Sawblade Launcher

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SAWBLADE LAUNCHER
Sawblade Launcher Render
Sawblade Launcher HUD
Primary Fire
Damage 0.75 x 3 hits (Attractor) Silver Saw
0.6 x 2 or 1 hits (Overheat and Jumpstart) Normal Saw
Cooldown 0.23 seconds (Attractor)
0.25 seconds (Overheat)
0.5 seconds (Jumpstart)
Damage Modifiers
All Saws All Saws
Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%
Silver Saws Silver Saws
Filth Filth:
200%

Stray Stray:
200%

Schism Schism:
150%

Soldier Soldier:
150%

Stalker Stalker:
150%
Obtained in
4-4: CLAIR DE SOLEIL
SAWBLADE LAUNCHER

The Sawblade Launcher is the Alternate Weapon form of the Nailgun Nailgun. Unlike its counterpart, it fires circular spinning sawblades, which can ricochet off of walls and terrain and deal more damage than nails, but have decreased ammo capacity and fire rate. It is the second Alternate Weapon found in the game, unlocked in 4-4: CLAIR DE SOLEIL from an altar inside a secret room.

The Sawblade Launcher resembles a crossbow with a primarily light brown color with white stripes, a triangular prod, and a wide, metallic tiller mainframe from which the sawblades are loaded. The mainframe has two long cylindrical pipes and a pair of small rails that propel the sawblades forward. Behind the sawblade's firing mechanism is a small screen that displays the Sawblade Launcher's weapon UI indicating the variant and current weapon state, and a small trigger is positioned behind the tiller.

Obtaining

The Sawblade Launcher is obtained in 4-4: CLAIR DE SOLEIL inside a secret room, with its location hinted at in the previous level, 4-3: A SHOT IN THE DARK.

In 4-3: A SHOT IN THE DARK, the player can find the hint to the Sawblade Launcher's location by entering the Tomb of Kings secret room and after defeating the Mysterious Druid Knight (& Owl) Mysterious Druid Knight (& Owl). Inside the sarcophagus where the boss once resided, a small golden slab can be found which can be picked up and read.


Within the PYRAMID lies the chamber of THE FELINE and THE RODENT.

Within the CHAMBER lies a pool of clear WATER.

Within the WATER lies a SECRET...

But only those who wield the ELECTRIC magic of the Druids may find
it.


In the following level, after the first Jump Pad following the entrance, there is a closed door with a partly open door to the right of it. The partly open door shows a glimpse into the Chamber of the Feline and the Rodent, which has a pedestal containing a Blue Skull Key Blue Skull Key. Firing the Whiplash Whiplash through the crack in the door at the Skull Key will pick it up and fully open the entrance. The chamber also contains a square-shaped pool of water around the blue pedestal, and firing the Electric Railcannon Electric Railcannon into the water will cause the previously locked door outside of the chamber to open. The pool of water in the chamber can be electrocuted by the Railcannon even without using the Whiplash to open the door, however.

Inside the closed chamber is a stairway leading down to a hallway to a massive, open room within a dark void, which contains an altar where the Sawblade Launcher is placed. Along the walls are two large stone engravings of Gabriel Gabriel, and at the end of the room lies a portrait of King Sisyphus placed before his massive corpse.

Upon obtaining the Sawblade Launcher, the player will receive a prompt briefly detailing its mechanics and difference from the standard Nailgun:

ALTERNATE NAILGUN: Slower firerate.
Projectiles ricochet off surfaces.

Mechanics

The Sawblade Launcher fires one sawblade per shot, and its primary fire can be held down to shoot sawblades at their maximum fire rate. Depending on the variant, the Sawblade Launcher fires one of two kinds of sawblades. The Attractor fires silver sawblades which possess higher durability and damage, while the Overheat and Jumpstart fire normal sawblades with slightly less durability and damage. Sawblades pierce through enemies and bounce off of surfaces, decreasing by one durability for every hit on an enemy or surface until they break once their durability has been fully consumed.

Sawblades can be punched using the Feedbacker Feedbacker after firing, propelling them in the direction they were punched and doubling the damage they can deal per-hit before breaking. Sawblades are also attracted to magnets from the Attractor Nailgun or Sawblade Launcher, orbiting around the magnet in a circle rather than directly touching it. If a sawblade that had its damage previously increased via a Feedbacker punch begins orbiting a magnet or hits a surface, its damage per-hit will be reset back to normal.

