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{{Iconbox|Range Stat|caption=no}}
{{Iconbox|Range Stat|caption=no}}


The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance). There no limit but half as effective on melee weapons. If it is negative your weapons have x less range.
Range increases the distance that your weapons can target and hit enemies. Ranged weapons have their range increased by an amount equal to your range stat, while melee weapons only have halve the amount added or subtracted from their range. There is no limit to how much range you can get, but all weapons have a minimum of 25 range.  
 
For melee weapons, a higher range slightly increases the cooldown due to a longer travel distance, but lets them cover more area. With the inverse being true if you have a negative amount of range.


== Effects ==
== Effects ==
For [[Weapons#Ranged Weapons|Ranged Weapons]], the weapon's range is simply your Range stat, plus the weapon's own range.
For [[Weapons#Ranged Weapons|Ranged Weapons]]:
 
* The weapon's range is simply your Range stat, plus the weapon's own range.


For [[Weapons#Melee Weapons|Melee Weapons]]:
For [[Weapons#Melee Weapons|Melee Weapons]]:
*The Range stat increases the weapon's range, but only by ''half'' of your Range stat.
*The Range stat increases the weapon's range, but only by ''half'' of your Range stat.
*Positive Range:  
*For '''thrust''' weapons, Range makes attacks travel further.
**{{Color|color=pastelred|text=Reduces}} [[Attack Speed]] slightly (due to longer travel distance)
*For '''sweep''' weapons, Range makes attacks cover a larger area.
**Hit more enemies at once, and keep your distance from them.
*Higher Range is generally beneficial because:
*Negative Range:
**It lets you attack more enemies at once.
**{{Color|color=pastelgreen|text=Increases}} [[Attack Speed]] slightly (shorter travel distance)
**It lets you keep your distance from enemies, reducing the chance for contact damage.
**Hit fewer enemies at once, and have to get closer to hit them.
*However, Range also makes attacks have a ''slightly'' longer cooldown (ie. lower [[Attack Speed]]), due to the extra area they cover before they return to you.
**This difference is almost negligible unless you have very high Range.
***Eg. at +10 Range, the attack speed difference is ~0.01s -- this makes weapons about 0% to 1% slower.
***Eg. at +100 Range, the attack speed difference is ~0.05s -- this makes weapons about 3% to 10% slower.
***Fast weapons are effected more by differences in Range. Eg at +100 Range, {{MiniIconbox|name=Fist}} is 10% slower, while {{MiniIconbox|name=Rock}} is only 3% slower.
***Keep in mind that this '''doesn't''' translate to a direct DPS decrease though, because you'll also be hitting a lot more enemies at once.
*A weapon's Cooldown stat displayed in-game ''does'' account for any modifications due to Range.
== Items ==
== Items ==


