Painkiller weapon guide covering the Shotgun, Freezer, Stakegun, Grenade-Launcher, Chaingun, and Rocket-Launcher.
Shotgun
The Shotgun is efficient in terms of ammo capacity, but is virtually useless at anything greater than medium range. Its spread becomes much narrower and accuracy increases when carrying a quad damage power-up.
Freezer (Secondary, 100 ammo)
The Freezer can freeze all non-boss monsters with one shot, leaving them vulnerable to other weapons. It has a very slow reload rate and is useless against bosses and mini-bosses. Overusing the Freezer means you are running out of its ammo.
STAKEGUN / GRENADE-LAUNCHER
Stakegun (Primary, 100 ammo)
The Stakegun is the second best long-range weapon in Painkiller and the most satisfying to score hits with. Its reload rate is slow, making it unsuitable for close-range combat. One stake can impale and kill all but the most powerful enemies, conserving ammo for other weapons. Stakes can stick enemies to walls or spear two monsters at once. Stakes burst into flames during flight if the target is far enough away, increasing damage. Stakes fire in parabolic arcs, requiring aim adjustment. Quad damage removes the flight arc, allowing straight-line firing.
Grenade-Launcher (Secondary, 100 ammo)
The Grenade-Launcher has a surprisingly quick reload rate and is effective for damaging groups of enemies. It is recommended as a first choice weapon against bunches of templars. Grenades bounce off walls and objects before exploding (or on impact with a monster), so be careful they don't bounce back. Its range is limited, but splash damage is considerable. The Grenade-Launcher uses the same ammo as the Rocket-Launcher.
V1.10 Contribution: If you shoot a grenade with a stake from the Stakegun at the right time, you can make the stake explode where it hits the grenade. This is not very useful due to the timing involved.
CHAINGUN / ROCKET-LAUNCHER
Rocket-Launcher (Primary, 100 ammo)
The Rocket-Launcher fires rockets fast and in straight lines, exploding on impact. It has a good reload rate and is effective against groups by firing rockets at the ground. Be careful, as it is the weapon most likely to cause self-damage if the target is too close. It is not a close-range weapon. Rockets will burst harmlessly if they travel too far without impact. Rocket-jumps are available via a bind in the Controls menu, but they primarily cause self-damage in single-player and are not known to access any secret areas. In multiplayer, rocket-jumps can be useful for making a big jump with some self-damage. Using the primary fire of the Rocket-Launcher does not provide as much height as the rocketjump key.
V1.7 Contribution: In single-player, rocket-jumps hurt a lot and are not recommended. In multiplayer, they are useful for making a big jump with less damage. Jumping and using the rocketjump key simultaneously does not increase height. For best results, walk or run, aim downwards, and press the rocketjump key.
Chaingun (Secondary, 500 ammo)
The Chaingun is the most effective and efficient weapon, capable of handling most situations. It has unlimited range, abundant ammo, extreme accuracy, a fantastic reload rate, no self-damage, and cool sound effects. Combining it with certain tarot cards can make you a formidable opponent, especially against bosses.
- The Shotgun's accuracy improves significantly with a quad damage power-up.
- The Freezer is ideal for setting up enemies for easier takedowns with other weapons.
- The Stakegun's flaming stakes deal more damage at longer distances.
- The Grenade-Launcher is effective for clearing out groups of enemies, especially templars.
- Avoid using the Rocket-Launcher at close range to prevent self-damage.
- The Chaingun is a highly versatile weapon suitable for almost any combat scenario.
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