Usage

The Sawblade Launcher is primarily effective at placing traps rather than directly firing at enemies compared to the Nailgun Nailgun. As such, the Sawblade Launcher can be best utilized by finding fairly open areas where the saws will be able to catch enemies in the crossfire, or corridors where sawblades do not have much room to bounce away from the path of their target. The Sawblade Launcher can be used as a setup tool before engaging in enemy encounters by placing traps at the positions where enemies will spawn from, ensuring they will be killed upon being spawned, or at the very least weaken them to the point where they can be finished off easily with other weapons.

Saws will have a greater damage output if they are able to connect multiple times, which can be used to deal with large enemies or bosses if the player can lead them towards the sawblades. Bosses who initiate cutscenes during their introduction are naturally a prime opportunity to place many saws and set up traps.

Punching sawblades with the Feedbacker Feedbacker can also be a viable method of use. With good aim, saw-punching can maximize the damage output of individual saws. In particular, a punched full-heat orange sawblade fired by the Overheat will instantly kill Schism Schisms, and will continue to do so until it runs out of durability, contacts a wall, or enters a magnet's orbit.

Variants

ATTRACTOR SAWBLADE LAUNCHER
Attractor Viewmodel
Attractor HUD
Primary Fire
Damage 0.75 x 3 hits Silver Saw
Cooldown 0.23 seconds (Firerate, 4.34 saws per second)
2 seconds (Recharging Sawblades)
Alternate Fire
Duration 12 seconds (Per Magnet) Magnet
Cooldown 0.35 seconds
Damage Modifiers
Filth Filth:
200%

Stray Stray:
200%

Schism Schism:
150%

Soldier Soldier:
150%

Stalker Stalker:
150%

Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%


ATTRACTOR

The Attractor Sawblade Launcher is the blue variant of the Sawblade Launcher. Its alternate fire can shoot up to three magnets at once, each of which can be used to attract magnetic objects such as nails, sawblades, rockets, and chainsaws.

Mechanics

The Attractor Sawblade Launcher's primary fire can withstand 15 wall bounces and can hit the enemy 3 times before breaking. Upon hitting certain weak enemies such as Soldiers, the damage output on the subsequent enemies is increased.

The Attractor's alternate fire shoots out a magnet projectile which sticks to surfaces and enemies. Magnets have a cooldown of 0.35 seconds between firing, and up to three magnets can be placed at one time. Magnets will last 12 seconds before breaking, indicated by a rapidly increasing alert sound and flash emanating from the magnet. Magnets can be prematurely broken by shooting them with any hitscan attack, ground slamming them, or overloading the weight of a magnet. Once broken, a magnet will be instantly able to fire once again.

When attached to a surface or enemy, magnets will cause nearby magnetic projectiles (nails, saws, rockets and chainsaws) to be attracted to them in a pull radius. Magnetized nails will become suspended in midair and will attempt to get as close as possible to nearby magnets, or to the closest point between each if multiple magnets are present. Magnetized saws and chainsaws will begin to orbit magnets in a circular motion.

Magnetized rockets shot by the player will home in towards the closest magnet when fired, but will only do so if the magnet is attached to an enemy, otherwise ignoring it. However, magnetized rockets that were shot by enemies such as the Guttertank Guttertank will home in on magnets even if they are attached to a surface. Magnets break after 3 hits from any rocket. Normal rockets count as a single hit, while freeze-charged rockets count as two.

Magnets have a maximum weight value that determines the amount of projectiles that can be attracted to them before breaking. A single magnet can hold up to 75 nails, 30 normal saws, 15 silver saws, or 5 orange saws/chainsaws. Rockets do not possess magnet weight. When a magnet breaks, any nails, saws or chainsaws that were attracted to the magnet will fire outwards in random directions. The damage of nails which fire out from a broken magnet is dependent on the total number of nails that were attached to the magnet before it was destroyed.

Magnets are one of multiple projectiles which can receive and transmit conductor shocks from the Jumpstart Sawblade Launcher or the Electric Railcannon Electric Railcannon. In the levels 5-2: WAVES OF THE STARLESS SEA and 5-4: LEVIATHAN, magnets attached to enemies will slowly cause lightning to target and eventually strike the enemy.

