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World War Z Wiki
Horde Mode Z weapons screenshot

A plethora of different weapons for survivors to choose and take

"Sounds like M-16s." Tashaun

There are a variety of weapons available for the survivors to find and use in World War Z.

Most weapons can be found scattered around the environment. Look around for them if you are low on ammo or want a stronger gun.

Overview[]

Weapon Slots[]

The majority of the weapons found will fall into three main slots: primary, secondary, and heavy. Each one fulfills different roles and the amount of time spent using each will vary throughout a game, whether you are hunting zekes or enemy survivors.

Primary[]

Primary weapons are what players will be using the most throughout the game. They typically have the most ammo carried and deliver plenty of damage for the most consistent and reliable performance in every situation.

Secondary[]

Secondary weapons are used mainly as a backup weapon. Given that most secondaries pale in comparison to a primary, they will often be used as a fallback for when survivors run out of primary ammo or if primary ammo needs to be conserved. A select few secondaries can also act as a utility. Secondaries are also a great stealth option given that the stock weapon most survivors are equipped with comes with a silencer.

Heavy[]

Heavy weapons are some of the strongest weapons available. With the huge amounts of damage that they can deliver, they are usually reserved for use against large zeke swarms, although they are also used in occasion to kill very tough special zombies. What they make up in strength is compensated by their short life span. Apart from having a limited amount of ammunition, heavy weapon ammo cannot be replenished either. Once used up, they are discarded and have to be replaced.

Weapon Tiers[]

Weapons are assigned a tier, with higher tiers generally performing better in combat than the previous tiers, though this is not always the case. Tier levels appear as white bars, with the number of bars that are filled white indicating their level number. Primary and secondary weapons can be classified as either Tier I, Tier II, and Tier III. In the case of heavy weapons, they are technically classified as Tier V, as shown by the five yellow bars.

Curiously, this leaves a gap within the tier system with Tier IV, which does not exist.

Weapon Versions[]

In the Co-op Campaign and Horde Mode, most primaries and secondaries can level up as long as all of the unlock requirements are met. From level 1 to level 5, this usually allows you to unlock progressively better versions of the same weapon which must be bought using Supplies (also known as Credits and Yellow Coins). Upgrading them to level 6 and further unlocks 3 perk slots and lets you buy perks that become available at that particular level for the given weapon. The Unique perk slot usually gets unlocked at level 6, the 1st Common perk slot becomes available at level 8, and the 2nd Common slot — at level 10.

The Crossbow, the Thumper Grenade Launcher, and the Casull 6 Revolver get their perks & slots at other levels levels differing from the common pattern for the rest of the weapons.

At some point until level 6, a Silencer will become available for the weapon. When it happens, the weapon will become permanently silenced. It is possible to take the silencer off from the weapon model and get different audio effects, but the effect will be purely cosmetic. The Thumper GL and the Flare Gun never get silenced.

As the weapon is upgraded, custom models and skins become available for it. After the Horde Mode XL update (released on January 24, 2023) that redesigned the game's weapon system, they are purely cosmetic.

Experience Points[]

Listed below is a table for the amount of experience players can earn for killing an enemy with a weapon that can be leveled up. Apart from Rat Packs, headshot kills add additional 2 XP to the regular amount of XP earned.

Zeke + Zombified Survivor/Soldier Lurker Gasbag Bull Screamer Infector Bomber Rat Packs Booster
1 XP 11 XP 11 XP 11 XP 11 XP 11 XP 11 XP 22 XP 11 XP

Weapon Level-Up Requirements[]

All primary and secondary weapons in the game (except the Flare Gun) can be upgraded to the next level until they reach the level cap, at which point the progress bar will show the "Maxed Out" label. Until then, the progress bar will be showing the number of Experience Points and Credits (Yellow Coins) required to unlock the next level.

Only 3 patterns of level-up requirements for primaries and secondaries exist in this game.

Pattern 1[]

Level-up requirements
Level 2 3 4 5 6 7 8
XP 150 250 400 550 550 600 600
Credits (yellow coins) 150 500 750 1000 1000 1250 1250
Level 9 10 11 12 13 14 15
XP 650 650 700 700 750 750 750
Credits (yellow coins) 1500 1500 1750 1750 2000 2000 2000


This pattern applies only to the following weapons:

  1. Tier 1 Primary Weapons (Scout Rifle, Compact SMG, and Shotgun)
  2. Crossbow (has only the first 12 levels)
  3. Thumper GL (has only the first 10 levels)
Pattern 2[]

