ZED ZONE Weapons List and Ammo Types

Every ZED ZONE weapon family and ammo type in 1.0: melee, pistols, SMGs, rifles, shotguns, bows, air guns, heavy weapons, and what each calibre feeds.

Last Updated: 2026-11-08

ZED ZONE's weapon list is wider than the store page suggests: roughly a hundred gun entries once you count variants and handmade versions, plus melee weapons, bows, crossbows, air guns, and explosives. This page is a catalogue, not a ranking. Use it to identify what you found, what it eats, and which family is worth repairing.

The best weapons guide→ ranks them by stage; the tier list→ ranks them by role.

Official source: ZED ZONE on Steam ↗

ZED ZONE weapon workbench with a Winchester rifle
ZED ZONE weapon workbench with a Winchester rifle

Capacity wins long fights

Damage per shot looks good on a table, but the M249 and American 180 stay useful because they keep firing while a bolt-action is reloading.

Melee

Melee splits into tools, blades, blunt weapons, and polearms.

Family Examples Notes
Axes Stone axe, iron axe, fire axe Chop wood, break doors, solid damage
Hammers Stone hammer, iron hammer, tool hammer Blunt damage, repair work
Pickaxes Stone pickaxe, iron pickaxe Mining and salvage
Blades Machete, iron machete, katana (Breeze / Red / Ji) Fast, flesh-focused
Blunt Baseball bat, mace bat, golf club, pan Stagger and crowd control
Polearms Wooden spear, metal spear, long spear, trident Reach, low durability
Utility Crowbar, wrench, fire torch Repairs, light, crate opening

The fire axe (88 damage) is the best hybrid: weapon, wood tool, and door opener. The Katana Ji lists 198 damage, the highest among katanas, with 0.9 speed and 1.2 reach. The mace bat lists 118 damage and is the best blunt weapon for players who want stagger without a blade.

Melee attachments are consumables: combustion adds fire, electrify adds shock, and puncture adds armour penetration. Each has limited charges and needs fuel, a battery, or nails to recharge.

Pistols and revolvers

Weapon Calibre Damage Magazine
Glock 19 9x19 90 17
Glock 18 9x19 84 30 (full auto)
Colt M1911 .45 108 17
2011 Combat Master .45 128 17
S&W 929 9x19 105 8
Ruger GP100 .22 .22LR 98 10
Ruger MK IV .22LR 84 12
Pathfinder .22 .22LR 72 6
.25 PCP pistol .25 pellet 128 6
Wrist breaker .50 320 2

The Glock 19 is the default sidearm: common, light, and cheap to feed. The 2011 Combat Master is the best all-round pistol if you can find one. The wrist breaker is a two-shot hand cannon; it is a novelty until a Breaker is on top of you.

SMGs

Weapon Calibre Damage RPM Magazine
MP5-K 9x19 72 800 30
B&T MP9 9x19 90 900 30
Uzi 9x19 60 600 30
KRISS Vector .45 72 857 15
American 180 .22LR 96 1000 110

The MP5-K is the early favourite. The B&T MP9 has a higher fire rate and better damage but a shorter effective range. The American 180 is a .22LR hose with a 110-round drum; it is the cheapest way to spray a hallway, and it will empty your ammo box in seconds.

Rifles

Weapon Calibre Damage RPM Magazine
AR-15 5.56 90 800 30
ARX100 5.56 108 750 25
AK-47 7.62x39 108 500 30
MK47 7.62x39 105 600 30
VSS 9x39 102 800 30
Tavor SAR 5.56 105 1200 25
Ruger 10/22 .22LR 81 300 10
Ruger American .300 243 50 5
Ruger M77 .300 / 7.62 132 120 4
Winchester Model 70 .300 297 100 5
GM6 Lynx .50 BMG 1020 120 5

The AR-15 is the baseline. The AK-47 trades rate of fire for per-shot damage and cheaper ammo in some regions. The VSS is the quiet option. The Winchester and the GM6 Lynx are precision tools; the Lynx is the only gun that reliably one-shots heavy mechs.

