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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.

Six damage types and their effects
TypeBasic propertyCheck
KineticNon-elemental direct damageCurrent tags on weapons such as Lead Storm or GK2; lacking an elemental effect does not make it universally strongest.
FireApplies BurnDistinguish direct Damage from Potency and status-effect Damage.
ElectricalApplies ShockRead the individual weapon or overclock for chains and additional effects.
ColdApplies SlowDo not assume identical freeze, Potency or boss interactions.
AcidApplies CorrodeSpecific armor multipliers and a complete resistance table are unchecked.
PlasmaA projectile property involving bounces off walls and enemiesNot every Plasma weapon has identical targeting or piercing.

Five families and weapon access

Five families and weapon access
FamilySelection meaning
LightRecon accesses unlocked Light candidates.
MediumA weapon classification; its name alone does not fix firing rate or damage.
HeavyHeavy Gunner accesses unlocked Heavy candidates.
ThrowableStrong Armed Driller accesses unlocked Throwable candidates.
ConstructMaintenance Worker accesses unlocked Construct candidates.

Weapon types and firing tags

Weapon types and firing tags
GroupTagMeaning
TypeProjectileTypically bullet-firing weapons; relevant to Weapons Specialist’s additional pool.
TypeExplosiveExplosive attacks; read the individual radius and drawbacks without assuming universal self-damage.
TypeDroneFlying Constructs; distinguish carried Drone weapons from Bosco Chips.
TypeTurretTypically stationary Constructs; check deployment openings and Lifetime.
TypeGroundzoneAn attack zone left on the ground; check effects and duration.
FiringPreciseDamage along a predictable line.
FiringSprayDamage spread through a cone.
FiringAreaDamage dealt within an area.
FiringBeamDamage along a line or cone; inspect applicable stats such as Lifetime.
FiringLastingAn 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.

Scout base-game default weapon pool
WeaponClass RankHow it enters the pool
Deepcore GK21Default candidate; not necessarily the selected MOD’s starting weapon.
Jury-Rigged Boomstick1Default candidate; not necessarily the selected MOD’s starting weapon.
Zhukov NUK171Default candidate; not necessarily the selected MOD’s starting weapon.
Cryo Grenade1Default candidate; not necessarily the selected MOD’s starting weapon.
M1000 Classic3Default candidate; not necessarily the selected MOD’s starting weapon.
Voltaic Stun Sweeper6Default candidate; not necessarily the selected MOD’s starting weapon.
TH-0R Bug Taser12Default candidate; not necessarily the selected MOD’s starting weapon.
Arc-Tek Cryo Guard15Default candidate; not necessarily the selected MOD’s starting weapon.
Drak-25 Plasma Carbine21Default candidate; not necessarily the selected MOD’s starting weapon.
Nishanka Boltshark X-8024Default 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.

Gunner base-game default weapon pool
WeaponClass RankHow it enters the pool
“Bulldog” Heavy Revolver1Default candidate; not necessarily the selected MOD’s starting weapon.
“Lead Storm” Powered Minigun1Default candidate; not necessarily the selected MOD’s starting weapon.
Incendiary Grenade1Default candidate; not necessarily the selected MOD’s starting weapon.
BRT7 Burst Fire Gun3Default candidate; not necessarily the selected MOD’s starting weapon.
Tactical Leadburster6Default candidate; not necessarily the selected MOD’s starting weapon.
“Thunderhead” Heavy Autocannon12Default candidate; not necessarily the selected MOD’s starting weapon.
Firefly Hunter Drone15Default candidate; not necessarily the selected MOD’s starting weapon.
“Hurricane” Guided Rocket System21Default candidate; not necessarily the selected MOD’s starting weapon.
Seismic Repulsor24Default candidate; not necessarily the selected MOD’s starting weapon.
ArmsKore Coil Gun27Default 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.

