All Weapons Guide: Guns, Skills & Upgrades
Plan your ANOMALITH all weapons loadout: gun families, attachments, artifacts, ammo limits, skill combos, and upgrade steps that hold up in a Dive.
Every Dive in ANOMALITH ends one of two ways: you extract with a full case, or the Anomaly Zone keeps everything you carried in. Weapons decide which one happens — and so does the ammo you chose to leave at base. This ANOMALITH all weapons breakdown covers the gun families the game actually puts in your hands, how attachments and artifacts stack on top of them, and how to spend limited case space so your firepower survives the trip home.
There is no published damage table for every firearm, so this ANOMALITH all weapons guide compares guns by role, ammo type, and what their attachment slots will accept. Those are the details you can act on at the Workshop bench before a Dive, and they matter far more than a raw number you can't verify.
ANOMALITH All Weapons by Family
ANOMALITH is a survival third-person shooter built on a loop the game states plainly: dive, retrieve, return. That loop shapes weapon choice more than raw damage does. You are not clearing rooms for score — you are deciding how much firepower to risk inside a zone where Anomalies absorb punishment across their whole body and hit hard enough to end a run in one exchange.
| Weapon family | Loadout job | Documented detail | Main risk |
|---|---|---|---|
| Handgun | Fallback sidearm | Prototype Handgun is included as a Digital Deluxe bonus weapon | Modest stopping power against heavy Anomaly defense |
| SMG | Sustained close-to-mid pressure | Magazine extensions exist as craftable attachments tagged for SMG hosts | Category tags can fail on hybrid frames |
| Shotgun | Corridor panic button | Double-Barreled Shotgun is included as a Digital Deluxe bonus weapon | Shells consume their own case slots |
| Sniper rifle | Long-range weak-point picks | Semi-Automatic Sniper Rifle is included as a Digital Deluxe bonus weapon | Expensive per shot; rewards patience, not spam |
| High-caliber weapons | Armor punching | Appears as its own attachment category, and hybrid "high-caliber SMG" frames exist | Hybrid naming breaks attachment matching |
Because Anomalies move slowly, the reflex-shooter answer — spray at close range — is usually wrong. Distance, deliberate aim, and a clean weak-point hit beat rate of fire almost every time. A shotgun earns its slot when something closes on you in a corridor. A sniper rifle earns its slot when you want to open a fight from across a room and never let it get nearer.
Three loadout rules that hold up across the whole campaign:
- Never dive without a fallback. A handgun and its ammo cost little space and cover the moment your primary runs dry mid-arena.
- Carry one long gun for weak points and one for panic. Two roles, two guns, no overlap.
- Match ammo types to your plan. Every ammunition type is a separate item in the case, so a gun you can't feed is dead weight.
The PC release page confirms the survival-horror and extraction-shooter framing, which is exactly why inventory discipline beats collection.
Ammo and Case Space: Plan the Return Trip
The case is a grid, and it does not forgive. Grenades take a 2x2 block, so every grenade you pack is a direct trade against ammunition. Auto-sorting exists but is unreliable enough that manual placement stays the better habit — you want to know exactly where your spare shells sit when a fight goes sideways.
| Item type | Documented examples | How to treat it |
|---|---|---|
| Handgun ammo | Handgun Ammo | Light, cheap, always worth a stack |
| Shotgun ammo | Shotgun Shells | Carry only if a shotgun is in the loadout |
| Sniper ammo | Sniper Rifle Ammo | Scarce; budget shots, don't panic-fire |
| Consumables | Sedative (Medium) | One or two, not a pharmacy |
| Power items | Shooting Chip [Power +] | Short burst of output; save for elites |
| Currency | OV | Earned and spent at base, not carried as gear |
| Materials | Anomalous Objects | Fuel for weapon and gear development |
Ammo is the true budget of every Dive. If you over-pack, you surrender retrieval space for Anomalous Objects — the materials that actually make your guns better. If you under-pack, one bad arena locks you into a retreat. The greedy middle is one spare magazine's worth per weapon plus a reserve you only touch on the extraction route.
Pacing matters here too. A main-mission-only run lands around 10 to 15 hours; pursuing every side mission and pushing every weapon upgrade roughly doubles that. Plan your farming in short Dive cycles rather than one long haul, because repetition near the end of the game is where burnout starts.
