Teleglitch Wiki
Teleglitch Wiki

Stats Overview[]

weapon ammo dmg AP spread mag reload RoF vel range
9mmpstl 9mmclip 26 0.2 1 15 30 -5 14 20
autopstl 9mmclip 26 0.2 5 20 35 2.5 14 20
smg 9mmclip 28 0.35 2.5 40 30 3 16 20
fatjohn sshells 15x5 0.2 1.5 2 30 -2 14 20
shotgun sshells 17x5 0.1 6 10 40 13 12 20
shotgunx2 sshells 17x5 0.1 2 20 60 8 12 20
agl-1 expgrenades 15 0.0 2 10 40 10 12 20
agl-3 expgrenades 15x3 0.0 6 20/3 40 10 12 20
nailgun nailammo 30 0.3 6 40 30 -6 14 8
nailgun2 nailammo 30x2 0.3 6 40/2 30 -5 14 8
nailgun3 nailammo 30x3 0.3 6 40/3 30 -4 14 8
nailgun4 nailammo 30x4 0.3 6 40/4 30 -3 14 8
nailgun5 nailammo 30x5 0.3 6 40/5 30 -2 14 8
griffon revammo 51 0.4 1.5 5 40 -4 17 20
revolver revammo 51 0.4 3.5 6 30 -3 17 20
6t-revolver revammo 51x6 0.4 3.5 6/6 30 -3 17 20
weapon ammo dmg AP spread mag reload RoF vel range
vlong john rifleammo 70 0.9 1 1 15 -3 37 20
pinkdeath rifleammo 90 0.6 4 2 60 -4 26 20
heavyrevolver rifleammo 126 0.7 2.5 6 30 -3 32 20
heavy rifle rifleammo 126 0.7 1 8 60 -13 32 20
2x_rifle rifleammo 126x2 0.8 3 16/2 60 -19 32 20
sspoon mgbullets 26 0.5 0 10 60 -5 23 20
mg-3200 mgbullets 20 0.5 4 30 60 3 18 20
mg-3200drm mgbullets 20 0.5 2 90 90 3 18 20
minigun mgbullets 20 0.5 3 136 120 0 18 20
rifle-hv hvel 50 0.7 2 10 60 -6 40 20
mg-hv hvel 50 0.7 3 30 60 5 40 20
sdcc battery 4 1.0 1 20 30 3 10 2
taser battery 8 1.0 1 50/2 30 5 10 3
teslacoil battery 6 1.0 1 50 30 0 10 20
lasgun battery 16 1.0 1 10 55 0 10 20
lasgunmod battery 16 1.0 1 40 55 0 10 20
railgun battery 300 1.0 0.5 15/15 10 -1 30 20
cannon canonrnds 70 0.7 0.5 2 30 -10 30 20

9mm[]

9mmpstl[]

9mmpstl 9mm semi-automatic pistol. Good against small numbers.
ammo 9mmclip
hardware + 9mmpstl = autopstl

9mmpstl + tube + hardware = nailgun
9mmpstl + largetube + hardware = trinailgun

Info[]

The 9mm Pistol is the default starting weapon, useful as a primary weapon for the early game. While fairly weak compared to many other weapons, its abundance of ammo early on and its relatively high accuracy make it great at taking out fodder enemies such as mutants or zombies.  A skilled player can save most of the 9mm ammo found until crafting or finding an SMG, which has better spread, penetration, and rate of fire.

While ammo gets more scarce the further you get into a run, it is advisable to keep a 9mm for crafting into an SMG, and another to craft the hand cannon.

autopstl[]

autopstl 9mm automatic pistol. Average damage with high rate of fire,
medium accuracy.
ammo 9mmclip
hardware + 9mmpstl = autopstl

Info[]

This early game weapon is fairly easy to make. While it does the same damage per shot, the autopistol boasts a significantly higher, full auto fire rate, and a slightly larger magazine. However, the fire rate comes at the cost of accuracy, as the recoil will often cause shots to go wide, so tap firing or point blank shots are recommended. As before, ammo is comparatively common in the early game, but reckless use of it will deplete your ammo very quickly. Good against swarms of enemies or enemies in very tight corridors. It is best to save the 9mm ammo until you upgrade this into an SMG.

smg[]

How to make[]

autopstl + hardware + tube

Info[]

Upgrade from the autopistol. Boasts doubled magazine size (40 from 20), almost doubled armor penetration (0.35 from 0.2), half the spread (2.5 from 5), and even reloads slightly faster, but firing rate is slightly lower. In later levels, can be dropped by scientists, thus allowing you to save a Tube for other crafting purposes. Best use of 9mm ammo.

