Documentation - Gameplay - Weapon Trident
Trident
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| Utility | Power | Difficulty |
|---|---|---|
| Flexible (☆☆☆) | High (☆☆☆☆) | Hard (☆☆☆☆) |
Description
The Trident is a zero-weight loadout melee-hybrid weapon (modweight 0, modspeed 0) that trades sustained gunplay for rapid close-range thrusts and a thrown ranged spear. Both fire modes apply the Shock status effect, slowing opponents and delaying shield/health regeneration.
Primary
Primary fire (500 ms delay, full-auto, scalable charge up to 500 ms) delivers a quick forward-thrusting stab (30 max head damage) that shocks and stuns targets without consuming ammo. Holding primary lets you scale the strike’s power before releasing.
Secondary
Secondary fire (800 ms delay, 500 ms charge time) charges and throws the Trident as a fast projectile (500 max speed) that impales and heavily shocks its target (65 base head damage, stronger stun than primary). Throwing the Trident consumes its single charge and drops the Trident as a pickup where it lands, so you must retrieve it (or pick up another weapon/wait for ammo regeneration mutators) before using it again.
Tips
- Use primary thrusts while parkouring with zero speed penalty, keeping your throw ready as a finisher against fleeing targets.
- Aim throws near walls or predictable lanes so you can easily pick the Trident back up afterward.
- The Shock residual slows down fast Sword or Pistol opponents, letting you control melee duels.
Counterplay
Bait out the secondary throw at medium range; if the Trident user misses their throw, they temporarily lose the weapon until they retrieve it. Keep out of thrust range with Flame Thrower, Shotgun, or ranged weapons.
Strengths & Weaknesses
Strong against:
Close-range duelists reliant on parkour speed (Shock slows movement and delays regeneration).
Weak against:
Mid-to-long range weapons when your throw is missing or unretrieved.