Attachments and Artifacts: Where Builds Break
Attachment crafting is the most common place a build quietly dies. Attachments carry category tags — one is flagged for SMG hosts, another for high-caliber weapons — and a hybrid frame can satisfy neither. A magazine extension crafted with an SMG in mind may end up fitting nothing you own.
| Symptom | Likely cause | What to do |
|---|---|---|
| Crafted magazine won't equip | Attachment tag doesn't match the host category | Read the tag before spending materials |
| Tag says SMG, gun is high-caliber | Hybrid frame sits between categories | Test on a second gun or skip the craft |
| Unsure which gun a craft fits | The bench gives no reliable preview | Only craft once a compatible host is in the armory |
| Upgrade menu feels unusable | Effect and rarity text is missing from the list | Sort by name and track your keepers manually |
Artifacts follow the same rules and add a hoarding problem. They are standard percentage modifiers, sometimes with a passive skill attached, and they come on a rarity curve — so duplicates are guaranteed. Equip them directly or slot them into guns for stat changes.
| Artifact situation | Do this | Avoid this |
|---|---|---|
| Inventory full of duplicates | Sell the low-percentage copies for OV | Keeping every drop "just in case" |
| Better roll available | Reroll through the slot machine | Rerolling without unequipping first |
| Menu list looks scrambled | Note your equipped pieces before opening the menu | Selecting items blindly from the list |
| Modifier doesn't fit your build | Leave it banked for a second loadout | Forcing it into an active gun slot |
The trap worth repeating: equipped gear can appear in that menu and will be consumed if selected. Unequip anything you want to keep before you touch the reroll option. Gears are split across nine parts and each costume piece affects Reona's stats, while appearance can be changed without touching those stats — so build for numbers, then dress for taste.
Skills, MP, and the Gun-Skill Split
Reona has 12 unique Anomalization Skills, and guns alone will carry you only so far. Skills run on MP, which turns every fight into a resource question rather than a damage question.
| Playstyle | How MP flows | Trade-off |
|---|---|---|
| Guns only | MP sits unused | Leaves a large chunk of your kit idle |
| Alternating gunfire and skills | MP spent in controlled bursts | Requires strict ammo discipline |
| Low-HP passive regeneration | MP refills without items | Opens you to one-shot kills |
For most players, the alternating pattern is the safest ceiling-raiser: open with a skill to control the room, follow with gunfire on weak points, then retreat to reset. The low-HP regeneration route is genuinely strong but demands that you know an Anomaly's damage windows before you gamble on it.
Skills also solve the ammo problem. Every encounter you finish with an Anomalization Skill is ammunition you bring home, and ammunition you bring home becomes materials for the next weapon upgrade.
A Pre-Dive Upgrade Routine That Works
Run this before every significant Dive and the ANOMALITH all weapons systems stop feeling opaque:
- Bank first. Sell duplicate artifacts and dump spare OV at base so your case starts clean.
- Pick two roles. Choose a weak-point gun and a close-range gun; everything else stays behind.
- Feed each gun. Spend Anomalous Objects on the two weapons you actually carry, not on every frame in the armory.
- Check attachment tags against your exact host weapons before crafting anything.
- Slot artifacts by percentage, then confirm the passive skill actually suits the gun it's attached to.
- Top off ammo per type, and remember the Digital Deluxe bonus weapons on the PS5 edition come with their own supply set if you bought that version.
- Leave breathing room. A case with no free slots is a case that can't carry a good drop home.
One practical warning: retries can misbehave, with the case occasionally resizing and stranding items in slots that no longer exist. Bank spare ammo at base rather than hauling your entire stockpile into an arena you might restart three times.
FAQ
Is there a full ANOMALITH all weapons list with damage numbers? There isn't a verified roster with per-gun stats. What's documented are the families you'll actually field — handguns, SMGs, shotguns, sniper rifles, and high-caliber weapons — plus three named bonus guns in the Digital Deluxe set. Compare by role and ammo type instead of chasing unverified numbers.
Are the Deluxe Edition weapons mandatory upgrades? No. The Prototype Handgun, Double-Barreled Shotgun, and Semi-Automatic Sniper Rifle are bonus weapons that fill roles early and keep filling them if you upgrade them. A well-fed standard gun beats a neglected premium one.
Why won't my crafted attachment equip to my gun? Category mismatch. An attachment tagged for SMG hosts won't fit a high-caliber frame, and a hybrid "high-caliber SMG" can fall outside both tags. Confirm the tag matches the exact gun before you spend materials.
Should I sell artifacts or reroll them in ANOMALITH all weapons builds? Sell the low-percentage duplicates for OV and reroll only when you have a clear upgrade target. Unequip anything you're wearing first — equipped pieces can appear in that menu and get consumed.
Related Guides
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Weapon Locations and Unlock Methods
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Weapon Upgrades: Demo Guns & Resources
Plan ANOMALITH weapon upgrades: follow Base customization, improve the demo handgun, recover materials, test your setup, and manage attachments.