cannon[]

cannon Shoots 25mm cannon shells.
ammo cannonrnds

How to make[]

9mmpstl + Hardware + 2x Large tube = cannon

Info[]

A weapon that shoots explosive cannon rounds. Ammo for this weapon is never found, instead being crafted from an empty can and RDX250, four rounds at a time. Clip size is 2. It has a large area of effect that can damage the player, has high damage, is armor piercing, and is precise. Given the rarity of the ammo, this is best saved for the tougher enemies (e.g. blue walker, war walkers, welders, squids). Note the ammo cannot be crafted until the cannon has been crafted at least once in a prior run, so you won't have much ammo the first time you build it. In later runs, if you use all the RDX250 and cans to craft ammo throughout the whole run, you can have over 100 rounds of ammo for this by the time you find the second large tube required to build this on level 8; that much ammo will easily carry you through levels 9 and 10 (and is lots of fun).

explosive grenades[]

agl-1[]

agl-1 Shoots 1 adhesive grenade. Useful against swarms.
ammo expgrenades

Upgrade Path[]

agl-1 + 2 x tubes = agl-3

hardware + shotgun + agl-1 = agl-5

Info[]

The Adhesive Grenade Launcher (AGL) can first be found on level 1. The individual shots do not do much damage, but its strength lies in its adhesive effects. If a player shoots a few grenades into a swarm of enemies following him, the grenades will "glue" together some of the enemies, rendering them unable to continue the pursuit, as well as blowing them up after a few seconds. Ammo for it is plentiful, although it's nearly useless against armored enemies.

In earlier patches, this weapon was highly effective against large mutants, guards, red guards, and scientists, all of whom it could kill in one hit. In later patches, the damage is nerfed so much it becomes nearly useless against anything except zombie pipe swarms.

The AGL can be used to open secret rooms, needing 4 shots to destroy a wall, making it useful if you want to save your other, more useful, ammo or explosives.

agl-3[]

agl-3 Shoots 3 adhesive grenades, useful against swarms of enemies.
ammo expgrenades

How to make[]

agl-1 + 2 x tube = agl-3

agl-1 + agl-1 +  tube = agl-3

Info[]

The Adhesive Grenade Launcher (AGL)'s first upgraded version, it fires 3 grenades in one shot in a narrow arc. A decent crowd controller. Magazine capacity is doubled to 20 rounds, but damage per grenade remains the same. This weapon otherwise behaves like the AGL-1 and can therefore be applied to the same situations, although it should be used sparingly due to increased ammo consumption. Has the same nerf problem as the AGL-1 in later patches.

agl-5[]

agl-5 Shoots 5 adhesive grenades. Useful against swarms of enemies.
ammo expgrenades

How to make[]

hardware + shotgun + agl-1 = agl-5

Info[]

The Adhesive Grenade Launcher (AGL)'s upgraded version, with a shotgun barrel mechanism, it fires 5 sticky grenades instead of one in a 45 degree arc.

This weapon behaves like the AGL-1 and should therefore be applied to the same situations, although it must be used carefully due to its increased ammo consumption.

This weapon has been removed in the Die More Edition.

nails[]

nailgun-1[]

nailgun-1 Shoots nails, only effective at close range.
ammo nailammo

9mmpstl + hardware = nailgun1

A short ranged semi-automatic weapon. Does similar damage but is less accurate than the pistol. A strong early game weapon due to the abundance of nails to craft into ammo (50 rounds per batch from 1x nailbox and RDX250, or 100 rounds from 2 x nailbox + RDX500), though it competes with the cannon for the RDX250 needed to craft the ammo. Short ranged, and damage drops off quickly at longer ranges. The upgraded versions with more barrels are good crowd control weapons. It has poor armor penetration, beating only shotguns and the basic pistol and autopistol, giving it poor performance against armored enemies.

nailgun-2[]

nailgun-2 Two-barrel nailgun, only effective at close range.
ammo nailammo

9mmpstl + hardware + tube = nailgun2

Fires two nails at once; otherwise same as the single barrel nailgun.

nailgun-3[]

nailgun-3 Triple-barrel nailgun, only effective at close range.
ammo nailammo

nailgun2 + tube = nailgun3

Triple barrel version of the nailgun, firing three shots simultaneously in an arc. It has the same capacity, damage per shot and fire rate as the standard nailgun, with the same advantages and disadvantages. Can further be upgraded to 4 or 5 barrels by adding more tubes.

revammo[]

revolver[]

Revolver Old-school revolver. Good penetration and low accuracy.
ammo

revammo

Upgrade path:

revolver + shotgun = 6t-Revolver

6 shots in the chamber, middling accuracy, and strong damage (only the rifle line of weapons, cannon, and railgun do more damage per round). Found on 2, 4b, and 7, it delivers about twice the 9mmpstl's damage with double the armor penetration. Unfortunately, ammunition is rare, with only ~80 rounds found throughout the game.

