Skip to content
MINA THE HOLLOWER

Sidearms

All 15 sidearms, ranked.

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.

Drill Driver

Joules

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.

Tier S

Mist Jar

Joules

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.

Tier S

Recall Disc

Joules

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.

Tier S

Beckoning Collar

Joules (passive drain)

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.

Tier A

Deflector Parasol

Joules

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.

Tier A

Dynamo Lantern

Joules

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.

Tier A

Fishing Rod

Joules

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.

Tier A

Gyro Dagger

Joules

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.

Tier A

Iron Steed

Joules

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.

Tier A

Volt Hatchet

Joules

Thrown in an arc; on landing it releases shock waves in four directions. Fairly slow.

Best against: Large or stationary enemies.

Tier B

Angler's Raft

Joules

Deploy a floating raft to cross large ponds and rivers (pure traversal). It only moves when struck.

Best against: Crossing water — utility, not combat.

Situational

Bounding Bombs

Joules

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.

Situational

Fog Thrower

Joules

Spew a lingering fog that damages enemies caught inside the cloud.

Best against: Clustered groups / sustained area damage.

Situational

Gnawing Ghosts

Joules

Release a ranged projectile that can strike enemies up to 25 tiles away.

Best against: Extreme long-range targets.

Situational

Hollower's Rocks

Joules

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.

Situational

Pair them with a weapon.

Your sidearm backs up one of five main weapons.

See all weapons →