Klara/Code Contact

Weapons

Everhex 0.5.23 · Updated 13 November 2026

Your tower carries up to six weapons, one on each mount. Every mount fires on its own timer. This page covers what each weapon is for, how it chooses what to shoot, and the stats that belong to it alone. For the stats every weapon shares (damage, attack speed, crits, range) see Stats.

The fourteen weapons at a glance

Mounts

Weapons are bought once with coins in the Workshop and then placed on a mount. The Cannon is free. Ascending resets the weapons you own back to the Cannon, along with the rest of the Workshop.

The Workshop's Weapons panel: Mount 1 holds the Cannon; Mount 2 opens at wave 15, Mount 3 at wave 30; Mounts 4, 5 and 6 cost 250, 600 and 1400 gems.
The mount row in the Workshop. Mount 1 holds the Cannon, mounts 2 and 3 show the wave that opens them, mounts 4 to 6 show their gem price. EQUIPPED ONLY is the switch described on Workshop.

How weapon damage is built

A weapon's damage starts from the tower's damage (see Damage) and multiplies it:

Because the Power levels multiply, ten in-run levels are worth ×2.59, not +100%.

A weapon's fire rate is the tower's attack speed times the weapon's own fire-rate factor, so a factor of 0.5 means half as many shots as the Cannon. No weapon fires more than 60 times a second, apart from the extra shots of the Cascade keystone.

Reach and the arena

The arena is a circle that grows with the wave: 320 units across its radius at wave 1, rising evenly to 850 at wave 30 and staying there. Enemies appear on its edge.

Each weapon reaches a share of the arena. Its own Reach line adds 4% of the arena per in-run level and 2% per Workshop level, until the weapon reaches the edge. The tower's Range stat then closes the remaining gap without ever passing the edge:

reach = arena × (1 − (1 − share) ÷ Range multiplier)

Example: the Mortar starts at 55% of the arena. With a Range multiplier of ×2 it reaches 1 − 0.45 ÷ 2 = 77.5% of the arena. Range you buy past the edge is not wasted: it becomes Long Shot damage.

Base reach, as a share of the arena

Each weapon's base reach as a share of the arena Six rings inside the arena circle: 90% Railgun and Beam Laser, 85% Cannon and Void Lance, 70% Tesla Coil, Drone Bay and Ricochet Shredder, 60% Frost Projector, 55% Mortar, Flak Cannon and Venom Sprayer, 40% Gravity Well, Mine Layer and Aegis Projector. arena edge · 100% 90% Railgun, Beam Laser 85% Cannon, Void Lance 70% Tesla Coil, Drone Bay, Shredder 60% Frost 55% Mortar, Flak, Venom 40% Gravity Well, Mine Layer, Aegis
Each weapon's starting reach before its Reach line and the Range stat. The outer circle is the arena edge: 320 units across its radius at wave 1, 850 from wave 30.

How targets are chosen

A late wave in battle: a Tesla Coil arc jumps from enemy to enemy around the hex tower while Mortar blasts glow orange.
A late wave. A Tesla arc chains through the crowd while Mortar shells burst on the biggest clump; the Spiral formation is arriving.

Every weapon sees the enemies inside its own reach, sorted nearest to the tower first. What each weapon does with that list is below. In Hive mode the order changes: walkers about to reach the tower come first, then nests, then everything else.

Weapons that can crit: Cannon, Tesla Coil, Mortar, Frost Projector, Railgun, Flak Cannon, Drone Bay, Beam Laser, Ricochet Shredder and Void Lance. Venom poison, the Gravity Well and the Mine Layer never crit, and the Aegis Projector deals no damage of its own.

Cannon

Role: single target. Strong against armoured and warded enemies, weak against massed waves.

Targeting: fires one homing bullet at each of the nearest enemies in reach. The number of bullets is its target count: 1, plus Multi-Shot (+1 per 20 levels), plus each Chain Shot perk (+1), plus Eye of the Storm (+1) if an allocated cluster carries it. Each bullet goes to a different enemy and rolls its own crit. If fewer enemies are in reach than the target count, the extra bullets are simply not fired; they never double up on one enemy.

Tesla Coil

Role: chains between targets. Strong against spread waves, weak against lone elites.

