|This content is available in both Pixel Gun 3D and Pixel Gun World! If this is Pixel Gun 3D or Pixel Gun World content, its counterpart is described in another article!|
This article describes a Pixel Gun 3D content. If you are looking for the same content in Pixel Gun World, see Attributes (PGW).
Attributes, which can also be called Properties or Abilities, are what describes a weapon's capabilities or effects.
Main page: Grades System
The six grades are Common, Uncommon, Rare, Epic, Legendary, and Mythical. The higher the grade, the harder it is to obtain the weapon.
Previously named "Weapon Level" or "Lethality," Efficiency measures the performance of a weapon. The maximum upgradeable level of your weapon is your current level, and at level 65 the maximum efficiency for most weapons is 423.
Represents the rate at which the weapon shoots. Strangely, the actual fire rate does not follow linearly with the listed number, as shown in the graph to the right.
The capacity shows how many rounds a magazine can hold. The only melee that has capacity is the Disconnector.
The higher the mobility, the faster the player moves. This was formerly called Weight, where the numbers are smaller. Even before that, it was called Mobility. As a benchmark, mobility of 90 is equivalent to 130 of the (old) mobility and 100 is equal to 90.
Exclusive to melee weapons. The higher this stat, the faster it swings.
Gives weapons a suppressor that drastically reduces noise while firing. It does not completely block the sound of the weapon shooting, though.
Allows the weapon to shoot through walls with damage reduction if a player is hit through a wall (The Portalius Set, however, can negate this damage reduction if equipped).
Gives the weapon a scope that makes long-range combat easier. There are different zoom levels depending on the weapon (e.g. 2x, 4x, 10x).
The weapon can cause damage in an area around the point of impact. How large the affected area depends on the weapon, and certain weapons with this attribute can not give headshots.
This weapon can be equipped in the Sandbox game mode.
Shots from weapons with this attribute can go through multiple entities (players, monsters, or pets), although the damage is reduced for each pierced target.
Weapons are a shotgun, which fires multiple bullets in a spread pattern. After the shotgun rework in update 21.2, 1 bullet is enough to cause 100% damage and it doesn't stack, but deals less from long distances.
Holding down the fire button for this weapon fires continuously as long the trigger is held or the weapon runs out of ammo.
Holding down the fire button fires once, and after a period of time, the weapon will fire again.
Pressing the fire button will fire a burst of bullets/projectiles and consume one ammo.
The weapon's projectile or bullet will bounce off surfaces. Not to be confused with the Ricochet killstreak in which you get when you get a reflected kill when using the Reflector.
The weapon projectile is a laser or a beam of light. May hit through multiple enemies and players, depending on the weapon.
The weapon will not fire hitscan bullets but will instead fire projectiles in the form of rockets/missiles with travel time.
The weapon will fire a projectile that is affected by gravity and will fall in an arc.
The weapon will slow down players on a hit, preventing them from flying or jumping.
Projectiles fired from weapons with this attribute will follow the crosshair.
Weapons with this attribute can shoot projectiles that explode after a short time or when an enemy player gets near.
The player will take less damage while wielding any of these weapons. Armor and health regenerate slowly and ricochet weapons cannot affect the player. New weapons have a similar attribute called barrier.
These weapons can fire multiple bullets in bursts within a single tap of the fire button. Unlike the Multiple Shots attribute, this will consume ammo depending on how many bullets are shot in the burst.
The weapon shoots mines that stick to walls/floors/ceilings and explode when they come into contact with an enemy, or after a short while.
This means that weapons or gadgets with this attribute will shoot low-speed projectiles that follow players and monsters until they make contact and deal damage.
These weapons require charging by holding down the fire button. The longer you charge, the more damage the projectile/weapon will inflict. A fully charged shot usually does significantly more damage than a partially charged shot. Some weapons require a full charge for special effects, while others can fire at any charge.
The weapon fires projectiles that will hit multiple targets if they are close together (note that this is not a form of area damage).
This means that the weapon emits a sphere surrounding the user. If an enemy player goes inside the sphere, the enemy takes damage.