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<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<tr>
{{TableHeaders|items}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
    {{TableRowItem|Ashes}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Rarity</th>
{{TableRowItem|Baby Gecko}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:35%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Effects</th>
{{TableRowItem|Banner}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Base Price</th>
{{TableRowItem|Glasses}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Limit</th>
{{TableRowItem|Gummy Berserker}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th>
    {{TableRowItem|Lantern}}
</tr>
{{TableRowItem|Night Goggles}}
<tr>
{{TableRowItem|Poisonous Tonic}}
<td> {{Iconbox|Banner|rarity={{Item Data|Banner|rarity}}}} </td>
{{TableRowItem|Shackles}}
<td> Tier {{Item Data|Banner|rarity}} </td>
    {{TableRowItem|Spyglass}}
<td> {{Item Data|Banner|stats}} </td>
{{TableRowItem|Wings}}
<td> {{Item Data|Banner|price}} </td>
  {{TableRowItem|Scope}}
<td> {{Item Data|Banner|limit}} </td>
<td> {{Item Data|Banner|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Glasses|rarity={{Item Data|Glasses|rarity}}}} </td>
<td> Tier {{Item Data|Glasses|rarity}} </td>
<td> {{Item Data|Glasses|stats}} </td>
<td> {{Item Data|Glasses|price}} </td>
<td> {{Item Data|Glasses|limit}} </td>
<td> {{Item Data|Glasses|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Gummy Berserker|rarity={{Item Data|Gummy Berserker|rarity}}}} </td>
<td> Tier {{Item Data|Gummy Berserker|rarity}} </td>
<td> {{Item Data|Gummy Berserker|stats}} </td>
<td> {{Item Data|Gummy Berserker|price}} </td>
<td> {{Item Data|Gummy Berserker|limit}} </td>
<td> {{Item Data|Gummy Berserker|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Night Goggles|rarity={{Item Data|Night Goggles|rarity}}}} </td>
<td> Tier {{Item Data|Night Goggles|rarity}} </td>
<td> {{Item Data|Night Goggles|stats}} </td>
<td> {{Item Data|Night Goggles|price}} </td>
<td> {{Item Data|Night Goggles|limit}} </td>
<td> {{Item Data|Night Goggles|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Poisonous Tonic|rarity={{Item Data|Poisonous Tonic|rarity}}}} </td>
<td> Tier {{Item Data|Poisonous Tonic|rarity}} </td>
<td> {{Item Data|Poisonous Tonic|stats}} </td>
<td> {{Item Data|Poisonous Tonic|price}} </td>
<td> {{Item Data|Poisonous Tonic|limit}} </td>
<td> {{Item Data|Poisonous Tonic|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Wings|rarity={{Item Data|Wings|rarity}}}} </td>
<td> Tier {{Item Data|Wings|rarity}} </td>
<td> {{Item Data|Wings|stats}} </td>
<td> {{Item Data|Wings|price}} </td>
<td> {{Item Data|Wings|limit}} </td>
<td> {{Item Data|Wings|unlockedby}} </td>
</tr>
</table>
</table>


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<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<tr>
{{TableHeaders|items}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
{{TableRowItem|Beanie}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Rarity</th>
{{TableRowItem|Blindfold}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:35%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Effects</th>
    {{TableRowItem|Coral}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Base Price</th>
{{TableRowItem|Cyclops Worm}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Limit</th>
{{TableRowItem|Eyes Surgery}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th>
{{TableRowItem|Gnome}}
</tr>
{{TableRowItem|Head Injury}}
<tr>
{{TableRowItem|Little Muscley Dude}}
<td>  {{Iconbox|Beanie|rarity={{Item Data|Beanie|rarity}}}} </td>
{{TableRowItem|Retromation's Hoodie}}
<td> Tier {{Item Data|Beanie|rarity}} </td>
{{TableRowItem|Scar}}
<td>  {{Item Data|Beanie|stats}} </td>
</table>
<td>  {{Item Data|Beanie|price}} </td>
<td>  {{Item Data|Beanie|limit}} </td>
<td>  {{Item Data|Beanie|unlockedby}} </td>
</tr>


<tr>
==Characters==
<td>  {{Iconbox|Blindfold|rarity={{Item Data|Blindfold|rarity}}}} </td>
<td> Tier {{Item Data|Blindfold|rarity}} </td>
<td>  {{Item Data|Blindfold|stats}} </td>
<td>  {{Item Data|Blindfold|price}} </td>
<td>  {{Item Data|Blindfold|limit}} </td>
<td>  {{Item Data|Blindfold|unlockedby}} </td>
</tr>


<tr>
These [[Characters]] start with different Range, or have mechanics related to their Range:
<td>  {{Iconbox|Cyclops Worm|rarity={{Item Data|Cyclops Worm|rarity}}}} </td>
<td> Tier {{Item Data|Cyclops Worm|rarity}} </td>
<td>  {{Item Data|Cyclops Worm|stats}} </td>
<td>  {{Item Data|Cyclops Worm|price}} </td>
<td>  {{Item Data|Cyclops Worm|limit}} </td>
<td>  {{Item Data|Cyclops Worm|unlockedby}} </td>
</tr>


<tr>
===Positive Characters===
<td>  {{Iconbox|Eyes Surgery|rarity={{Item Data|Eyes Surgery|rarity}}}} </td>
<td> Tier {{Item Data|Eyes Surgery|rarity}} </td>
<td>  {{Item Data|Eyes Surgery|stats}} </td>
<td>  {{Item Data|Eyes Surgery|price}} </td>
<td>  {{Item Data|Eyes Surgery|limit}} </td>
<td>  {{Item Data|Eyes Surgery|unlockedby}} </td>
</tr>


