Melee sidearm No ammo
Banjo
Slow and weak attacks, some healing power. Perfect for healing your allies while destroying their eardrums.
- TypeMelee sidearm
- Unlocks at hero levelAvailable from the start
- Fire rate0.10s between shots
- Magazine1
- Reserve ammo1
- Damage per shotComputed in game logic
- XP multiplier0.6×
- BlueprintblueprintBanjo
Items/BP_Item_Banjo · tags meleeWeapon, meleeWeaponSecondary
Jokers this weapon can hold
35 cards are eligible. The rest of the 149 in the game will do nothing here, in the equipment screen or during a run.
Cards are equipped to one item at a time, so a card in Works on both is not shared between your weapons. It means you can build either slot around it, and a spare copy has somewhere to go.
Fits Banjo35
CHICKSHOT
GOLD TOOTH
HEAVY WEAPON
PANIC ATTACK
PIGSHOT
QUICKDRAW
ANTI-GRAVITY FALLS
CACTUS DAY
CRACKSHOT
FROST BITE
LUCKY STRIKE
LUNGE
PICK PICK
PRECIOUS RUSH
SHROOM GRAVE
SWITCHSHOT
AMMO SUPPLY
AVALANCHE
BERSERKER
BLOODLUST
EXPLOSIVE HITS Pyro
EXPLOSIVE HITS Acid
EXPLOSIVE HITS Elec
EXPLOSIVE HITS Frost
PEW PEW PEW
EAT-A-PUNCH
EXECUTE
RIPOSTE
SNACK-A-PUNCH
ALL MIGHTY
JOKER TRICK
SPEEDSTER
VAMPIRE
BARDBARIAN
LULLABARD
∞ no diminishing-return curve, so every copy pays the same again×2 copies before it stops improving; a spare past that is worth more to a teammate? effect not decoded, so no claim either wayA dashed outline means the card fires on an event, so it has no computed number.
Full table
| Card | Rarity | Slots | Collect until | Stacks well until | Buy | Effect data |
|---|---|---|---|---|---|---|
| Normal | 1 | ×2 · equip 2 | Up to 2 copies | 50 | Trigger | |
| Normal | 1 | ×10 · equip 10 | Up to 10 copies | 50 | Trigger | |
| Normal | 1 | ∞ · equip 2 | Stacks evenly to 2 | 50 | Computed | |
| Normal | 1 | ∞ · equip 1 | One copy only | 50 | Trigger | |
| Normal | 1 | ×20 · equip 2 | Up to 2 copies | 50 | Trigger | |
| Normal | 1 | ∞ · equip 2 | Stacks evenly to 2 | 50 | Computed | |
| Fine | 2 | ×50 · equip 2 | Up to 2 copies | 300 | Trigger | |
| Fine | 2 | ×20 · equip 2 | Up to 2 copies | 300 | Trigger | |
| Fine | 2 | ∞ · equip 2 | Stacks evenly to 2 | 300 | Computed | |
| Fine | 2 | ∞ · equip 1 | One copy only | 300 | Trigger | |
| Fine | 2 | ×10 · equip 2 | Stacks evenly to 2 | 300 | Trigger | |
| Fine | 2 | ×3 · equip 1 | Bends after 3 | 300 | Computed | |
| Fine | 2 | ×10 · equip 2 | Up to 2 copies | 300 | Trigger | |
| Fine | 2 | ×10 · equip 2 | Up to 2 copies | 300 | Trigger | |
| Fine | 2 | ×10 · equip 2 | Up to 2 copies | 300 | Trigger | |
| Fine | 2 | ∞ · equip 2 | Up to 2 copies | 300 | Trigger | |
| Prime | 3 | ×20 · equip 2 | Up to 2 copies | 500 | Trigger | |
| Prime | 3 | ∞ · equip 2 | Stacks evenly to 2 | 500 | Computed | |
| Prime | 3 | ×2 · equip 2 | Bends after 2 | 500 | Conditional | |
| Prime | 3 | ∞ · equip 1 | One copy only | 500 | Trigger | |
| Prime | 3 | ×20 · equip 2 | Up to 2 copies | 500 | Trigger | |
| Prime | 3 | ×20 · equip 2 | Up to 2 copies | 500 | Trigger | |
| Prime | 3 | ×20 · equip 2 | Up to 2 copies | 500 | Trigger | |
| Prime | 3 | ×20 · equip 2 | Up to 2 copies | 500 | Trigger | |
| Prime | 3 | ∞ · equip 1 | One copy only | 500 | Computed | |
| Mythic | 4 | ∞ · equip 2 | Up to 2 copies | 800 | Trigger | |
| Mythic | 4 | ×2 · equip 1 | Bends after 2 | 800 | Computed | |
| Mythic | 4 | ×2 · equip 2 | Bends after 2 | 800 | Conditional | |
| Mythic | 4 | ∞ · equip 1 | One copy only | 800 | Trigger | |
| Legendary | 5 | ×1 · equip 1 | One copy only | 1,200 | Conditional | |
| Legendary | 5 | ∞ · equip 1 | One copy only | 1,200 | Conditional | |
| Legendary | 5 | ×1 · equip 1 | One copy only | 1,200 | Conditional | |
| Legendary | 5 | ∞ · equip 1 | One copy only | 1,200 | Trigger | |
| Unique | 5 | ? · equip 1 | One copy only | 1,200 | Not modelled | |
| Unique | 5 | ? · equip 1 | One copy only | 1,200 | Not modelled |
"Worth taking" is the point where extra copies stop paying for their slots, read from each card's diminishing-return curve. Beyond it, a spare copy is worth more to a teammate who has none.