Weapons are an important element of Brawlhalla. Each weapon has a different moveset and each character has access to two weapon types. Weapons work similarly for every Legend that uses them, but each Legend has a set of 3 Signature Moves, or "Sigs" as they are frequently called, for each weapon, a set of distinct heavy attacks that are exclusive to a Legend. No two Legends have the same usable weapon combination.
Weapon pickups will appear in the form of a sword of fire (with a color corresponding to the map) and will give a character one of its two available weapons. These pickups will continuously spawn throughout the match and will always spawn above a platform in mid-air before falling and landing on the platform. If a pickup is left untouched for about 30 seconds, it will despawn. Pickups can be grabbed immediately once spawned.
The first time a player picks up a weapon during a match, they will receive one of their weapons at random, and every time after that will give them whichever weapon they didn't pick up the previous time.
List of Weapons
(In order of release date)
Grapple Hammer - A bulky brute-force weapon with a few grappling properties.
Sword - A short-ranged melee with an arsenal of rapid, small attacks with decent knockback.
Blasters - A dual-wielded gun-like weapon with long-range attacks that can be strung together.
Rocket Lance - A rather invasive weapon with a lot of power. Very useful in aerial situations.
Spear - A quick weapon with a relatively far range that can easily knock opponents around.
Katars - A fast, close-range, dual knife-like weapon, with attacks that have little knockback but can be easily strung together.
Axe - A big, relatively slow, heavy-hitting weapon with large knockback.
Bow - A ranged weapon with a projectile that shoots out surprisingly fast.
Gauntlets - A fast, close-range, low damage weapon with light attacks that easily connect with other attacks that physically move your opponent.
Scythe - A weapon that features “Active Input” on a number of its attacks, most possessing grappling effects, for unpredictable combos.
Cannon - A heavy-hitting weapon with surprisingly nimble blows and a wide range of attack.
Orb - An unconventional magic-based weapon that's easy to control with quick attacks.
Greatsword - A large, two-handed sword with a unique moveset that allows for powerful light attacks and many string possibilities.
If a character takes too much damage or is attacked with way too much force, the weapon they are holding may fall off their hands, leaving the player completely unarmed.
A weapon can also be thrown by its user, causing damage to anyone it hits. This is useful in case the player grabs a weapon for a character but doesn't want to use it now, or simply prefers the other weapon which that character has. Any thrown weapon can be caught by the player who threw it, allowing them to reuse it, so long as they are not holding a gadget, another weapon, or in the midst of attacking. Once the thrown weapon begins to despawn, there is a time window of about 30 seconds for the weapon to be picked up before it disappears completely.
Weapons that one might expect to have ranged attacks, like Blasters or Bow, do not work how one might think at first glance. These weapons do not offer any more range than other weapons. If this was the case, evasive players would have an advantage if they used them. Instead, these weapons offer unique attacks for a multitude of strategies rather than the conventional "point-and-shoot" tactics. The blaster and the bow have a set range on their attacks with a space in between the weapon and projectile that doesn't register any damage. This effect is more apparent on blasters.