Level-up requirements
Level 2 3 4 5 6 7 8
XP 200 350 550 750 750 800 800
Credits (yellow coins) 150 500 750 1000 1000 1250 1250
Level 9 10 11 12 13 14 15
XP 850 850 900 900 950 950 1000
Credits (yellow coins) 1500 1500 1750 1750 2000 2000 2000


This pattern applies to most weapons in the game:

  1. Tier 2 and Tier 3 Primary Weapons (except the Crossbow)
  2. The Double-Barreled Shotgun (Dunali SxS)
  3. The Casull 6 Revolver (has only the first 13 levels)
Pattern 3[]

Level-up requirements
Level 2 3 4 5 6 7 8
XP 100 175 275 375 400 400 425
Credits (yellow coins) 150 500 750 1000 1000 1250 1250
Level 9 10 11 12 13 14 15
XP 425 450 450 475 475 500 500
Credits (yellow coins) 1500 1500 1750 1750 2000 2000 2000


This pattern applies to secondary weapons except the Double-Barreled Shotgun, Revolver, and Thumper GL. They are:

  1. Pistol (1911 Protector)
  2. Machine Pistol (Geist 17MP)
  3. Compact Shotgun (S890 Shorty)
  4. Senjata PDW

Silenced Weapons[]

Most weapons can be upgraded to have a suppressor attached to them. The suppressor makes a weapon silent, meaning that shooting it will not cause nearby idle zekes to immediately get up from the sound. It also avoids alerting a horde of zekes outside of swarm sequences of the Co-op Campaign.

The Thumper GL, the Flare Gun, and all Heavy weapons never get silenced. The rest of the weapons get a silencer at the following level:

It is important that at least one silent weapon is carried by everyone as alerting the masses early in a game means having to deal with more problems that could have been avoided entirely. Learn to avoid confrontation and pick off enemies from a safe distance using whatever silenced weapon you are carrying. Most survivors start with a secondary weapon that is already equipped with a suppressor, so use it to avoid needless fighting. In the harder difficulties, where zekes appear in even greater numbers and deal more damage per hit, the last thing you want to do is blindly run around guns blazing. It is the most irresponsible thing you can do not just for yourself but also for your team. By not practicing stealth during the moments when zekes do not seem to be aware of your presence, you end up putting everyone at unnecessary risk.

Melee Weapons[]

All survivors carry a melee weapon with them. Melee weapons are used mostly as a last resort, for ammo conservation, or to deliver a melee finisher. If survivors run out of ammo, this will become their only weapon to kill enemies. They also push enemies who are very close back a bit in a small radius around them. Melee weapons do not break, meaning they have infinite use, but their use is balanced out by the survivor's fatigue bar which affects their targeting ability and how fast they can swing their weapon. Relying too much on your melee weapon can leave you vulnerable when surrounded.

It is possible to skip the remainder of a reloading animation for a weapon in the primary or secondary slot by swinging a melee weapon at the correct moment. This moment is halfway through the reloading process for most weapons, with the exception of the Light Automatic Weapon: 75% (3 quarters of the progression bar). This animation-cancelling mechanic saves time and lets the player proceed to kill the Zeke with primary and secondary weapons faster.

Excluding the default melee weapon, when swung enough times, survivors will perform a signature strike. A signature strike is an attack that usually has a special effect dependent on the melee weapon's stats. A signature strike is always accompanied by a red streak that trails behind the weapon as it is swung.

In the base game, all the melee weapons are one-handed, and there is no difference in how they function, meaning the choice of weapon is purely cosmetic. In the Aftermath game expansion, the different melee weapons that can be unlocked or purchased are separated into three categories: light, medium, and heavy. In addition, each weapon other than the starting Machete has one or more perks specific to that weapon, so players should always choose another melee weapon over the Machete if they are playing with the expansion.

Light Melee Weapons[]

Light melee weapons are dual wielded, attack quickly and give you more melee stamina to do more attacks, but each attack does less damage. They have the smallest push cone out of all the melee weapons.

Medium Melee Weapons[]

Medium melee weapons are one-handed and have balanced stats across the board. All the melee weapons from the base game fall into this category.

Heavy Melee Weapons[]

Heavy melee weapons are two-handed, do more damage per attack and can hit two targets per swing, but their attacks are slow. They also have the largest push cone.

Equipment[]

Players are provided with equipment that is dictated by the class they choose to play as. Equipment can be replenished by collecting equipment bags. Some of the class' perks can change the type of equipment you use given that the class chosen has more than one option to choose from. Not all of these equipment items can be considered weapons in the traditional sense as some are used, sometimes exclusively, for support purposes only.