Targeting: an instant arc hits the nearest enemy in reach, then jumps to the closest enemy it has not struck yet within 165 units of the last one, until it runs out of links or of enemies close enough. Each link deals the first hit's damage times the falloff raised to the link's position, so with the base 0.72 falloff the second enemy takes 72% and the third 52%. One crit roll covers the whole arc.

Mortar

Role: splash. Strong against massed waves, weak against armour.

Targeting: looks at the 8 nearest enemies in reach and aims at whichever has the most enemies within its blast radius. The impact point is fixed when it fires, so enemies can walk out of it. Everything inside the blast takes full damage.

Frost Projector

Role: control, by slowing. Strong against massed waves, useless against warded enemies, which cannot be slowed.

Targeting: sprays a cone (about 31 degrees either side of its aim) in whichever direction, among the 8 nearest enemies, catches the most enemies in reach. Everything in the cone is slowed for 2.2 seconds and takes a small hit.

Railgun

Role: pierces a line. Strong against columns and armour, weak against enemies that surround the tower.

Targeting: aims at the nearest enemy in reach and hits every enemy along that straight line out from the tower, nearest first, up to its pierce count. One crit roll covers the shot.

Flak Cannon

Role: splash burst. Strong against massed waves, weak against lone elites.

Targeting: its shells burst at 72% of its reach. It tries the direction of each of the 8 nearest enemies and fires the way that puts the most enemies inside the burst.

Drone Bay

Role: seeks targets. Strong against warded and scattered enemies, weak against tight clumps.

Targeting: the mount does not shoot. It keeps drones circling the tower at 42% of its reach, and each drone fires on its own at whichever enemy is nearest to the drone, not to the tower. Each drone shot rolls its own crit.

Venom Sprayer

Role: damage over time. Strong against massed waves, useless against warded enemies, which shed poison.

Targeting: sprays a cone (the same width as Frost's) toward the nearest enemy and poisons everything in it. Each hit adds one poison stack, up to the stack cap. Every half second a poisoned enemy takes the poison's damage times its stacks, and keeps taking it after the sprayer stops. A new hit keeps whichever poison damage is higher. Poison never crits.

Gravity Well

Role: an enabler that clumps enemies together for your splash weapons. Strong beside splash, weak on its own.

Targeting: the well never forms on the tower's doorstep. It picks a spot between 45% of its own reach and 85% of the shortest reach among your damage weapons, so the clump lands where the rest of your loadout can shoot it. Among up to 8 candidates in that band it chooses the one with the most enemies inside the well's radius. The well pulls for 1.2 seconds and deals very little damage, which never crits.

Mine Layer

Role: area denial. Strong against columns and breaches, weak against enemies that surround the tower.

Targeting: it does not aim. Each shot drops up to 6 mines across the outer band of the arena, from 85% to 100% of its radius, filling the outermost part first. A mine explodes the moment an enemy touches it, hitting everything in the blast. A mine nobody touches for 20 seconds moves out to a new spot near the edge. Mines never crit.

Beam Laser

Role: ramps up on one target. Strong against armour and bosses, weak against massed waves.

Targeting: locks onto the nearest enemy in reach and stays on it until it dies or leaves reach, or until another enemy comes much closer to the tower (nearer than 60% of the locked target's distance). Every shot on the same target adds the ramp rate to its damage multiplier, up to ×6. Switching targets resets the ramp to ×1.

Ricochet Shredder

Role: ricochets, weaker each hop. Strong against tight crowds, weak against thin fields.

Targeting: a blade hits the nearest enemy in reach, then hops to the closest enemy it has not hit within 190 units, and so on. Each hop deals 72% of the hop before it. One crit roll covers the whole chain.

Aegis Projector

Role: defensive shield. Strong beside damage weapons, weak on its own.

Targeting: none. Each shot tops up a shield on the tower by 6% of the shield's size. The shield absorbs hits before your health does, after Armour has reduced them. Whatever it absorbs is partly thrown back at the enemy that hit you.

Void Lance

Role: a finisher that keeps working at any depth.

Targeting: looks through the enemies in reach, nearest first, for one it can finish: an enemy at or below its finisher threshold (a share of max health) and with no more health left than 24 times this shot's damage. That enemy is destroyed outright. If there is none, the lance simply hits the nearest enemy for its normal damage.

Pairings that work

These follow from how the weapons target. They are not a ranking.