Usage

The Attractor Sawblade Launcher's magnets, although not able to deal damage directly, are a very powerful tool with the ability to augment the strength of the player's arsenal. In the weapon's own case, magnets greatly amplify the potential for sawblades as trap weapons. By shooting sawblades towards a magnet, the player allows them to persist for a much longer amount of time without breaking, creating a grounded hazard that won't harm the player and quickly clears through large crowds of low-health smaller enemies. Multiple magnets can further increase the area of effect as sawblades will circle between more than one at a time, allowing the player to form barriers that cover common paths in arenas or surround enemies in big areas. This is particularly effective with the Attractor Sawblade Launcher's own silver sawblades, due to their higher damage and durability.

Sawblade magnet traps also work particularly well against bosses who initiate cutscenes upon appearance, allowing ample setup time to fire more saws or combine the trap with weapons such as the Freezeframe Rocket Launcher Freezeframe Rocket Launcher and maximize immediate damage upon the start of a fight. This technique can also be effective against regular enemies with predictable or slow movement patterns who will be easy to bait into traps.

Although the Attractor Sawblade Launcher's magnet traps struggle in midair due to the grounded nature of magnets, airborne enemies such as Malicious Face Malicious Faces or Virtue Virtues which happen to be positioned close to a wall or other surface can be attacked by firing a magnet there instead. The player must be mindful, however, of the fact that not having the magnet in a horizontally open area will cause sawblades to bounce along the wall and break much more quickly.

Particularly large enemies such as the Flesh Prison Flesh Prison and Flesh Panopticon Flesh Panopticon, The Corpse of King Minos The Corpse of King Minos and Leviathan Leviathan can be weak to magnet-based sawblade traps, as placing a magnet along the enemy will cause attracted saws to nearly always hit them. This technique also works very well against a Hideous Mass Hideous Mass by placing a magnet on the enemy's stomach weakpoint, causing the orbit of the saws to hit its tail and deal multiplied damage.

Magnet sawblade traps may receive an extra damage boost from the use of a detached Sawed-On Shotgun Sawed-On Shotgun chainsaw, which can circle magnets in a similar fashion to sawblades, albeit with much more durability and hits per enemy.

OVERHEAT SAWBLADE LAUNCHER
Overheat Viewmodel
Overheat HUD
Primary Fire
Damage 0.6 x 2 or 1 hits (depending on
level of built-up heat) Normal Saw
Cooldown 0.25 seconds (Low Heat, 4 saws per second)
0.55 seconds (High Heat, 1.81 saws per second)
0.66 seconds (Depleted, 1.5 saws per second)
Alternate Fire
Damage 1 x 20-23 hits Orange Saw
Cooldown 8 seconds
Damage Modifiers
All Saws All Saws
Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%
Fire Fire
Schism Schism:
50%

Insurrectionist Insurrectionist:
200%
OVERHEAT

The Overheat Sawblade Launcher is the green variant of the Sawblade Launcher. Its alternate fire releases a bright orange sawblade with increased durability, damage, and the ability to set enemies on fire.

Mechanics

The Overheat Sawblade Launcher's primary fire can withstand wall 11 bounces at low heat and 4 wall bounces at maximum heat. When below 50% heat, the primary fire can pierce enemies up to a single time.

The Overheat Sawblade Launcher's alternate fire must be initially charged up by using the weapon's primary fire for a few seconds. It can also be fully charged instantly by heating up the Sawblade Launcher using the primary fire of any other Nailgun Nailgun or Sawblade Launcher variant (with the exception of an untethered Jumpstart), then swapping to the Overheat. If the alternate fire is not used after being charged, it will slowly decrease back to having no charge over time.

While the Overheat's alternate fire is at low charge, the weapon will fire sawblades at a rate of 4/sec. At high charge, it will fire sawblades at a rate of just under 2/sec.

When using the alternate fire, the Overheat will perform a heatsink, releasing a powerful orange sawblade. The Overheat Sawblade Launcher has only one heatsink at a time. Once it has been expended, the primary fire will be reduced to a firerate of 1.5 sawblades per second, and the heatsink will begin to recharge over the course of 8 seconds. Heatsinks will be unable to recharge while firing the primary fire in this state.