<tr>
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<td>  {{Iconbox|Gnome|rarity={{Item Data|Gnome|rarity}}}} </td>
{{TableHeaders|characters}}
<td> Tier {{Item Data|Gnome|rarity}} </td>
    {{TableRowCharacter|Crazy}}
<td>  {{Item Data|Gnome|stats}} </td>
{{TableRowCharacter|Hunter}}
<td>  {{Item Data|Gnome|price}} </td>
    {{TableRowCharacter|Ranger}}
<td>  {{Item Data|Gnome|limit}} </td>
    {{TableRowCharacter|Romantic}}
<td>  {{Item Data|Gnome|unlockedby}} </td>
</table>
</tr>


<tr>
===Negative Characters===
<td>  {{Iconbox|Head Injury|rarity={{Item Data|Head Injury|rarity}}}} </td>
<td> Tier {{Item Data|Head Injury|rarity}} </td>
<td>  {{Item Data|Head Injury|stats}} </td>
<td>  {{Item Data|Head Injury|price}} </td>
<td>  {{Item Data|Head Injury|limit}} </td>
<td>  {{Item Data|Head Injury|unlockedby}} </td>
</tr>


<tr>
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<td>  {{Iconbox|Little Muscley Dude|rarity={{Item Data|Little Muscley Dude|rarity}}}} </td>
{{TableHeaders|characters}}
<td> Tier {{Item Data|Little Muscley Dude|rarity}} </td>
{{TableRowCharacter|Brawler}}
<td>  {{Item Data|Little Muscley Dude|stats}} </td>
    {{TableRowCharacter|Creature}}
<td>  {{Item Data|Little Muscley Dude|price}} </td>
{{TableRowCharacter|Cryptid}}
<td>  {{Item Data|Little Muscley Dude|limit}} </td>
<td>  {{Item Data|Little Muscley Dude|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Retromation's Hoodie|rarity={{Item Data|Retromation's Hoodie|rarity}}}} </td>
<td> Tier {{Item Data|Retromation's Hoodie|rarity}} </td>
<td>  {{Item Data|Retromation's Hoodie|stats}} </td>
<td>  {{Item Data|Retromation's Hoodie|price}} </td>
<td>  {{Item Data|Retromation's Hoodie|limit}} </td>
<td>  {{Item Data|Retromation's Hoodie|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Scar|rarity={{Item Data|Scar|rarity}}}} </td>
<td> Tier {{Item Data|Scar|rarity}} </td>
<td>  {{Item Data|Scar|stats}} </td>
<td>  {{Item Data|Scar|price}} </td>
<td>  {{Item Data|Scar|limit}} </td>
<td>  {{Item Data|Scar|unlockedby}} </td>
</tr>
</table>
</table>


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{{TableHeaders|weapons}}
{{TableHeaders|weapons}}
{{TableRowWeapon|Crossbow}}
{{TableRowWeapon|Crossbow}}
    {{TableRowWeapon|Hiking Pole}}
{{TableRowWeapon|Sniper Gun}}
{{TableRowWeapon|Sniper Gun}}
</table>
</table>
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<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;">
<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;">
{{TableHeaders|sets}}
{{TableHeaders|sets}}
{{TableRowWeaponClass|Blunt}}
{{TableRowWeaponClass|Gun}}
{{TableRowWeaponClass|Gun}}
</table>
</table>


{{NavBoxStats|topmargin=1}}
{{NavBoxStats|topmargin=1}}

Latest revision as of 13:56, 11 November 2024

Range

Range Stat

Range increases the distance that your weapons can target and hit enemies. Ranged weapons have their range increased by an amount equal to your range stat, while melee weapons only have halve the amount added or subtracted from their range. There is no limit to how much range you can get, but all weapons have a minimum of 25 range.

For melee weapons, a higher range slightly increases the cooldown due to a longer travel distance, but lets them cover more area. With the inverse being true if you have a negative amount of range.

Effects

For Ranged Weapons:

  • The weapon's range is simply your Range stat, plus the weapon's own range.