Defense Systems[]

Finally, there are defense kits containing special defense systems that can be of great help during a zombie swarm. While powerful, these specially-created weapons must be set up in a predetermined location in an area that is going to face large waves of undead. Choose the location of a defense system carefully and wisely as once it is placed down, it cannot be moved elsewhere. Much like heavy weapons, these defense systems have unmatched power/durability but once they are used up, they are unable to be recovered.

Tier I Tier I Weapons:[]

Primary[]

Scout Rifle Lv 1 Icon

Compact SMG Lv 1 Icon

Shotgun Lv 1 Icon

Secondary[]

Pistol Lv 1 Icon

Machine Pistol Lv 1 Icon

Secondary (Cannot be upgraded)[]

Flaregun Icon

Tier II Tier II Weapons:[]

Primary[]

Assault Rifle Lv 1 Icon

Sporting Carbine Lv 1 Icon

Classic Battle Rifle Icon

Classic Bullpup Rifle Icon

Paladin LMG Icon

SMG Icon

Combat Shotgun Icon

Sniper Icon

Secondary[]

  • PDW (Senjata PDW)

Senjata PDW Icon

Compact Shotgun Icon

Dunali SxS Icon

Revolver Icon

Tier III Tier III Weapons:[]

Primary[]

Assault Carbine Icon

Battle Rifle Icon

Bullpup Rifle Icon

ACW-20 Icon

Advanced SMG Icon

Special SMG Icon

Assault Shotgun Icon

Crossbow Icon

Multi-Barreled Shotgun Level 1 Icon

Repeating Rifle Level 1 Icon

Secondary[]

Grenade Launcher Lv 1 Icon

Heavy Pistol Level 1 Icon

Melee Weapons:[]

*See Melee Weapon page.

Light Melee Weapon[]

Dual Knives Icon

Dual Sickles Icon

Dual Cleavers Icon

Dual Sai Icon

Medium Melee Weapon[]

Machete Icon

Wakizashi Icon

Lobo Icon

Tomahawk Icon

Hammer Icon

Fire Axe Icon

Baton

Heavy Melee Weapon[]

Heavy Fire Axe Icon

Baseball Bat Icon

Sword Icon

Sledgehammer Icon

Tier V Heavy Weapons:[]

*See Heavy Weapons page.

Payload Rifle Icon

RPG Launcher Icon

Machinegun Icon

  • MGL (Hailstorm MGL)

MGL Icon

Heavy Assault Shotgun Icon

Chainsaw Icon

Flamethrower Icon

Multi-Shot Rocket Launcher Icon

Equipment:[]

*See Equipment page.

Frag Grenade Icon

Masking Gas Grenade Icon

Molotov Cocktail Icon

C4 Icon

Claymore Mine Icon

Supply Bag Icon

Stun Gun Icon

Stim Pistol Icon

Quadrocopter Icon

Defense Systems[]

*See Defense Systems page.

         Automatic Turret Icon

         Barbed Wire Icon

         Fence Icon

         High Voltage Grid Icon

         Mortar Icon

         Stationary Machinegun Icon

Notes[]

  • All firearms and heavy weapons have a general or generic name that briefly describes the kind of weapon it is. Their lore/real name appears on the activity feed whenever you pick it up. Viewing a weapon in weapon customization or the weapon's page of the Collection will also show the pair of names.
    • Melee weapons change the real name whenever a different one is chosen in customization but always keeps the same generic name of "Melee Weapon."
    • All types of equipment do not have other names, though a few have shortened names that can be seen when approaching an equipment bag or looking at the activity feed after refilling the equipment.
    • Defense systems do not have any other names too. However, a few will display a shortened version of their name when approaching a spot where they can be placed.
  • Oddly, the Flaregun, Machinegun, and Stationary Machinegun all conjoin the word "gun" together with the previous word. However, the Stun Gun equipment is exempt from this naming convention.

Trivia[]

  • Practically all of the actual names for the Tier I, II, III, and heavy weapons is either an alteration of an existing name for a real world weapon model or a made-up one. Almost all of the guns are designed and largely based off their real-life counterpart (with more than a couple including elements from different guns as well), but the specific names for them were lightly changed, likely to avoid trademark infringement.

Legacy[]

Before the Horde Mode XL update (released on January 24, 2023) that redesigned the game's weapon system, most weapons were capped at level 5. They had at least 1 branch of pre-defined upgraded versions. Some of the weapons had 2 or 3 branches. The 3rd branch had unique versions of the weapon that could be bought for Challenge (Blue) Coins or unlocked by completing certain challenges. Some unique weapon versions were bundled with DLCs and would get unlocked right from the start, without any extra requirements.

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