Engineer base-game default weapon pool
WeaponClass RankHow it enters the pool
Hi-Volt Thunderbird1Default candidate; not necessarily the selected MOD’s starting weapon.
“Stubby” Voltaic SMG1Default candidate; not necessarily the selected MOD’s starting weapon.
LMG Gun Platform1Default candidate; not necessarily the selected MOD’s starting weapon.
“Warthog” Auto 2101Default candidate; not necessarily the selected MOD’s starting weapon.
Voltaic Shock Fence3Default candidate; not necessarily the selected MOD’s starting weapon.
LOK-1 Smart Rifle6Default candidate; not necessarily the selected MOD’s starting weapon.
Deepcore PGL12Default candidate; not necessarily the selected MOD’s starting weapon.
Breach Cutter15Default candidate; not necessarily the selected MOD’s starting weapon.
Shard Diffractor21Default candidate; not necessarily the selected MOD’s starting weapon.
Plasma Burster24Default candidate; not necessarily the selected MOD’s starting weapon.
Shredder Swarm Grenade27Default 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.

Driller base-game default weapon pool
WeaponClass RankHow it enters the pool
CRSPR Flamethrower1Default candidate; not necessarily the selected MOD’s starting weapon.
Krakatoa Sentinel1Default candidate; not necessarily the selected MOD’s starting weapon.
Subata 1201Default candidate; not necessarily the selected MOD’s starting weapon.
High Explosive Grenade1Default candidate; not necessarily the selected MOD’s starting weapon.
Corrosive Sludge Pump3Default candidate; not necessarily the selected MOD’s starting weapon.
Colette Wave Cooker6Default candidate; not necessarily the selected MOD’s starting weapon.
Impact Axe12Default candidate; not necessarily the selected MOD’s starting weapon.
Neurotoxin Grenade15Default candidate; not necessarily the selected MOD’s starting weapon.
Cryo Cannon21Default candidate; not necessarily the selected MOD’s starting weapon.
K1-P Viper Drone24Default candidate; not necessarily the selected MOD’s starting weapon.
Experimental Plasma Charger27Default 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.

Compare main and support roles (unranked)
Weapon or loadoutRoleCheck and next choice
Classic / Deepcore GK2First weapon-level targetAvoid spreading cards too widely; work toward 6 or 12 while taking survival when needed.
Weapons Specialist / Lead StormForward main damageChoose movement that puts enemies in the firing lane.
“Bulldog” Heavy RevolverNearby-target supportIt does not use the same aiming pattern as Lead Storm.
BRT7 Burst Fire GunFour-direction fixed fireAlign its lanes with enemy routes rather than expecting nearest-target aiming.
LMG Gun PlatformDeployable ConstructCreate a safe stop to deploy, then leave if threatened.
Foreman / Subata 120Backward fire while miningChoose a mining route that lets the weapon fire at enemies following behind you.

Weapon levels 6, 12 and 18: concrete overclock decisions

Weapon levels 6, 12 and 18: concrete overclock decisions
CounterBreakpointAction
Dwarf level during the dive5 / 15 / 25Choose additional weapons from unlocked offers. Four weapons are not granted at the start.
Individual weapon level6 / 12Balanced overclock choices. Read the card and its tradeoffs.
Individual weapon level18Unstable overclock choice. Compare specialization with penalties to other weapons.
Player / Class RankPersistent progressionUnlock 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.

Compare artifact triggers and tradeoffs
ArtifactChecked materialRecorded rule and decision
The MoCapUpdate 01An 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 PretzelUpdate 01An example that grants Armor according to missing-health percentage. Keep survival and recovery priorities.
Diver’s ManualUpdate 01An example combining Damage, Reload, Critical Chance and Critical Damage; check current numbers on the card.
Turbo EncabulatorUpdate 03A reference listing +3% Damage, +3% Reload and -5% Mining Speed per equipped overclock. It is not simply a Fire Rate bonus.
Weapon BoxUpdate 03An example adding a random level-6 weapon with a random overclock. Separate this exception from regular slots; no specific weapon is promised.
Multi ToolUpdate 1.1A 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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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).