These weapons will poison enemies that are hit, causing them to lose health over time.
Similar to the Sticky Mines attribute, it fires projectiles that stick to surfaces. However, they damage the player by rapidly draining their health with a highly strong poison effect.
This property allows a 50% chance that you will inflict double the damage.
This attribute means that the weapons fires in a short-ranged spread, and does no damage beyond this range. Please note that this does not necessarily mean the weapon sets targets on fire.
Similarly to the flamethrower, these weapons deal damage in a short-ranged spread but have a longer range, more damage, and generally higher firing speed than flamethrowers.
This means that if the player hits their target, they will be inflicted with this and slowly lose HP over time.
Commonly found on fire or explosion related weapons/pets. The target will quickly lose health for a short amount of time after being damaged, similar to the bleeding and poison effects. Will not affect enemies holding weapons with the Protection From Burning attribute.
Successful hits on an enemy will grant the player a small portion of their health (not armor).
Exclusive to most of the Melee weapons. It means that the weapons with this attribute can deal damage in a very limited range.
Weapons with this attribute will continuously damage enemies when close enough. This attribute in some old weapons doesn't deal damage over time without pressing the fire button. The Combat Yo-Yo and Whip with Cake have this attribute hidden.
Hit enemies briefly lose their weapon's efficiency, lowering their damage. New weapons use a similar attribute called Weakening (some weapons with charm got it changed to weakening but still deals charm).
The weapon will give hit enemies either the Poison, Burning or Bleeding effect with each shot.
Exclusive to the Judge, rockets fired can be manually controlled by the user.
The weapon gives the player the ability to see players through walls when scoped.
The weapon shoots rockets that create smaller explosions around the main explosion.
This attribute causes the weapon to pull in enemies to the player while firing. Some weapons are different in the way that they shoot a projectile that explodes into a black hole/wormhole, pulling in enemies for a short period of time.
These weapons will cause enemies to be unable to use their gadgets and module abilities for a short amount of time.
It means that the weapon is Automatic, but you must charge it up before it can fire. Removing your finger from the fire button will stop the weapon from charging. When fully charged, the weapon will shoot, regardless of whether there is an enemy player in the vicinity or not.
Gives bonus armor points to the player, which can stack if multiple Armor Bonus weapons equipped.
Enemies affected by weapons with this attribute will not be able to jump or fly. A red text saying "Stunned" appears when the affected player attempts to jump or fly again.
This attribute allows the weapon to shoot in three directions at once (Forward, diagonally left, and diagonally right).
This attribute causes the player to be pulled toward the location of their shot.
This attribute allows the player to heal teammates with their attacks (will not regenerate armor). Heals about 1/3 or teammate health per shot/attack.
The weapon's model or detecting device will point toward nearby enemies.
This attribute causes hit enemies to take additional damage from all sources. It is marked by a green skull floating over the target's head.
Based off the Marked for Death attribute from Team Fortress 2.
This allows the weapon to create portals that the user can freely travel between.
Allows the weapon to deal area damage around the player while reloading.
The weapon will randomly shoot different rockets, each with unique effects and flight patterns. These can be either Piercing Shot, Ricochet, Sticky Mines or Cluster Bomb.
The weapon has the ability to mark targets with a red triangle above their heads after a short lock-in period. Marked targets can be seen through walls.
Items with this attribute heal the player over time or when activated.
Weapons with this attribute allow the player to lunge forward. It is usually accompanied with the Charge Shot attribute.
The weapon has the ability to create an energy or physical shield while held, similarly to the Energy Shield gadget.
This allows the weapon to create a huge shockwave (or, in certain weapons, deal extra damage) after hitting enemies a certain number of times.
The weapon has the ability to create a series of explosions that travel in a line in the direction of the player's shot.
Exclusive to Witch's Sheep Cauldron. The weapon has the ability to turn enemy players into sheep that cannot attack or use gadgets, and their health points are decreased drastically.
The weapon can increase the damage dealt by teammates.
Wielding any of these weapons will make the player unable to be set on fire from weapons with the Burning attribute.
