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Weapons are the party's main means of zombie-slaying in Death Road to Canada.

Below is a compilation of weaponry that can be found within the game. Each weapon has a number of stats associated with it.

  • Power - Damage is calculated as a random number between 1 and 5, scaled by the weapon's power value.
  • Cooldown - Number of seconds it takes to wind back for another attack after the attacking animation has played. With Ranged weapons this is the amount of seconds required before the weapon can be fired again. Higher Fitness and Strength levels will reduce the cooldown time for melee weapons.
  • Knockback - Knockback impulse scale or how effective the weapon is at knocking zombies over and how far they go.
  • Extra Hits - Number of additional zombies that can be hit per swing (e.g. a value of 2 means the weapon can hit 3 zombies per swing). With some weapons additional hits are not guaranteed and will only happen a percentage of the time.
  • Penetrate Chance - Percentage chance a shot will continue to travel if the initial target it hits is killed. Higher Shooting levels will increase this percentage.
  • Break Scale - Percentage chance that weapon will break upon contact with enemy or object. This only applies to Ranged weapons when they are swung in melee.

Weapons can be separated into three categories: Melee, Ranged, and Throwables. Additionally there are passive Unarmed Attacks, and Special Weapons that only Rare Characters can use.

Melee Weapons

Melee weapons are used to attack Zombies at close range. Swinging a Melee weapon will drain a character's fatigue and eventually tire them out if swung repeatedly. Higher Strength and Fitness will reduce the cooldown on weapons allowing them to be swung more reliably. Some weapons have a chance to break when they hit a target.

Name Power Cooldown(sec) Knockback Extra Hits (% Chance) Break Scale
#1 Foam Hand 0 0.65 3 - -
2x4 1.2 1 1.5 1 (100%) 5%
Aluminium Bat 1 0.75 2 - -
Ballpeen Hammer 1 0.7 1 - -
Baseball Bat 1 0.75 2 - 2%
Bardiche 3.5 2.3 - 3 (100%) -
Beach Umbrella 0.75 0.9 2 2 (100%) 2%
Big Log 3 3 4 5 (100%) -
Big Frikin’ Log - - - - -
Bomb Skull - - - - -
Branch 0.5 0.5 0.5 - 5%
Broom 0.2 0.6 1 2 (100%) 2%
Cane 1 0.85 1 - 2%
Cardboard Tube 0 0.5 8 5 (100%) 5%
Chainsaw 0.5 1.25 1 - 10% (w/o fuel)
Claymore 3.5 1.6 3 3 (100%) -
Crowbar 1.5 1.1 2 - -
Cricket Bat 1.1 0.7 2.2 - 1%
Devil's Fork 2 0.75 1 2 (50%) -
Electric Guitar 1.5 0.86 1.5 - -
Femur 0.75 0.5 1 - 5%
Fire Axe 2 1.2 2 1 (50%) -
Fire Poker 0.6 0.6 1 - -
Fishing Pole 0.5 0.5 1 - 10%
Flashlight 0.7 0.5 0.25 - 2%
Frying Pan 1 0.9 1 - -
Gauntlet 1 0.8 2 - -
Gladius 2.5 0.8 - 1 (50%)
Golf Club 0.5 0.55 2 - 2%
Grim Reaper Scythe 2.5 1.4 0.5 4 (100%) -
Claw Hammer 1 0.7 1 - -
Hatchet 1.25 0.75 1 (10%) -
Hockey Stick 0.75 0.65 2 - 2%
Ice Pick 0.7 0 0 - 2%
Kitchen Knife 0.75 0 0.25 - 1%
Knight Sword 2.5 1.3 1.5 1 (100%) -
Knitting Needle 0.5 0 0 - 5%
Log 2 2 3 3 (100%) -
Meat Cleaver 1 0 0.25 1 (100%) 0.25%
Medieval Axe 3 1.75 2 2 (100%) -
Mega Maul 2.2 1.4 3.5 2 (80%)
Metal Pipe 2 1.35 2 - -
Morning Star 2.5 1.5 3 4 (50%) -
Mop 0.6 0.8 1.5 1 (100%) 2%
Nail Board 1.3 1.5 3 2 (100%) 5%
Nightstick 0.8 0.65 1.5 - -
Oar 0.9 0.5 1 - 3%
Otaku Katana 2 0.6 0.25 2 (60%) 5%
Parking Meter 2 1.55 2 4 (30%) -
Piece of Wood 0.75 0.5 1 - 10%
Pitchfork 1.5 1.2 1 2 (100%) 0.1%
Pool Cue 0.5 0.5 0 - 2.5%
Pool Noodle 0 0.8 0.5 - -
Poolcue Spear 1 0.6 - 1 (30%) 2.5%
Punchquest Gauntlet 1 0.6 2 - -
Purse 0.5 0.75 1.5 - -
Re-bar 0.5 0.5 1 - -
Rubber Mallet 0.5 0.75 1.5 - -
Rusty Machete 1.5 0.86 1 1 (20%) 0.5%
Scalpel 0.7 0 0 - 2%
Scissors 0.7 0 0.1 - 2%
Screwdriver 0.7 0 0.1 - -
Scythe 1.7 1.4 0.5 3 (100%) -
Shiv 0.5 0.5 0 - 3%
Shovel 1.5 1.3 2 2 (50%) -
Sickle 1 0.75 0.25 1 (25%) -
Skull Hammer 3.5 1.4 3.5 2 (100%) -
Sledgehammer 1.5 1.2 3 1 (60%) -
Spatula 0 0 0.1 - 25%(0% vs zombie)
Sports Horn - - - - -
Stick Boot 0.6 1.2 3 1 (60%) 1%
Sturdy Machete 2 0.86 1 1 (20%) -
Strong Katana 2 0.8 0.25 2 (60%) -
Tactical Spear 1.5 0.7 (half fatigue) 0.5 1 (10%) -
TactiCop Lite(Tm) - - - - -
Tennis Racket 0.6 0.5 0.75 - 3%
Tire Iron 0.8 0.6 1 - -
Toy Hammer 0 0.9 5 - -
Umbrella 0.5 0.7 1.5 1 (20%) 2%
Witch's Broom 0.5 0.6 1.5 - -
Wrench 1.3 1 1 - -
Xtreme Hockey Stick 1 0.65 4 1 (30%) -
Zweihander 3.5 1.5 3 3 (100%) -

