DRG Survivor Weapons and Overclocks: Forty-Two Base-Game Candidates, Tags and Upgrades
Forty-two default base-game weapon candidates across four classes, six damage types, family and firing tags, weapon levels 6/12/18, Lead Storm overclocks and six version-labeled artifact examples.
Checked: 17 October 2026
Six damage types and their effects
Weapons carry several tags, which can change through overclocks. Damage type, family and attack pattern are different classifications. Explosive is not a seventh elemental damage type, and not every Electrical attack has the same chain behavior.
| Type | Basic property | Check |
|---|---|---|
| Kinetic | Non-elemental direct damage | Current tags on weapons such as Lead Storm or GK2; lacking an elemental effect does not make it universally strongest. |
| Fire | Applies Burn | Distinguish direct Damage from Potency and status-effect Damage. |
| Electrical | Applies Shock | Read the individual weapon or overclock for chains and additional effects. |
| Cold | Applies Slow | Do not assume identical freeze, Potency or boss interactions. |
| Acid | Applies Corrode | Specific armor multipliers and a complete resistance table are unchecked. |
| Plasma | A projectile property involving bounces off walls and enemies | Not every Plasma weapon has identical targeting or piercing. |
Five families and weapon access
| Family | Selection meaning |
|---|---|
| Light | Recon accesses unlocked Light candidates. |
| Medium | A weapon classification; its name alone does not fix firing rate or damage. |
| Heavy | Heavy Gunner accesses unlocked Heavy candidates. |
| Throwable | Strong Armed Driller accesses unlocked Throwable candidates. |
| Construct | Maintenance Worker accesses unlocked Construct candidates. |
Weapon types and firing tags
| Group | Tag | Meaning |
|---|---|---|
| Type | Projectile | Typically bullet-firing weapons; relevant to Weapons Specialist’s additional pool. |
| Type | Explosive | Explosive attacks; read the individual radius and drawbacks without assuming universal self-damage. |
| Type | Drone | Flying Constructs; distinguish carried Drone weapons from Bosco Chips. |
| Type | Turret | Typically stationary Constructs; check deployment openings and Lifetime. |
| Type | Groundzone | An attack zone left on the ground; check effects and duration. |
| Firing | Precise | Damage along a predictable line. |
| Firing | Spray | Damage spread through a cone. |
| Firing | Area | Damage dealt within an area. |
| Firing | Beam | Damage along a line or cone; inspect applicable stats such as Lifetime. |
| Firing | Lasting | An effect, Construct or damage area that persists for a duration. |
The free 1.1 update expands shared-tag upgrades such as Sidearm, Favourite, Groundzone, Thick Boy, Spray and Precise. Shared-tag choices can appear when at least two weapons share the tag, but those cards do not raise individual weapon level.
Scout base-game default weapon pool
These are default candidates unlocked through Class Rank, distinct from the MOD’s single starting weapon. The same offers or order are not guaranteed. DLC-origin weapons are excluded from this table.
| Weapon | Class Rank | How it enters the pool |
|---|---|---|
| Deepcore GK2 | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Jury-Rigged Boomstick | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Zhukov NUK17 | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Cryo Grenade | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| M1000 Classic | 3 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Voltaic Stun Sweeper | 6 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| TH-0R Bug Taser | 12 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Arc-Tek Cryo Guard | 15 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Drak-25 Plasma Carbine | 21 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Nishanka Boltshark X-80 | 24 | Default candidate; not necessarily the selected MOD’s starting weapon. |
Gunner base-game default weapon pool
These are default candidates unlocked through Class Rank, distinct from the MOD’s single starting weapon. The same offers or order are not guaranteed. DLC-origin weapons are excluded from this table.
| Weapon | Class Rank | How it enters the pool |
|---|---|---|
| “Bulldog” Heavy Revolver | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| “Lead Storm” Powered Minigun | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Incendiary Grenade | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| BRT7 Burst Fire Gun | 3 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Tactical Leadburster | 6 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| “Thunderhead” Heavy Autocannon | 12 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Firefly Hunter Drone | 15 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| “Hurricane” Guided Rocket System | 21 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Seismic Repulsor | 24 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| ArmsKore Coil Gun | 27 | Default candidate; not necessarily the selected MOD’s starting weapon. |
Engineer base-game default weapon pool
These are default candidates unlocked through Class Rank, distinct from the MOD’s single starting weapon. The same offers or order are not guaranteed. DLC-origin weapons are excluded from this table.
| Weapon | Class Rank | How it enters the pool |
|---|---|---|
| Hi-Volt Thunderbird | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| “Stubby” Voltaic SMG | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| LMG Gun Platform | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| “Warthog” Auto 210 | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Voltaic Shock Fence | 3 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| LOK-1 Smart Rifle | 6 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Deepcore PGL | 12 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Breach Cutter | 15 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Shard Diffractor | 21 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Plasma Burster | 24 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Shredder Swarm Grenade | 27 | Default candidate; not necessarily the selected MOD’s starting weapon. |
Driller base-game default weapon pool
These are default candidates unlocked through Class Rank, distinct from the MOD’s single starting weapon. The same offers or order are not guaranteed. DLC-origin weapons are excluded from this table.
