would transform into different weapons, depending on the update.