6t-revolver[]

6t-revolver 6-trigger revolver, shooting six bullets in one shot
ammo

revammo

How to make:

revolver + shotgun = 6t-Revolver

Info:

Fires all six revolver bullets simultaneously, with the same damage and armor penetration per bullet. The heavy damage possible means it can be useful for one-shotting war walkers, but you have to get uncomfortably close. Not useful for much else due to the rare ammo drops and how close you need to get to be effective against enemies worth using it on, all of which have dangerous short-range attacks (e.g. blue walker, squids, welders).

sshells[]

shotgun[]

shotgun Modern shotgun. Semi automatic.
ammo sshells

How to make:

2xshotgun + hardware = shotgunx2

Info[]

This automatic shotgun can be found on level 1. It deals good damage in a small arc and can kill swarms of unarmored enemies enemies quickly, especially if used in close range, with all pellets hitting. It is a powerful early game weapon, useful against mutants and zombies, but poor armor penetration makes it near useless against stronger enemies.

At close range, it will often knock opponents down without killing them, so you can be surprised from behind by an enemy you thought was dead. To avoid this, wait a few seconds to make sure the enemy doesn't get back up before you move on.

shotgunx2[]

shotgunx2 double shotgun
ammo sshells

2xshotgun + hardware = shotgunx2

Info[]

The shotgunx2 is an improved version of the standard shotgun, with a doubled magazine capacity, less spread, and higher rate of fire. It devestates zombie swarms and guards, but is still largely useless against tougher enemies, owing to the crap armor penetration.

rifleammo[]

heavy rifle[]

heavy rifle A sturdy, old-school rifle for taking out armored targets.
ammo rifleammo
2xheavy rifle = 2x_rifle

Info[]

The Heavy Rifle is a very high damage, armor piercing, high accuracy weapon that is found in Areas 3 and 4. It is slow firing and has a long reload time, and has rare ammo, so while it can kill most enemies in a single shot, it is best saved for larger, more deadly armored targets (e.g. war walkers, bosses, welders, squid).

2x rifle[]

2x_rifle Two rifled barrels and one trigger
ammo rifleammo

How to make[]

2 x Heavy Rifle = 2x_rifle

Info[]

The 2x_rifle is effectively two heavy rifles taped together, firing two shots with each trigger pull. Clip size is doubled, while fire rate is decreased. However, reload time is nearly doubled, making it more dangerous to reload in fights. Note the already-high armor penetration of the rifle is slightly increased.

It has the drawback of increased spread vs. the single barrel version, making it ~50% likely the second shot will miss your target even when the first shot hits. Because of this, net damage output per trigger pull against a single target is only ~150% while consuming twice the ammo.

mg bullets[]

mg-3200[]

mg-3200 Standard automatic assault rifle.
ammo mg bullets

variants[]

hardware + mg-3200 + empty can = mg-3200drm

largetube + hardware + mg-3200 = mg-hv

motor + 4xmg-3200 = minigun

Info[]

This is the basic assault rifle. It is first seen in the tutorial and can be found quite early in-game, starting with level 3. It has low per-bullet damage (lower than 9mm weapons), but a high rate of fire, so it has very good damage for early game, but the ammo may be rare in the early levels. It should be fired in controlled bursts, as it chews through ammo fairly quickly. Similar to the 9mmpstl, its true strengths lie in its upgrades.

mg-3200drm[]

mg-3200drm The standard assault rifle modified to operate with a drum magazine.
ammo mg bullets

hardware + mg-3200 + empty can = mg-3200drm

Info[]

This upgrade to the mg-3200 triples its capacity and improves accuracy. The new 90-round magazine allows you to fight larger swarms of enemies without reloading. It takes quite a while to reload, but is much more accurate, allowing you to save ammo. A straight upgrade, but it should be noted that the minigun cannot be made from this weapon.

minigun[]

minigun Improvised multibarrel gun, uses mg-3200s bullets
ammo mg bullets

motor + 4xmg-3200 = minigun

Info[]

Magazine capacity is increased to 136 rounds, fires two bullets per trigger pull, and has greatly increased rate of fire. Has an even longer reload time than the mg-3200drm. Damage per bullet and AP values remain the same as for either mg-3200, but the minigun suffers from worse spread. Highly flexible and effective weapon if you can supply it with enough ammo. It requires a motor to make, which has only one guaranteed drop (on level 8 or 8b), forcing the player to choose between this and powerlegs. However, the motor is also a rare drop from war walkers which appear as early as level 3, and the four mg-3200s also needed to craft are a guaranteed secret room drop on level 6. Also, a minigun is a guaranteed drop on level 10.

