
How to Fish Weapons Compendium#
Hey everyone, Long Zhui-ri here. How to Fish’s arsenal is every bit as absurd as its gameplay: knuckle dusters, assault rifles, dynamite, sniper rifles… when you’re fighting fish for a living, you pull out whatever works. This compendium covers every weapon’s power, acquisition, and best use in one pass.
1. The Full Weapon Table#
| Weapon | Class | Acquisition | Power | Role |
|---|---|---|---|---|
| Fists | Melee | Starting | ★ | Transition |
| Knife | Melee | Early purchase | ★★ | Ammo-saving melee |
| Pistol | Sidearm | Early | ★★★ | Balanced all-rounder |
| Rifle | Long gun | Mid-game | ★★★★ | Mid-range mainstay |
| SMG | Long gun | Mid-game | ★★★★ | Close-range burst |
| Assault Rifle | Long gun | Fifth island | ★★★★★ | Late-game universal main |
| Sniper Rifle | Long gun | Late game | ★★★★★ | Long-range precision kills |
| Dynamite | Explosive | Mid-late | ★★★★★ | Area clearing |
2. Melee Weapons in Detail#
2.1 Fists#
| Item | Detail |
|---|---|
| Role | Starting from nothing |
| Strengths | Zero cost |
| Weaknesses | Low damage |
| Use for | Clearing small fish |
| Rating | ★ - transition only |
2.2 Knife#
| Item | Detail |
|---|---|
| Role | Your first real weapon |
| Strengths | Reliable, zero ammo pressure |
| Weaknesses | Requires proximity |
| Use for | Finishing kills up close |
| Rating | ★★ - the early ammo-saver |
3. Pistol in Detail#
| Item | Detail |
|---|---|
| Role | Early-game mainstay |
| Strengths | Balanced and stable |
| Weaknesses | Modest damage |
| Use for | Routine catch processing |
| Attachments | Scope, muzzle, extended mag, laser |
| Rating | ★★★ - a must-buy |
4. Rifle in Detail#
| Item | Detail |
|---|---|
| Role | Mid-game mid-range firepower |
| Strengths | Stable trajectory, solid damage |
| Weaknesses | Pricier |
| Use for | Medium-large fish, elites |
| Attachments | Scope, muzzle, extended mag, laser |
| Rating | ★★★★ - mainstay material |
5. SMG in Detail#
| Item | Detail |
|---|---|
| Role | Close-range suppression |
| Strengths | Fast fire rate, forgiving |
| Weaknesses | Short range, hungry for ammo |
| Use for | Fish swarms, gull flocks |
| Attachments | Scope, muzzle, extended mag, laser |
| Rating | ★★★★ - king of close range |
6. Sniper Rifle in Detail#
| Item | Detail |
|---|---|
| Role | Late-game precision kills |
| Strengths | One-shot at range |
| Weaknesses | Little ammo, unforgiving |
| Use for | High-value targets |
| Attachments | Scope, muzzle, extended mag, laser |
| Rating | ★★★★★ - the ceiling |
7. Dynamite in Detail#
| Item | Detail |
|---|---|
| Role | Area-of-effect clearing |
| Strengths | Clears a whole patch in one throw |
| Weaknesses | Massive friendly-fire risk |
| Use for | Dense fish schools / boss phases |
| Warning | Always confirm the prompt before throwing |
| Rating | ★★★★★ - a double-edged sword |
8. How to Get Weapons#
| Source | Notes |
|---|---|
| Shop purchase | Island trading posts - the main source |
| Quest rewards | Key story equipment |
| Ground pickup | Free finds in the world |
| Skin rewards | Slot machines can roll weapon skins (cosmetic only) |
9. The Complete Power Ratings#
9.1 Rating Dimensions#
| Dimension | Meaning |
|---|---|
| Damage | Single-shot / burst damage |
| Forgiveness | Magazine and hit consistency |
| Range | Effective distance |
| Ease of use | Skill floor |
9.2 Overall Ratings#
| Weapon | Damage | Forgiveness | Range | Ease | Verdict |
|---|---|---|---|---|---|
| Fists | ★ | ★★★ | ★ | ★★★★ | Transition |
| Knife | ★★ | ★★★ | ★ | ★★★★ | Early game |
| Pistol | ★★★ | ★★★★ | ★★★ | ★★★★ | All-rounder |
| Rifle | ★★★★ | ★★★ | ★★★★ | ★★★ | Mainstay |
| SMG | ★★★★ | ★★★★ | ★★ | ★★★★ | Close range |
| Assault Rifle | ★★★★★ | ★★★★ | ★★★★ | ★★★ | Late-game universal |
| Sniper Rifle | ★★★★★ | ★★ | ★★★★★ | ★★ | Late game |
| Dynamite | ★★★★★ | ★ | ★★ | ★★★ | Double-edged |
10. Upgrading and Progression#
| Attachment | Effect |
|---|---|
| Scope | Long-range accuracy |
| Extended magazine | Better sustain |
| Muzzle | Handling and spread |
| Laser | Hip-fire aid |
| All attachments on one gun | Condition for the “Fully Equipped” achievement |
Upgrade resources come mainly from selling fish, quests, and drops. Prioritize upgrading just two guns: your main and your sidearm.
11. Recommended Weapon Path for New Players#
| Stage | Recommended loadout |
|---|---|
| Opening | Fists + pistol |
| Early | Pistol + rifle |
| Mid-game | Rifle + SMG |
| Late game | Sniper + dynamite |
12. Loadouts by Scenario#
| Scenario | Loadout |
|---|---|
| Fishing shifts | Pistol is enough |
| Gull flocks | SMG |
| Elite enemies | Kite with the rifle |
| Boss fights | Sniper + dynamite |
| Final island | Swap between everything |
13. Collection Advice#
| Advice | Why |
|---|---|
| Don’t buy everything | Resources are finite |
| Follow a build | Specialize in two families |
| Elites first | Every island has strong enemies |
| Save ammo | Reserve it for key fights |
14. Common Weapon Questions#
| Question | Answer |
|---|---|
| Which is best? | The sniper, late game |
| What to buy first? | A pistol to transition |
| Is dynamite worth the risk? | Area clearing is irreplaceable |
| Can I collect them all? | Yes - accumulate resources slowly |
15. Summary#
| Point | Conclusion |
|---|---|
| Early game | The pistol rules |
| Mid-game | The rifle is your main |
| Late game | The sniper ascends |
| Critical moments | Dynamite clears the field |
| Iron law | Check where your teammates are before firing |
16. Advanced Weapon Handling#
| Handling item | Advice |
|---|---|
| Recoil | Control long-gun sprays |
| Reloading | Hug cover in high-pressure fights |
| Hits | Lead moving targets |
| Ammo | Keep main and sidearm in different calibers |
17. Collection Notes#
| Item | Advice |
|---|---|
| Full completion | Track unlock materials |
| For fun | Dynamite meme runs |
| Hidden weapons | Found through exploration |
– Long Zhui-ri, NTGame Chief Editor