The bright orange sawblade produced by the Overheat's alternate fire possesses much greater durability and improved damage from a normal sawblade. It also has the ability to set any flammable enemy in comes into contact with on fire for a brief time. The orange sawblade bounces in a much more predictable fashion, ricocheting off surfaces in an orthogonal manner. Depending on how much the alternate fire of the Overheat Sawblade Launcher was charged before an orange sawblade was fired, the sawblade will have a different number of hits on contact with each enemy. At low charge, the orange saw will hit an enemy once on contact. At medium, it will hit an enemy twice, and at full charge, it will hit an enemy three times on contact. If an orange sawblade hits its number of 20 maximum hits while in an enemy, it will finish the remainder of the hits it had on that enemy before breaking afterward.

Notably, if an orange sawblade leaves an enemy right after dealing its exact number of maximum hits, it will be able to survive for one more cycle of hits on an enemy before breaking, meaning an orange sawblade can technically deal up to 23 hits.

Usage

The orange sawblade fired by the Overheat Sawblade Launcher can be a powerful up-front damage dealer against big enemies due to raw strength alone, and also functions as a decent damage-over-time weapon against flammable enemies or those doused in gasoline by the Firestarter Rocket Launcher Firestarter Rocket Launcher.

Due to its orthogonal, predictable bounce pattern and its greater durability than most saws, the orange sawblade can work exceptionally well for traps, bouncing between walls and covering common enemy paths. This also makes it powerful against stationary enemies and bosses such as the 1000-THR "Earthmover" Defence System 1000-THR "Earthmover" Defence System. The orange saw can be more easily saw-punched than most sawblades due to its bounce pattern and durability, able to persist for a significant period of time and even one-shot Schism Schisms when punched.

The Overheat Sawblade Launcher also serves well in combination with the Attractor's magnet traps, as its increased initial firerate and lack of ammo allows it to fire many saws with low durability, then quickly charge up an orange saw and attach it to a trap, which will last a longer time and clear out low-health enemies very quickly. The player must be cautious, however, not to overload the magnet's weight and break it when firing large quantities of sawblades at a time.

Due to other Sawblade Launcher or Nailgun Nailgun variants being able to charge the Overheat's heatsink instantly, it may be more optimal in many situations to fire another variant first and then quickly swap to the Overheat for faster attacks.

JUMPSTART SAWBLADE LAUNCHER
Jumpstart Viewmodel
Jumpstart HUD
Primary Fire
Damage 0.6 Normal Saw
Cooldown 0.5 (Cable untethered, 2 nails per second)
0.25 seconds (Cable tethered, 4 nails per second)
Alternate Fire
Damage 10 (Initial Shock)Cable
2 + 0.06 x Amount of nails embedded into enemy

(Conductor Aftershock) Conductor Aftershock

Cooldown 5 seconds (Charging Shock)
5 seconds (Recharging)
Damage Modifiers
Flesh Prison Flesh Prison:
50%

Flesh Panopticon Flesh Panopticon:
50%
JUMPSTART

The Jumpstart Sawblade Launcher is the red variant of the Sawblade Launcher. Its alternate fire shoots out a cable that can attach to enemies, continuously charging electricity into a large shock. Sawblades shot by the weapon can shorten the time taken to charge and increase the damage of the shock.

Mechanics

The Jumpstart Sawblade Launcher's primary fire shoots sawblades that can bounce up to 4 times. Unlike other sawblades, they do not have any piercing capabilities.

The Jumpstart Sawblade Launcher's alternate fire releases a small plug attached to the player by a cable with limited range. The cable can be repeatedly fired with little to no cooldown. It will break instantaneously on contact with surfaces, and will attach to any enemies that it comes into contact with. The cable will persist even when swapping to different weapons. When a cable is not tethered to an enemy, the Jumpstart Sawblade Launcher's primary fire shoots at a rate of 4 saws/sec and will not heat up other variants, but when it is tethered, the firerate will increase to 2 saws/sec and be able to heat up the weapon.

Upon attaching to an enemy, the Jumpstart will begin to charge an electric shock over the course of 5 seconds which will eventually damage the enemy, or immediately if the enemy dies before the shock is complete. During this time, the player must stay within a range of 20 units indicated on the weapon's UI, and not have any objects directly between the player and enemy, to keep the cable from disconnecting. If the player leaves indicated cable range, the Jumpstart will alert for 1 second to allow time for the player to move back in-range before breaking. The damage of the Jumpstart's electric shock can be increased and charge time decreased by hitting an enemy with sawblades while the cable is attached. After a shock, the Jumpstart will enter a 5 second cooldown before it is able to shoot a cable again. There is no cooldown if the cable is broken before the shock is performed.