There is a secret room in level 6 or 6b which contains the four mg-3200s needed to craft this early, if you can also get the rare motor drop early from a war walker.

hvel bullets[]

rifle-hv[]

rifle-hv

High velocity semiautomatic rifle, uses depleted uranium bullets.
ammo hvel bullets

hardware + rifle-hv = mg-hv

Faster firing than the heavy rifle, with the same high AP, but less damage per shot (note this is still a higher per bullet damage than any other weapon except the railgun). Comes with a ten round magazine that is slow to reload. It drops only once (in level 6 or 6b). Ammo for this is scarce. Upgrade to the mg-hv for rapid fire.

mg-hv[]

mg-hv Fully automatic armor-piercing assault rifle. Uses depleted uranium bullets.
ammo hvel bullts

largetube + hardware + mg-3200 = mg-hv

hardware + rifle-hv = mg-hv

Info[]

This rapid-fire HV rifle is best for fighting armored opponents. Works similarly to the mg-3200 but has x2.5 the damage per shot and +40% armor penetration. Its rare ammo and long reload times keep this from being a go-to workhorse. The magazine size is tripled, but spread is worse, as compared to the rifle-hv. Don't waste a large tube to craft this; just upgrade the rifle-hv found on level 6 with a hardware. One mg-hv magazine can drop the Destroyer minigun snake (Lvl 6 "Damage Statitics" boss) to 50% health! Also highly effective against swarmbot ambushes; it kills them with one shot each.

battery[]

lasgun[]

lasgun A giant laser pointer that cuts instead of pointing.
ammo battery
lasgun + mchip = lasgunmod

Info[]

A giant cutting laser, that does heavy damage and ignores armor. It shoots a continuous beam in a straight line, burning through ammo quickly, but just as quickly killing anything it comes in contact with.

This weapon is found on level 6 and can be a very valuable tool, as it can take out any with relative ease, some of which also drop ammunition for it (e.g. welders, scientists). Be mindful of its ammo though, as you can quickly run dry, leaving you vulnerable.

lasgunmod[]

lasgunmod A giant laser pointer that cuts instead of pointing. Modded to use 4 batteries at once.
ammo battery

How to make[]

lasgun + mchip = lasgunmod

Info[]

This upgrade expands the small clip size of the lasgun, from 10 to 40, meaning the player can maintain the beam longer, but also burning through even more ammo than before. This weapon is extremely potent against any enemy, but specifically against heavily armored late-game enemies, such as squids and welders. Fire in short bursts (i.e. briefly tap the fire button) to conserve ammo.

taser[]

taser
ammo battery

taser + tube + mchip = teslacoil

The taser is a short-ranged auto-aiming lightning bolt gun. It does less damage per unit of ammo than any other battery-powered weapon. It can be found in level 5, or as rare drops from welders or scientists. Save to be made into the teslacoil, which functions similarly but has better range and damage, or drop and keep the ammo, which is more effective in the teslacoil or lasgun. Like all battery weapons, completely ignores armor.

teslacoil[]

teslacoil

Experimental ranged electrocution device
ammo battery

taser + tube + mchip = teslacoil

This weapon has good range and automatically arcs to nearby enemies, making it near impossible to miss. It can slow down and damage larger opponents, and features anti armor capabilities, but can also be used against groups of smaller enemies such as mutants or guards due to its accuracy and damage output, though this eats through your battery ammo. Crafting it is easy, but due to it sharing the same ammo pool as the lasgun, you will likely want to pick only one.

railgun[]

How to make[]

magnet + mchip + largetube + hardware

Info[]

The deadliest single shot weapon in the game. The railgun requires multiple rare components in the magnet and largetube, and also uses the same ammo pool as the lasgun and teslacoil. The railgun will kill almost anything in a single hit, is perfectly accurate, and has no discernible range limit or shot travel time. It consumes the entire clip of 15 rounds per shot, so it should be saved for the toughest enemies. It's reload speed is fairly fast, meaning it is viable to fire off more than a single shot in a single encounter. As even a single shot is overkill for most enemies, it will waste a lot of ammo better used with the lasgun.