| Weapon | Class Rank | How it enters the pool |
|---|---|---|
| CRSPR Flamethrower | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Krakatoa Sentinel | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Subata 120 | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| High Explosive Grenade | 1 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Corrosive Sludge Pump | 3 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Colette Wave Cooker | 6 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Impact Axe | 12 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Neurotoxin Grenade | 15 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Cryo Cannon | 21 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| K1-P Viper Drone | 24 | Default candidate; not necessarily the selected MOD’s starting weapon. |
| Experimental Plasma Charger | 27 | Default candidate; not necessarily the selected MOD’s starting weapon. |
Compare main and support roles (unranked)
DPS and Hazard-clear comparisons under controlled conditions are unverified. Cover the main weapon’s missing lanes or firing gaps. The table gives editorial examples based on real weapon roles.
| Weapon or loadout | Role | Check and next choice |
|---|---|---|
| Classic / Deepcore GK2 | First weapon-level target | Avoid spreading cards too widely; work toward 6 or 12 while taking survival when needed. |
| Weapons Specialist / Lead Storm | Forward main damage | Choose movement that puts enemies in the firing lane. |
| “Bulldog” Heavy Revolver | Nearby-target support | It does not use the same aiming pattern as Lead Storm. |
| BRT7 Burst Fire Gun | Four-direction fixed fire | Align its lanes with enemy routes rather than expecting nearest-target aiming. |
| LMG Gun Platform | Deployable Construct | Create a safe stop to deploy, then leave if threatened. |
| Foreman / Subata 120 | Backward fire while mining | Choose a mining route that lets the weapon fire at enemies following behind you. |
Weapon levels 6, 12 and 18: concrete overclock decisions
| Counter | Breakpoint | Action |
|---|---|---|
| Dwarf level during the dive | 5 / 15 / 25 | Choose additional weapons from unlocked offers. Four weapons are not granted at the start. |
| Individual weapon level | 6 / 12 | Balanced overclock choices. Read the card and its tradeoffs. |
| Individual weapon level | 18 | Unstable overclock choice. Compare specialization with penalties to other weapons. |
| Player / Class Rank | Persistent progression | Unlock classes and weapon candidates. This is not a substitute for dwarf or weapon level. |
Lead Storm Balanced choices
Bigger Mags trades a larger magazine against a Reload drawback. High Caliber Rounds trades Fire Rate for Damage and Piercing. A card name alone does not establish a penalty-free upgrade.
The current Wiki and official June material disagree about Gas Rerouting’s second effect. Its second modifier is held until a current in-game card is checked.
At level 18, read effects on other weapons too
Lead Wrapped Ammo increases Damage while reducing Fire Rate and Reload. The Favourite specializes one weapon while weakening others. Compare strengthening the main weapon with supporting all four.
Overclocks were already available on first weapon use by version 1.0. A separate level-12 run for a permanent unlock is unnecessary, while weapon-level breakpoints during the dive remain.
Compare artifact triggers and tradeoffs
Supply Pod artifacts improve the current dive. These six examples are named in official updates, with the reference version identified. This is not a runtime verification of every artifact or current value.
| Artifact | Checked material | Recorded rule and decision |
|---|---|---|
| The MoCap | Update 01 | An example that increases Damage with missing-health percentage, rather than the old movement-speed description. Deliberately reducing health to a dangerous level is not recommended. |
| Salty Pretzel | Update 01 | An example that grants Armor according to missing-health percentage. Keep survival and recovery priorities. |
| Diver’s Manual | Update 01 | An example combining Damage, Reload, Critical Chance and Critical Damage; check current numbers on the card. |
| Turbo Encabulator | Update 03 | A reference listing +3% Damage, +3% Reload and -5% Mining Speed per equipped overclock. It is not simply a Fire Rate bonus. |
| Weapon Box | Update 03 | An example adding a random level-6 weapon with a random overclock. Separate this exception from regular slots; no specific weapon is promised. |
| Multi Tool | Update 1.1 | A reference change to -20% Reload and +4% Reload per distinct relevant tag. Read the current card for the applicable tags. |
Version differences and remaining checks
Update 1.1 changes Lead Storm’s base Damage from 25 to 28 and magazine from 150 to 200. Do not backport those values into an older 1.0 screenshot. Patch 2 of 22 June fixes a Weapons Specialist effect that failed to deal Damage.
Damage, range, firing intervals and resistance tables for every weapon, and every combination of overclocks and Gear, remain unchecked. Dedicated fire-resistant Magma enemies or universal explosive self-damage rules are not inferred.
FAQ
Do overclocks need a separate unlock run?
The old permanent unlock requirement at weapon level 12 was already obsolete in official 1.0 documentation. During a dive, reach individual weapon levels 6, 12 and 18.
Are Gear, artifacts and weapons the same system?
Gear is persistent equipment selected between dives. Artifacts are run-specific upgrades obtained through Supply Pods and similar rewards. Weapons begin with the Class MOD’s starting weapon, followed by additional dwarf-level slots.
Do shared-tag upgrades raise weapon level?
Shared-tag and weapon-specific cards are different. A shared upgrade can help combat without advancing an individual weapon toward its next overclock.
Is this a verified best build or complete guide?
Controlled comparisons across every MOD, Hazard and equipment variant, and runtime clears, have not been performed. Names and requirements are source-checked; recommendations are editorial decisions with reasons.
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