FragPunk is all about adrenaline-pumping battles and tactical 5v5 gameplay, where the right weapon choice can decide whether you dominate or get crushed. While it’s easy to obsess over picking the perfect primary gun, many players underestimate how crucial a good secondary weapon can be. These sidearms aren’t just backups—they can turn tight matches around or bail you out when your primary runs dry at the worst possible moment. Whether you’re grinding ranks or just trying to carry your team in Shard Clash, the popular mode where teams switch between attacking and defending with game-changing Shard Cards, knowing which secondary weapons truly shine is a huge advantage. To help you make the best pick, here’s our ranking of every secondary weapon in FragPunk, from the absolute best to those you might want to skip.
Utility Guns in FragPunk aren’t exactly known for being powerhouses, and the Burner is no exception. Like other guns in its class, the Burner struggles with low overall damage and a pretty slow time-to-kill (TTK), meaning it’s hardly the ideal choice if you’re looking to reliably finish off enemies—unless you’re landing headshots consistently. What sets the Burner apart, though, is its special ability: instead of aiming down sights, it launches a single Incendiary Grenade. This grenade creates a small fiery zone that inflicts rapid, continuous damage, perfect for blocking choke points or annoying enemies camping behind cover. While the idea sounds solid, the major drawback is that the Burner only gives you one grenade per round. With such limited utility, you’re usually better off picking another secondary weapon that’s less situational and gives you more bang for your buck.
The Smoker doesn’t exactly stand out for its raw combat stats—like other Utility Guns in FragPunk, its pistol damage leaves a lot to be desired. But what makes this weapon worth considering is its handy Smoke Grenade feature. Instead of aiming down sights, the Smoker lets you shoot out a thick smoke cloud, blocking enemy vision and creating much-needed cover during critical moments. With two grenades available per round, you get enough utility to safely block sightlines, secure objectives, or give your squad room to breathe when planting or defusing the Converter. Although it won’t help you rack up kills directly, the Smoker can definitely turn a tough match around with smart, tactical play.
Just like the other Utility Guns, the Blaster falls short when used strictly as a pistol—but its special ability makes it much more appealing than something like the Burner. Instead of aiming normally, the Blaster fires explosive grenades that pack a serious punch, and unlike its fiery cousin, you get two grenades each round instead of just one. These grenades have a surprisingly large blast radius, although opponents near the edge usually won’t take heavy damage. However, anyone caught directly on top of a grenade when it blows up is guaranteed an instant takedown. The best strategy with the Blaster is bouncing grenades around corners or into crowded objective areas. The fuse is pretty generous, so timing and placement matter—throw it smartly, and enemies won’t have enough time to escape the explosion.
The Cure-All often gets overlooked as a secondary, mostly because its standard damage is pretty underwhelming. Aiming down sights, it takes five shots to the body—or three precise headshots—to get a kill, which isn’t exactly great compared to stronger options like the Cold Shoulder or the Vicious. But the real reason players might still pick up the Cure-All is its unique hip-fire feature. Like the Highlife Sniper Rifle, it shoots three bullets at once when firing from the hip, significantly boosting its damage output at close range. Thanks to a tight bullet spread, you can reliably drop enemies in just three body shots within 10 meters, or even two headshots at about 5 meters. The downside? Beyond 15 meters, the hip-fire damage falls off fast, becoming almost useless. So while the Cure-All can be surprisingly lethal up close, you’ll want to switch to something else if mid-to-long-range engagements are your style.
Rounding out FragPunk’s Utility Guns is the Flasher—and it’s easily the most useful of the bunch. Like the rest, it doesn’t deliver much damage as a pistol, but that’s hardly the point. Its real strength lies in the ability to fire Flash Grenades by hitting the aim button, temporarily blinding any enemy unlucky enough to look its way when it explodes. Although the flash effect doesn’t last quite as long as certain hero skills—like Corona’s Hothead—it still gives you a critical advantage. With two grenades available each round, the Flasher is perfect for stunning opponents lurking behind cover or defending objectives, leaving them vulnerable for an easy follow-up attack. Just keep in mind you can accidentally blind yourself if you’re careless, and remember that Axon’s Super Freak Skill can completely ignore its effects.
Coming in second is the Cold Shoulder, the only fully automatic secondary weapon in FragPunk—and a favorite pick for newer players. It’s easy to handle, fires quickly, and doesn’t punish you too heavily for missing a few shots, making it perfect for players who prefer spraying bullets instead of carefully aiming each one. Damage-wise, the Cold Shoulder holds its own nicely, even if it’s slightly behind the Vicious or the Cure-All’s powerful hip-fire burst at close range. But where it really shines is at medium-to-long distances, consistently outperforming the Cure-All past the 10-meter mark. Plus, the damage drop-off between 20 to 60 meters isn’t that severe, so your shots still pack a decent punch even from afar. Overall, the Cold Shoulder is one of the most reliable secondary options around, giving you plenty of versatility whenever your primary runs dry.
When it comes to choosing the strongest secondary weapon in FragPunk right now, the Vicious easily takes the top spot. This gun dishes out massive damage per shot, outclassing every other semi-auto secondary by a mile. Sure, weapons like the Cure-All might rival it up close if every bullet lands, but the Vicious simply does everything better overall. It consistently drops enemies in three hits at any distance, shreds them in two shots if you mix in a headshot, and even pulls off a guaranteed one-shot headshot kill at close range (within 8 meters) assuming no health boosts from Shard Cards. Unlike the Cure-All, the Vicious also maintains its heavy-hitting damage when aiming down sights and stays pinpoint-accurate whether you’re hip-firing or picking off opponents from afar. The trade-off is clear—you’re dealing with lower mobility, a smaller mag, and a greater need for accuracy—but for players who trust their aim, the Vicious delivers unmatched stopping power as the best secondary in FragPunk.
That wraps up our ranking of every secondary weapon in FragPunk. Remember, even though primaries often steal the spotlight, picking the right secondary can seriously boost your effectiveness in tight situations and swing crucial fights in your favor. Whether you’re a sharpshooter looking for precision damage with the Vicious or someone who prefers utility plays with the Flasher, choosing wisely can completely change your impact on the game. Keep experimenting, find the sidearm that matches your style, and you’ll see your performance—and your rank—rise in no time.
Posted On: April 1st, 2025
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