If the enemy which is shocked by the Jumpstart has nails embedded inside of it, the weapon will perform a conductor aftershock, causing the enemy to be launched into the air if they are Light or Medium weight, destroying all nails previously embedded inside, and causing the shock to be chained to all nearby grounded enemies and conductive projectiles, dealing damage based on the number of nails inside the original target (2 base damage plus 0.06 damage per nail, up to a maximum of 2 + 6 damage at 90 nails embedded in an enemy). Conductive projectiles include magnets, coins, rockets, tethered chainsaws, and Screwdriver Railcannon Screwdriver Railcannon drills. Conductive projectiles will receive and transmit the shock to other nearby enemies or projectiles, functionally extending the shock's range. If any enemy chained to also has nails embedded inside it, they will do the same. Airborne enemies will not be able to receive shocks transmitted by conductors, but are able to transmit them to other enemies themselves. Underwater, the Jumpstart's electric shock will always trigger conductor aftershocks, regardless of whether the enemy has nails embedded in them or not, as well as dealing the player with 50 self-damage.

The Jumpstart Sawblade Launcher's cable has the ability to activate certain electrical coils used in some level secrets. It can also charge trams on contact to make them move much more quickly for a brief period.

Usage

The Jumpstart Sawblade Launcher's conductive shock can deal strong damage on its own, but it functions best with the support of other attacks. Due to the cable's persistence when swapping weapons, it can be maintained alongside other weapon combos and techniques. As well as this, the Jumpstart incentivizes firing at enemies which are attached to the cable by greatly increasing its firerate when tethered, meaning that the weapon has the ability to maximize its damage over the course of the shock's charge-up time.

The Jumpstart further supports conductive shocks via the ability for sawblades to both speed up and increase the damage of a Jumpstart cable shock, making the Jumpstart Sawblade Launcher a very strong single-target damage weapon against large enemies. With its increased firerate, the weapon can quickly deal bursts of electric damage which reduce huge chunks of health on bulky enemies with relative ease. Underwater, this can be used to deal with large crowds, but at a higher risk of death from self-damage.

The Jumpstart's conductive shocks can be made even more powerful alongside Attractor magnets and other conductive projectiles. Magnets will cause the aftershock of the cable to transfer between them if the enemy is embedded with any amount of nails, and sawblade traps created using magnets will reduce the cable's charge time at a much faster rate than regularly firing the weapon alone. Any conductive projectiles are very useful for extending the range of aftershocks in larger arenas, and can also transmit shock damage back into enemies that have already been hit, increasing the overall strength of a single aftershock.

Advanced Techniques

Magnet Missile

By breaking an active magnet nearby (best done with a ground slam) that is currently holding sawblades and/or nails, and then firing a new magnet at the same time, the fired magnet will pick up all of the projectiles being held by the last magnet and carry it along its flight trajectory. This can be used to deliver magnet-based traps prepared beforehand into position to strike enemies if they do not spawn close enough to any available surfaces.

Jumpstart Traps

The Jumpstart Sawblade Launcher can be used in combination with magnets and their orbiting sawblades to very quickly trigger shocks with high damage against single targets, dealing huge chunks of their health near-instantly. As well as this, filling an enemy with nails using a Nailgun Nailgun will not only cause the aftershock of the weapon's cable to spread to any nearby enemies just as fast, but it will also spread to the surrounding magnets, causing the shocks to repeatedly bounce between targets multiple times, with the potential to quickly kill even many large, high-health enemies like Cerberi Cerberi, Guttermen Guttermen and Hideous Mass Hideous Masses.

Style Bonuses

Name Points Description
+ ATTRAPTOR 60 Kill any enemy with any type of Nail Nail, Sawblade, or Chainsaw Chainsaw stuck to or orbiting around one Magnet Magnet.
+ BIPOLAR 120 Kill any enemy with any type of Nail Nail, Sawblade or Chainsaw Chainsaw orbiting around or between two or more Magnets Magnets.
+ CONDUCTOR 1–90 Hit an enemy stuck with any type of Nail Nail with an Electric Beam Electric Beam or Lightning Strike, or kill an enemy with the shock produced by the Jumpstart Nailgun Jumpstart Nailgun or
Jumpstart Sawblade Launcher. Point gain is equal to the number of Nails Nails in the target, up to a maximum of 90.
+ ROCKET RETURN 100 Hit an enemy with their own rocket, either by Whiplash Whiplashing it, or using a Magnet.
+ HALF OFF 50 Kill a Filth Filth, Stray Stray, Schism Schism, or Soldier Soldier with a torso hit from any type of Sawblade.