Ranged Weapons

Ranged Weapons allow characters to dispatch Zombies from a greater distance. They require various different types of Ammunition in order to fire. When a firearm runs out of ammo it can be swung like a melee weapon. All firearms have a melee power value of 0.4 making them very ineffective melee weapons. Some firearms can break if used in melee.

Name Power Cooldown(sec) Knockback Penetrate Chance Ammunition
Air Horn 0 0.5 3 n/a n/a
AK47 2.5 0.2 2 10% Rounds
Automatic Shotgun 0.5 x 5 0.4 1.5 10% Shells
Big Dawg 0.7 x 7 1.4 4 10% Shells
Blowtorch 0.4 (per tick) 0.55 0.25 n/a Gasoline
Cowboy Rifle 3 1 1.5 20% Rounds
Ded9 2.5 ? 1 ? Bullets
Dolt 45 2.5 1 0.5 15% Bullets
Flamethrower 0.5 (per tick) 0.05 0 n/a Gasoline
Hunting Rifle 4 1.3 2 30% Rounds
Metal Boomerang 0.5 0.5 3 n/a n/a
Minigun 2.5 0.1 2 20% Rounds
Ouchie Spray -1 n/a n/a n/a n/a
Pistol 1.5 0.5 1 10% Bullets
Shotgun 0.5 x 5 1 1.5 10% Shells
Slug Shotgun 5 1.5 3 30% Shells
Snubnose Revolver 2 0.7 1.5 10% Bullets
Uzi 1.2 0.125 1.5 10% Bullets
Windstar 1 1 3 n/a n/a
Wooden Boomerang 0.5 0.5 3 n/a n/a

Throwables

Throwables are consumable weapons that can be used to potentially kill large groups of Zombies at once, with some exceptions. Explosions caused by throwables can inflict damage on allied party members and NPCs. Explosives deal more damage the closer the victim to the explosive.

Name Explosive Max Stacks
Grenade Yes 6
Egg(sold by chicken) No ?
L*nk Bomb Yes 3
Molotov No 5
Pipebomb Yes 6
Pukeyball No 1
Shuriken No 12
Smoke Bomb No 5

Unarmed Attacks

Unarmed attacks are not weapons in the conventional sense but function the same mechanically. Each character will default to an unarmed attack when they are not wielding any other kind of weapon. The unarmed attack they default to varies based on Characters and Perks, etc. Naturally, unarmed attacks can not break and have no cooldown.

Name Power Knockback Extra Hits (% Chance)
Boxing 1 0.5 -
Claw 1 0 -
Fierce Claw 1.5 1.5 1 (100%)
Karate 1 1 1 (100%)
Kung Fu 1 1 -
Poke ? ? ?
Punch 0 0 -
Sumo 0.75 2 2 (50%)

Special Weapons

Special weapons are weapons that can only be found on Rare Characters. Special weapons are not dropped on death and can't be wielded by other party members. Special Weapons cannot break.

Name Power Cooldown(sec) Knockback Extra Hits (% Chance) Used by
Boxing Glove 0.75 0.5 1.5 - Contender
Debutante Umbrella 0.8 0.7 1.5 1 (100%) Debutante
Guster Sword 4.5 2 5 3 (100%) Nimbus Ordeal
Kunai 1 0.5 0.25 3 (60%) Ninja
M*ster Sword 1.5 0.5 1 1 (100%) L*nk
Log Lady Log Wood Woman
Lovely Wand 0.5 0.5 1.5 - Anime Girl
Lute Bard
Mason's Chainsaw 0.5 0 1 - Mason
Mason's Machete 2 0.86 0.35 3 (30%) Mason
Mega Frying Pan 1.5 0.9 2 1 (50%) Maria
Mjollin'er 3 1 3 3 (10%) Valkyrie
Mountie Hockey Stick 1 0.65 8 4 (70%) Mounties
Modded Ded9 H*NK
Rambeux Knife 1.2 0 0.25 1 (100%) Rambeux
Rapier 1.6 0.15 0 - Fencer
Ray Gun (ranged) 2 0.7 0.5 50% (Penetration Chance) Alien
Ridiculous Fishing Pole 0.8 0.5 1 - Billy
Ridiculous Pistol (ranged) 1 0.55 0.5 10% (Penetration Chance) Billy
Solar Mazer Pistol Mad Scientist
Sports Horn 0 0.5 3 4 (100%) (?) Ultimate Sports Fan
Take This 0.75 0.5 1 - L*nk
Ultra Mop 1.2 0.8 1.5 1 (100%) Cleaning Lady
Vlambeer Shotgun 0.5 x 6 0.35 1 10% (Penetration Chance) Billy
White Sword 1 0.5 2 - L*nk

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