Weapon mechanics determine whether a Human action creates safety or creates an opening for a Raytraxian. Test start-up, reach, active contact, recovery, cooldown, durability, target response, and loss conditions separately. An old damage table cannot replace those decisions.
Action cycle
Start-up is the period before the weapon can connect. Active contact is the useful hit window and reach. Recovery is the time after commitment before movement or another action becomes safe. Cooldown is the game’s separate readiness control, community-reported with a blue indicator.
Record a miss and a hit. Some feedback can differ. Do not press repeatedly during cooldown; use the time to reposition and track a second opponent.
Durability and loss
Many weapons are community-reported with a green durability resource. Exact use count can differ by weapon and update. Test whether hits, misses, thrown actions, or special abilities consume it.
Community item rules also report loss on death, infection, leaving, trashing, or breaking for many carried objects. Check one weapon class at a time. A skin unlock can persist even when the physical weapon does not.
Grab interruption
Community guidance says most weapons can interrupt a Grab. This depends on action readiness, angle, range, timing, target behavior, and other opponents. Practice in a private server with one Human, one Raytraxian, and no event.
Begin the grab from a repeatable distance. Swing at different visible phases and record success, failure, and both players’ recovery. Then add a second Raytraxian only after the one-on-one result is understood.
Knockback, stun, and ragdoll
These effects are not synonyms. Knockback moves the target. Stun prevents action for a period. Ragdoll changes body control and position. A hit reaction may only show that contact occurred.
Knockback
Use the created distance to leave. Check whether walls or edges change the outcome.
Stun
Confirm the target cannot act rather than relying on one animation. Do not guess duration.
Ragdoll
Track recovery position and whether teammates can interact during the state.
Hit reaction
Do not overcommit when the target can immediately act again.
Range, arcs, and target count
Model size does not guarantee actual reach. Test front, side, and doorway angles. If one swing appears to contact several targets, repeat with controlled spacing before calling it multi-target.
Thrown items need separate tests for projectile path, consumption, retrieval, collision, and miss cost. Taser-like control needs line-of-sight and target restrictions checked.
Skins and feedback
Community sources generally describe weapon skins as statistically equivalent. A skin may change sound, trail, or impact effect, which can alter perceived timing. Test mechanics with the base appearance, then compare the skin without changing target or server.
Current test record
Record weapon, skin, source, server event, target form, start distance, hit or miss, control result, cooldown feedback, durability change, recovery, and date. Repeat after balance updates.
All broad mechanics are community corroborated from Kaiju Paradise documentation checked August 13, 2026. Exact damage, seconds, uses, ranges, and target limits are deliberately left for current controlled tests.
Comparing two weapons fairly
Use the same server, Human player, target form, room, event, starting distance, and skin state. Test one miss and one hit with each weapon, then compare recovery and control before damage. Reset durability or obtain fresh copies where possible. If one weapon is thrown or consumed, include replacement cost and retrieval in the comparison. A weapon can be better for rescue, doorway control, or escape without being universally stronger. Report the situation where the difference matters instead of publishing a single unsupported tier.