Normal 1 slot Computed
HEAVY WEAPON
+10% damage, but +30% gravity while the weapon is active
What it does
The numbers below are calculated from the game files.
Heavier gravity is the cost.
| Stat | How it scales | Source |
|---|---|---|
| Weapon damage | 10.0% per copy | linear |
| Gravity | 30.0% per copy | linear |
How the game resolves it
Every effect is gated the same way: F_GetJokerEffects checks that the
item is in this card's availableOnItems list, then returns
copies × value. This card's value is 1.
Resolved in FL_Items.F_ApplyImpactDamages + BP_Player.F_UpdateGravity.
Raw record
Show the extracted row
{
"id": "jokerHeavyWeapon",
"value": 1,
"rarity": "classic",
"requiredAmountSlots": 1,
"maxAvailable": 2,
"buyPrice": 50,
"sellPrice": 25,
"associatedChallenge": null,
"availableOnItems": [
"itemBanjo",
"itemBoomerang",
"itemDualRevolver",
"itemKnuckles",
"itemLasso",
"itemLongRanger",
"itemMinigun",
"itemPistol",
"itemQuadCylinder",
"itemSheriffStar",
"itemShotgun",
"itemWinchester"
],
"isEnabled": true
} Stacking
The game allows 2 copies on one item. Damage for mobility.
Effect by copies
Show as a table
| Copies | Weapon damage | Gravity |
|---|---|---|
| 0 | 0% | 0% |
| 1 | +10% | +30% |
| 2 | +20% | +60% |
| 3 | +30% | +90% |
| 4 | +40% | +100% (capped) |
| 5 | +50% | +100% (capped) |
| 6 | +60% | +100% (capped) |
| 7 | +70% | +100% (capped) |
| 8 | +80% | +100% (capped) |
| 9 | +90% | +100% (capped) |
| 10 | +100% | +100% (capped) |
| 11 | +110% | +100% (capped) |
| 12 | +120% | +100% (capped) |
| 13 | +130% | +100% (capped) |
| 14 | +140% | +100% (capped) |
| 15 | +150% | +100% (capped) |
This card on its own on the Banjo, out to 15 copies. The equip screen stops at 2; copies picked up during a run stack past it.
How to get it
- Bought in the joker shop
- Can appear when gambling
- Drops as loot during a run
- Drops in solo play
- Can be dropped and passed to a teammate