For Melee Weapons:

  • The Range stat increases the weapon's range, but only by half of your Range stat.
  • For thrust weapons, Range makes attacks travel further.
  • For sweep weapons, Range makes attacks cover a larger area.
  • Higher Range is generally beneficial because:
    • It lets you attack more enemies at once.
    • It lets you keep your distance from enemies, reducing the chance for contact damage.
  • However, Range also makes attacks have a slightly longer cooldown (ie. lower Attack Speed), due to the extra area they cover before they return to you.
    • This difference is almost negligible unless you have very high Range.
      • Eg. at +10 Range, the attack speed difference is ~0.01s -- this makes weapons about 0% to 1% slower.
      • Eg. at +100 Range, the attack speed difference is ~0.05s -- this makes weapons about 3% to 10% slower.
      • Fast weapons are effected more by differences in Range. Eg at +100 Range, Fist.png Fist is 10% slower, while Rock.png Rock is only 3% slower.
      • Keep in mind that this doesn't translate to a direct DPS decrease though, because you'll also be hitting a lot more enemies at once.
  • A weapon's Cooldown stat displayed in-game does account for any modifications due to Range.

Items

Positive

These items increase your Range.

Due to Item Tags, the Character(s) Hunter.png Hunter, Ranger.png Ranger have a higher chance to find these items in the Shop.

Name Rarity Effects Base Price Limit Unlocked By Tags
Ashes

Ashes(DLC)
Tier 4 +20 % Damage
+20 % Attack Speed
+100 Range
-1 Armor at the end of a wave
100
Tier 1 +10 Range
+25% chance to instantly attract a material when it’s dropped
18 4 Pickup, Range
Tier 2 +20 Range
+10 % Attack Speed
-5 Knockback
55 Range, Attack Speed
Tier 1 +20 Range 20 Range
Tier 1 +5 % Attack Speed
+25 Range
-1 Armor
25 Attack Speed, Range
Lantern

Lantern(DLC)
Tier 4 +10 % Damage
+50 Range
+15 Knockback
Knocks nearby enemies back every 3 seconds
100 1
Tier 4 +15 % Crit Chance
+50 Range
-3 Max HP
-1 Armor
95 Win a run with Ranger.png Ranger Crit Chance, Range
Tier 3 +10 % Attack Speed
+5 % Crit Chance
+15 Range
-2 HP Regeneration
80 Attack Speed, Crit Chance, Range
Tier 3 +8 HP Regeneration
+8 Engineering
+80 Range
Your Speed is capped at its current value
80 1 Range, HP Regeneration, Engineering
Tier 2 +10 Range
-25 % Reroll Price
30 2 Range
Tier 3 +10 % Speed
+30 Range
-2 Elemental Damage
85 Speed, Range
Tier 2 +2 Ranged Damage
+25 Range
-7 % Attack Speed
48 Ranged Damage, Range

Negative

These items decrease your Range.

Name Rarity Effects Base Price Limit Unlocked By Tags
Tier 1 +4 % Speed
-6 Range
20 Speed
Tier 2 +5 % Crit Chance
+5 % Dodge
-15 Range
45 Crit Chance, Dodge
Coral

Coral(DLC)
Tier 2 +10 HP Regeneration while standing still
-10 Range
40 HP Regeneration, Stand Still
Tier 2 +12 % Damage
-12 Range
45 Damage
Tier 2 Burning activates 20% faster
+1 Elemental Damage
-10 Range
60 2 Elemental Damage
Tier 4 +10 Melee Damage
+10 Elemental Damage
-20 Range
-20% pickup range
100 Win a run with Bull.png Bull Melee Damage, Elemental Damage
Tier 1 +6 % Damage
-8 Range
25 Damage
Tier 2 +3 Melee Damage
+5 Max HP
-15 Range
50 Melee Damage, Max HP
Tier 4 +2 % Attack Speed for every 1 % Dodge you have
-80 Range
110 1 Dodge
Tier 1 +20 % XP Gain
-8 Range
25 XP Gain

Characters

These Characters start with different Range, or have mechanics related to their Range:

