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.
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 ↗

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
- ZED ZONE store page ↗ — 40+ attachments, 200+ craftable items.
- ZED ZONE news hub ↗ — weapon and ammo changes.
- ZED ZONE Community guides ↗ — weapon tables.
- ZED ZONE on SteamDB ↗ — build history.
More ZED ZONE Guides
ZED ZONE boss guide: the three Area Guardians, the Supreme Intelligence's three phases, the Giant Mutant Lizard, and the gear each fight demands.
ZED ZONE console commands for 1.0: how to open the console, the four working command types, and a verified item and infected ID table.
ZED ZONE crafting in 1.0: the eight workbenches, the material chain, ammo press recipes, repair kits, and the order to unlock each station.
A ZED ZONE enemies guide: every infected type, the mechs and war machines, the Giant Mutant Lizard, and the tactics that actually work against each.
ZED ZONE Far Island guide: how to repair the boat, the ten new areas, the railway power loop, and a route that reaches Area 61 without wasting trips.
ZED ZONE farming in 1.0: planting pots, twelve crops, watering and fertilizer, mushroom caves, and the recipes that make a farm worth the space.
ZED ZONE food and cooking: clean water, the campfire and hob, meal buffs, preservation, food poisoning, and the best meals before a boss.
A practical ZED ZONE 1.0 guide: what changed, which route to take first, and the systems that decide whether your run survives week one.

