Drill Driver
JoulesCharge forward a short distance with heavy knockback; deals extra damage to walls.
Best against: Shoving enemies into pits/hazards for instant kills; pairs with burrow-jump to cross big gaps.
Sidearms
Sidearms are a secondary attack that spends Joules. You carry one at a time and lose your current sidearm on death. Found in lanterns and scattered across the island. Joule capacity is raised by 8 Joule Boxes.
Tiers (10 ranked) synthesised from DualShockers and GameSpot rankings; the rest are situational picks.
Charge forward a short distance with heavy knockback; deals extra damage to walls.
Best against: Shoving enemies into pits/hazards for instant kills; pairs with burrow-jump to cross big gaps.
Dash a long distance (ground or air) in a flash of green; pass through enemies unharmed, recover a little health and build Plasma.
Best against: Overall survival and healing — one of the few heal sources outside Plasma Vials.
First use drops a portal; second use teleports back to it with a powerful explosion.
Best against: Escaping crowds; planting a trap in a boss arena.
Summon a friendly imp that circles Mina and auto-bites nearby foes; explodes when Joules run out or on command.
Best against: Flying enemies and steady passive damage.
Throw a parasol for contact damage; block projectiles and reflect physical attacks. Hold it to glide and slow your fall.
Best against: Projectile-heavy fights; gliding across gaps.
Charge, then swing the lantern out on a chain to release several wide bursts of electricity. Slow to charge.
Best against: Larger enemies and bosses — best on slow targets.
Makes fish appear in any water; reel them in for Joule Jars, Plasma Roses, flowers and mana. Doubles as a grapple to yank enemies.
Best against: Emergency resource farming; grapple utility.
A spinning blade that boomerangs back to Mina for multiple hits; strike it to keep it hovering in the air.
Best against: Enemies that need sustained damage.
A bicycle mount faster than walking or burrowing; you can jump while riding and ring a bell to pull aggro. Crashes easily.
Best against: Fast travel / repositioning and baiting enemies.
Thrown in an arc; on landing it releases shock waves in four directions. Fairly slow.
Best against: Large or stationary enemies.
Deploy a floating raft to cross large ponds and rivers (pure traversal). It only moves when struck.
Best against: Crossing water — utility, not combat.
Throw two bombs that only deal full damage when they meet each other.
Best against: High burst potential, but lining up both bombs is tricky and ammo-hungry.
Spew a lingering fog that damages enemies caught inside the cloud.
Best against: Clustered groups / sustained area damage.
Release a ranged projectile that can strike enemies up to 25 tiles away.
Best against: Extreme long-range targets.
Throw rocks for short-to-medium range damage.
Best against: Very situational — only two areas in the game let you throw them at max range.
Pair them with a weapon.
Your sidearm backs up one of five main weapons.
See all weapons →