Positive Characters

Name Stats Unlocked By Unlocks Item Tags
+100 Range with Precise weapons
+25% Attack Speed
You start with 1 Knife
-30% Dodge
-10 Engineering
-10 Ranged Damage
Unlocked by default Crit Chance, Melee Damage
+100 Range
+1% Damage for every 10 Range you have
Crit Chance modifications are increased by 25%
Harvesting modifications are reduced by 100%
Max HP modifications are reduced by 33%
Reach +300 Range Range, Crit Chance
+50 Range
You start with 1 Pistol
Ranged Damage modifications are increased by 50%
You can't equip melee weapons
Max HP modifications are reduced by 25%
Unlocked by default Ranged Damage, Range
Hitting an enemy that has less than 25% health has a 5% (50%Max HP.png) chance to charm it for 8 seconds
+50 Range with melee weapons
-3 % Damage for every 5 Curse you have
-1 Armor for every 5 Curse you have
+1 Curse at the end of a wave
Finish a run with 0 Curse None

Negative Characters

Name Stats Unlocked By Unlocks Item Tags
+50% Attack Speed with Unarmed weapons
You start with 1 Fist
+15% Dodge
-50 Range
-50 Ranged Damage
Unlocked by default Melee Damage
Weapon damage additionally scales with 35% Curse
You start with 1 cursed Fish Hook
+1 Curse when you level up
-10 Range at the end of a wave
-5 % XP Gain at the end of a wave
Unlocked by default Curse, XP Gain
More trees spawn (+6)
Gain 12 material and XP for every living tree at the end of a wave
+3 HP Regeneration for every current living tree
Dodge is capped at 70%
+3 Attack Speed until the end of the wave when you dodge an attack
-100 % Life Steal
-100 Range
-50% materials dropped from enemies
Finish a wave with 10 or more living trees Exploration, Dodge

Weapons

These Weapons use your Range stat to deal more damage:

Name Class Damage Attack Speed DPS Crit Damage/Chance Range Knockback Lifesteal Special Effects Base price Unlocked by
Precise, Medieval

10(50%Ranged Damage.png10%Range Stat.png)
12(50%Ranged Damage.png10%Range Stat.png)
15(50%Ranged Damage.png10%Range Stat.png)
18(50%Ranged Damage.png10%Range Stat.png)

1.13s
1.13s
1.13s
1.13s

8.8(44%Ranged Damage.png8%Range Stat.png)/s
10.6(44%Ranged Damage.png8%Range Stat.png)/s
13.3(44%Ranged Damage.png8%Range Stat.png)/s
15.9(44%Ranged Damage.png8%Range Stat.png)/s

x1.5 (30%)
x1.75 (35%)
x2 (40%)
x2.25 (45%)

350
350
350
350

8
8
8
8

0
0
0
0

Pierces up to 1/2/3/4 times on critical hit

16
34
62
132

Default
Support

12(+50%Melee Damage.png+10%Range Stat.png)
18(+50%Melee Damage.png+12%Range Stat.png)
24(+50%Melee Damage.png+15%Range Stat.png)
30(+50%Melee Damage.png+20%Range Stat.png)

1.42s
1.34s
1.25s
1.17s

8.4(35.2%Melee Damage.png7%Range Stat.png)/s
13.5(37.4%Melee Damage.png9%Range Stat.png)/s
19.1(39.9%Melee Damage.png12%Range Stat.png)/s
25.6(42.7%Melee Damage.png17.1%Range Stat.png)/s

x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)
x1.5 (3% chance)

175
175
175
175

0
0
0
0

0
0
0
0

+1 Range for every 70/60/50/40 steps you take during a wave

17
34
66
130

Default
Gun, Precise

-
-
50(100%Ranged Damage.png20%Range Stat.png)
80(100%Ranged Damage.png30%Range Stat.png)

-
-
2.4s
2.4s

-
-
20.8(41%Ranged Damage.png8%Range Stat.png)/s
33.3(41%Ranged Damage.png12%Range Stat.png)/s

-
-
x3 (20%)
x4 (20%)

-
-
800
1000

-
-
30
30

-
-
0
0

Hitting an enemy spawns 5/8 projectiles dealing 5 +(10%/15%Range Stat.png)

-
-
115
245

Win a run with Hunter.png Hunter

Weapon Classes

These Weapon Classes affect Range:

Class Bonuses Weapons
Gun (2)+10 Range
(3)+20 Range
(4)+30 Range
(5)+40 Range
(6)+50 Range



Pistol
  Pistol



SMG
  SMG