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There are a variety of weapons and items you have access to in-game, ranging from health kits and grenades to bows and rifles. There are three main categories you can separate weapons and items into:

  • Primary Weapons: These are likely the main weapons you will be using. There is a much wider variety of options you can choose from than secondary weapons
  • Secondary Weapons are designed to compliment primary weapons, but they also work well without primary weapons. They are usually used as backup in case you miss hitting a player and run out of ammo with your primary weapon. Most of the secondary weapons require at least some skill to use correctly.
  • Items can be found in boxes located around the various maps, and can either be used to deal damage or heal yourself. When you collect an item, there's a cooldown before the box respawns and the item can be collected again. Items collected cannot stack. Ex: You have shurikens but then you collect grenades; your item becomes grenades instead of shurikens. This applies to ALL items (except the health box).

Primary Weapons[]

Name Class Image
Shotgun Tactical Shotgun-0
Rifle Assault Rifle-0
SMG Tactical SMG
M79 Explosive M79-0
Barrett Precision Barrett-0
Shock Rifle Unconventional Shock
Pulse Gun Unconventional Pulse Gun
Flamer Tactical Flamer
Lasergun Suppressive Lasergun
Link Gun Unconventional Link Gun
AK-47 Assault AK-47
Minigun Suppressive Minigun
X75 Explosive X75
Avenger Explosive Avenger
Carbine Precision Carbine
M60 Unknown (Likely Suppressive) M60
Uzi Unknown (Likely Tactical/Assault) Uzi
Fists N/A Fists


Secondary Weapons[]

Name Image
Chainsaw Chainsaw-0
Ball Ball
RPG RPG
Deagles Deagles
MAC-10 MAC-10
Bow Bow - Fully Drawn
Boomerang Boomerang

Items[]

Name Image
Shuriken CombatShurikenBox CombatShuriken
Hand Grenade Hand Grenade Box Hand Grenade
Cluster Grenade Cluster Grenade Box Cluster Grenade
Snowballs Snowballs Box Snowballs
Health Box Health Box

Trivia[]

  • It is important to note that damage is calculated using the formula of "bullet_linear_momentum * bullet_damage_multiplier * bodypart_multiplier", which is influenced by 'Continuous Collision Detection', which is described by Buizerd to be "when the velocity of objects and the distance covered between timesteps exceeds the size of targets. Naive physics implementations might check for bullet collisions discretely, each timestep, checking if the bullet geometry is intersecting target geometry. The problem with this is that if the bullet is fast enough, then one frame it will be in front of the target, and the next it will already have passed the target, so the geometry intersection doesn't work. It needs to keep in mind the actual continuous path that the bullet is tracing." Essentially, hitscan.
  • It is also important to note that CCD is why "ghost damage" occurs: as described by Buizerd, it is "[the] delay between game state updates or when the client runs at lower framerates and thus has greater time delta between frames, that can result in a local game state that differs enough from the server game state where it might think there are collisions..."
  • The only weapon that is both primary and secondary are your Fists.
  • Snowballs are the only throwable weapon/item that you cannot kill yourself with.
  • The Barrett is the most commonly used weapon in Ninja.io, with 185,073,278 kills, followed by the Hand Grenade with 29,241,409 and the M79 with 28,202,653. (19.12.23 D.M.Y)
  • The least used non-fist weapon is the Uzi, with 928,859 kills.
  • Fists have only 449,979 kills to their name.
  • Weapons have a habit of not making sense, visually.
    • The MAC-10 lacks a magazine
    • The Barrett's visual magazine is significantly larger than it is ingame
    • The M60 lacks both a magazine/belt and a grip
    • The Rifle's dust cover (?) is closed, despite the fact that in every reasonable situation it would be open
    • Boomerangs do not work like that, and neither do the "spinning glaives" they appear to be based off of
    • Neither the Flamer, Linkgun, Lasergun, Pulse Gun or Avenger appear to have a trigger where it looks like a trigger should be
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