Media

Trivia

  • Unlike the Alternate Revolver Alternate Revolver, the Sawblade Launcher has an officially designated name. This is also a trait shared by the Impact Hammer Impact Hammer.
    • It is also a much more drastic change on the weapon, as the Alternate Revolver merely increased power at the cost of fire-rate, while the Sawblade Launcher outright changes the base weapon's projectiles.
  • When the Sawblade Launcher was initially introduced in Early Access patch 10a, saws had no magnet weight and the Overheat variant could be tap-fired for little heat penalty, quickly resulting in bosses such as Minos Prime Minos Prime being killed in a fraction of a second by tap-firing Overheat over the duration of the cutscene. The strategy was dubbed "Sawcon", only to be swiftly fixed in the following patch, 10b.
    • The term "Sawcon" is still often used to refer to the usage of the Sawblade Launcher as a setup trap weapon, despite this bug long since being patched.

Color Customization

Each unlockable preset is reproducible one-to-one with custom colors; their corresponding color and hex codes are also in the table below.

Name Soul Orbs Color Code
STANDARD
Model Nailgun2 1.png
0 N/A
ACIDIC
Model Nailgun2 2.png
10
#999999
R: 0.60
G: 0.60
B: 0.60
#999999
R: 0.60
G: 0.60
B: 0.60
#54FF00

R: 0.33
G: 1.00
B: 0.00

CLEAR SKY
Model Nailgun2 3.png
25
#1F7AFF
R: 0.12
G: 0.48
B: 1.00
#1F7AFF
R: 0.12
G: 0.48
B: 1.00
#000000

R: 0.00
G: 0.00
B: 0.00

SNOW LEOPARD
Model Nailgun2 4.png
50
#FFFFFF
R: 1.00
G: 1.00
B: 1.00
#000000
R: 0.00
G: 0.00
B: 0.00
#000000

R: 0.00
G: 0.00
B: 0.00

VAMPIRE
Model Nailgun2 5.png
100
#000000
R: 0.00
G: 0.00
B: 0.00
#800000
R: 0.50
G: 0.00
B: 0.00
#800000

R: 0.50
G: 0.00
B: 0.00


Weapons
Variant 1 Variant 2 Variant 3 Variant 4
Arms Feedbacker Feedbacker Knuckleblaster Knuckleblaster Whiplash Whiplash FistIcon4.png ???
Slot 1 Standard Revolvers
Alternate Revolvers
Standard Piercer Standard Piercer
Alternate Piercer Alternate Piercer
Standard Marksman Standard Marksman
Alternate Marksman Alternate Marksman
Standard Sharpshooter Standard Sharpshooter
Alternate Sharpshooter Alternate Sharpshooter
Slot 2 Standard Shotguns
Alternate Shotguns
Standard Core Eject Standard Core Eject
Alternate Core Eject Alternate Core Eject
Standard Pump Charge Standard Pump Charge
Alternate Pump Charge Alternate Pump Charge
Standard Sawed-On Standard Sawed-On
Alternate Sawed-On Alternate Sawed-On
Slot 3 Standard Nailguns
Alternate Nailguns
Standard Attractor Standard Attractor
Alternate Attractor Alternate Attractor
Standard Overheat Standard Overheat
Alternate Overheat Alternate Overheat
Standard JumpStart Standard JumpStart
Alternate JumpStart Alternate JumpStart
Slot 4 Railcannons Electric Electric Screwdriver Screwdriver Malicious Malicious
Slot 5 Rocket Launchers Freezeframe Freezeframe S.R.S. Cannon S.R.S. Cannon Firestarter Firestarter
Slot 6 Spawner Arms Move Move Alter Alter Destroy Destroy Prop Prop
Washing Tools Washer Washer Vacuum Vacuum
Unordered Variants
Miscellaneous Fishing Rod Fishing Rod Black Hole Cannon Black Hole Cannon Beamcutter Beamcutter