Shotguns

Weapon Damage RPM Capacity
Remington 870 282 120 4+1
Double-barrel 360 600 2
Survival shotgun 330 273 1
Triple-barrel 350 600 3
Striker 300 150 12
Handmade shotgun 420 — 1

The Remington 870 is the best all-round shotgun. The double-barrel has the highest practical burst and the worst reload. The Striker is a 12-round drum-fed shotgun that solves a crowd but eats shells. The handmade shotgun lists 420 damage but is a single-shot break-action; it is a last resort.

Bows, crossbows and air guns

Quiet weapons fall into three families:

  • Bows — wood bow (196), compound bow (248). Silent, recoverable arrows, slow.
  • Crossbows — wood (168), iron (198), mechanical (150), compound (320). Higher damage, slower reload, better for corridors.
  • Air guns — airbow (380), mechanical airbow (300), .25 and .50 PCP rifles and pistols. Cheap pellets, low noise, but pumping and weapon failures can injure your arm.

The compound crossbow (320 damage) is the best silent single-target weapon in the game. The airbow (380) hits harder but is bulkier and has a single-shot cycle. Air guns are a budget option, not a replacement for a rifle.

Heavy and energy weapons

Weapon Damage Ammo Source
Railgun 380 Metal disc Military loot
Laser gun 600 Energy cell War Robot
Tesla gun 400 Energy cell War Robot
M230 giant gun — 40mm Rare
China Lake — 40mm Rare
Milkom rotary grenade launcher — 40mm Rare

Energy weapons use cells with very high capacity numbers but slow recharge or scarce drops. They are trophy weapons: excellent against a single armoured target, awkward against a crowd. The grenade launchers are area tools; do not fire them indoors unless you want to rebuild the room.

Explosives and throwables

  • Frag grenade — reliable area damage.
  • Molotov — fire, area denial, the best anti-horde throwable.
  • Bottle bomb — improvised explosive.
  • Tin can bomb — small shrapnel charge.
  • Flashing bomb — distraction and stun.

Traps are separate: landmines, handmade landmines, high-explosive landmines, spike traps, animal traps, and firework launchers. The base defense guide→ covers placement.

Ammo types

Calibre Feeds Notes
.22LR 10/22, Pathfinder, Ruger MK IV, American 180 Cheapest rifle ammo
9x19 Glock, MP5-K, MP9, Uzi, S&W 929 Common pistol/SMG ammo
.45 M1911, 2011, Vector Strong pistol ammo
5.56 AR-15, ARX100, Tavor, M249 Mid-game rifle standard
7.62x39 AK-47, MK47, RPK Hard-hitting, loud
9x39 VSS Suppressed rifle ammo
.300 Magnum Ruger M77, Winchester 70, Ruger American Precision hunting
.50 BMG GM6 Lynx Anti-material only
12 gauge Shotguns Expensive per shell
40mm Grenade launchers Area damage
25mm flare Flare gun Signaling
.25 pellet Air pistols and rifles Cheap, low noise
.50 slug Big-bore air guns Heavy hitting, slow
Metal disc Railgun Rare
Arrows / bolts Bows and crossbows Recoverable

Repair and durability

Guns degrade. A damaged gun can jam, and a jam in a crowd is worse than a reload. Firearm repair kits restore durability; item repair kits recharge the repair kits. Keep one repair kit per primary weapon and a backup melee weapon that does not need ammo.

The workbench can also craft attachments and ammunition. The crafting guide→ covers the station chain.

FAQ

How many weapons are in ZED ZONE?

Around a hundred gun entries counting variants, plus roughly thirty melee weapons, bows, crossbows, air guns, and explosives.

What is the most common ammo?

.22LR and 9x19 are the most common early. 5.56 and 7.62 become common once you reach military areas.

Are air guns viable?

Yes, as budget quiet weapons. They are cheap to feed and low-noise, but pumping and failures make them less reliable than a bow or a suppressed rifle.

Can I craft ammo?

Yes, at the ammo press, using materials and gunpowder. The press does not create gunpowder from nothing.

Sources

More ZED ZONE Guides