The weapon can increase the head size of hit enemies, making them easier to headshot.
The weapon can create areas of healing for teammates. The user can also heal themselves.
If an enemy is killed they will explode, dealing damage to other enemies within a certain radius.
Exclusive to Pew Blaster. Similar to the attribute found on the Witch's Sheep Cauldron, this attribute allows the weapon to turn enemy players into beetles that cannot attack or use gadgets, and their health points are decreased drastically.
When the item is in use, the player gains the ability to double jump (once on the ground and again in mid-air). This is true even if the player does not have double jump boots equipped.
This attribute offers the user two times the revenge points after killing an enemy that previously killed them.
These weapons fire projectiles that will return to the player after a short time. The projectile can hit enemy players when coming back. The Combat Yo-Yo and Whip with Cake have these attributes hidden(actually planned to be released with it but were canceled until now with the new weapons, you can consider they have it).
This attribute reflects part of the damage taken back to the attacker if the weapon or gadget is currently activated/equipped.
Enemies hit with this will cause their screen to be covered with a filter or symbol, making it harder for them to see.
Weapons with this attribute release an projectile/rocket that deals damage to enemies near them, and can deal extra damage if the projectile directly hits an enemy.
This attribute allows the player to turn invisible while reloading.
This attribute causes enemies to deal 50% damage. This attribute is identical to the charm effect.
This attribute allows weapons to shoot a continuous and solid beam instead of individual shots. All weapons with this attribute have charge shots (except for the Represser), with the damage and duration increasing with charge.
Weapons and gadgets with this attribute affect enemies or allies near the player/gadget (for weapons like Solar Flare, the projectile affects nearby enemies).
Weapons with this attribute generate a barrier while reloading, protecting the user from incoming damage.
Exclusive gadget attributes
Nuclear Grenade is exclusive. It means that after exploding, the gadget leaves a pool of radiation that damages nearby enemies over time.
Resurrection is exclusive. It means that when the user dies, the gadget automatically gives the user an “extra life”. This attribute is now removed, after the removal of the gadget in question.
Jetpack and Demon Stone are exclusive. It allows the user to fly for a period of time, depending on the level of upgrade. When activated, the jump button turns into a jetpack icon. This attribute is also found on pets, indicating that the pet hovers above the ground.
Voodoo Snowman is exclusive. It means that the damage done to this gadget is transferred to a random enemy.
Time Machine is exclusive. It sends only the bearer of the gadget back in time; the rest of the map is unaffected.
When operating, the damage done by the user and their teammates is amplified.
This attribute decreases the spread of bullets when firing. The Butt of the Rifle is a module that uses this attribute exclusively.
This attribute increases the chance for a shot to deal twice the damage. The Lucky Bullet is a module that uses this attribute exclusively.
This attribute increases the attack speed of the weapon. The Shiv is a module that uses this attribute exclusively.
This attribute increases the duration of the status effect (e.g. Poison, Burning) the weapon might have. The Voodoo Doll is a module that uses this attribute exclusively.
This attribute increases the magnification of the scope. The Lenses is a module that uses this attribute exclusively.
This attribute decreases the intensity of the weapon sway when zoomed in. The Handgrip is a module that uses this attribute exclusively.
This attribute decreases the intensity of the recoil when a shot has been fired. The Muzzle Brake is a module that uses this attribute exclusively.
This attribute increases the travel speed of the projectile. Jet Fuel is a module that uses this attribute exclusively.
This attribute allows armor to regenerate lost armor points. The Repair Kit is a module that uses this attribute exclusively.
This attribute allows the user's name to be hidden from enemies from a certain distance. The Camouflage is a module that uses this attribute exclusively.
Exclusive Pet Attributes
Exclusive to the Stone pet. The pet will not attack enemies or provide any special effects.
- The removal of the Judge and the Resurrection makes the and the Resurrection attributes the only attributes that are removed from the game.
- Before the 17.7.0 update Cluster Bomb weapons' rockets would release smaller bombs instead of simply creating smaller explosions