Showdown Weapons and Tactics
How weapons work in Peach Creek Showdown: the classes and their damage, the sword guard and parry, the Dexbot push and the shrinking wall.
Updated 2026-11-06pvpshowdownweaponstacticspeach creek
In Peach Creek Showdown your equipped weapon keeps its look but not its stats. Every weapon in the game is sorted into one of a few classes, and each class deals a fixed percentage of the target's maximum health. Item level, rarity and enchantments make no difference. Only the class and your aim do.
This page lists the numbers and explains the three things that decide matches: the sword guard, the Dexbot and the wall.
Weapon classes
All 756 weapons belong to a class: 179 are swords, 208 are shotguns and 369 are firearms (282 pistols, 67 rifles, 20 machine guns). The weapon plate at the bottom right of the screen shows which one you are holding.
| Class | What counts | Body hit | Head hit | Rate | Magazine / reload | Reach |
|---|---|---|---|---|---|---|
| Sword | Melee weapons: swords, bats, clubs, hammers, axes | 45% per slash, up to 3 enemies | same | a swing every 0.45 s | none | 3.5 m |
| Shotgun | Shatterguns | 9% per pellet, 8 pellets (72%) | 18% per pellet | a shot every 0.7 s | 6 shells / 1.9 s | 25 m |
| Pistol | Pistols, rocket launchers and thrown weapons | 22% | 55% | semi-automatic, up to about 4 shots a second | 12 / 1.2 s | 90 m |
| Rifle | Rifles | 16% | 40% | automatic, about 9 shots a second | 30 / 1.6 s | 90 m |
| Machine gun | A small set of rapid-fire guns | 12% | 30% | automatic, about 12 shots a second | 60 / 2.4 s | 90 m |
Notes:
- An empty hand is a plain Blaster, which plays as a pistol. You are never unarmed.
- Rocket launchers and thrown weapons fire single pistol-class shots in the arena. The Gravy Boat Blaster and the Gilded Chicken Gun are pistols too.
- Shotgun damage falls with distance. Pellets do full damage out to 8 m, then fade to 40% at 20 m and beyond.
- Swords have no head bonus. A slash sweeps a 70 degree arc in front of you.
- Guns have spread. It grows as you hold the trigger and when you move or jump. The first shot after a pause is exact. Holding the right mouse button zooms in and tightens the spread.
- Teammates cannot be hit.
How many hits a knockout takes from full health, with no bonuses in play:
| Class | Body hits | Head hits |
|---|---|---|
| Sword | 3 slashes, or a lunge and a slash | - |
| Shotgun | 2 close shots | 1 close shot with most pellets on the head |
| Pistol | 5 | 2 |
| Rifle | 7 | 3 |
| Machine gun | 9 | 4 |
Changing weapons mid-match
Open your inventory and equip something else. Your class changes with it. You cannot fire for a moment after a swap, and weapons can be changed at most once a second, so swap behind cover.
The sword
Swords trade range for the hardest hits and the only defence in the mode.
| Move | Input | Effect |
|---|---|---|
| Slash | left mouse / FIRE | 45% of maximum health to up to three enemies in the arc |
| Lunge | right mouse / LUNGE | A 7 m dash that hits the first enemy in its path for 65%. 3 second cooldown |
| Guard | F / GUARD | Raises the blade for 0.65 seconds. 3 second cooldown |
Guard blocks 70% of the damage that comes from the front, in a 120 degree cone, from any weapon. You cannot attack while guarding.
Parry: if a melee hit lands in the first 0.2 seconds of your guard, it does no damage at all and the attacker is staggered for 0.4 seconds. That is your opening for a slash.
Guard does nothing against hits from behind or against the wall.
The Dexbot push
Dexbot Q-22 starts in the middle of the cul-de-sac street. Each team has a goal 30 metres away at the far end, behind the enemy.
- Stand within about 6 metres of the Dexbot to escort it. It rolls toward the enemy goal.
- More escorts push faster: 1.5 m/s with one, 1.75 m/s with two, 2 m/s with three. Extra players beyond three add nothing.
- One enemy within range contests the bot and stops it dead. "Contested! Clear enemies off the bot."
- Knocked-out players and players still under their respawn shield do not count as escorts.
- Reach the enemy goal and your team wins the round at once.
An uncontested solo push from the middle takes 20 seconds. That is fast, so somebody on your team must always watch the bot.
If the round runs to 10 minutes, the team that pushed the bot furthest past the middle wins. Even a push that was beaten back counts.
The wall
A green wall of fusion energy surrounds the fight and closes in stages on the Eds' cul-de-sac.
| Round time | Wall |
|---|---|
| 0:00 to 0:45 | Holds around the whole of Peach Creek Commons |
| 0:45 to 1:25 | Shrinks to a little over half its size |
| 1:25 to 1:50 | Holds |
| 1:50 to 2:25 | Shrinks to about a quarter of its starting size |
| 2:25 to 2:45 | Holds. "Final circle! Get inside the gates!" |
| 2:45 to 3:15 | Shrinks to its final size, just inside the Eds' walls |
| 3:15 onward | Holds at the final size for the rest of the round |
- Outside the wall you lose 4% of your maximum health every half second. From full health that is a knockout in about 12 seconds.
- Wall damage ignores the sword guard and the outnumbered bonus.
- If the wall finishes you, the last enemy who hit you in the previous 10 seconds gets the knockout.
- The HUD shows the time to the next move, and an arrow with the distance when you are outside.
Both goals and both spawn areas are inside the final circle, so the last minutes are always fought over the Dexbot. The only entrance through the cardboard walls is the big gate on the west side. If you are outside the walls when the final warning sounds, start walking.
Respawns and the shield
You respawn after 3 seconds (2 if your team is outnumbered) on your own side, with full health and a 1.5 second shield. Shots at a shielded player do nothing. Firing drops your own shield, so use the time to get to cover or to the bot.
Tactics
- Play the bot, not the scoreboard. A team that wins every duel can still lose in 20 seconds to one unnoticed pusher.
- Contest first, fight second. Stepping next to the Dexbot stops it. Then deal with the escorts.
- Mix your classes. A sword near the bot, a shotgun covering the houses and a rifle down the street cover every range.
- Shotguns own the street corners. Inside 8 metres two shots are enough. Past 20 metres switch to something else.
- Swords should guard the first hit. Raise the guard as a sword enemy commits, take the parry and answer with a slash.
- Lunge to close, not to open. A missed lunge leaves you with a 3 second cooldown in someone's sights.
- Aim for heads with pistols. Two head shots end a fight that takes five body shots.
- Short bursts. Automatic fire spreads quickly. Tap, pause, tap again for exact shots.
- Keep one life in hand. A team with any lives left can still push.
- Outnumbered is not lost. The smaller team hits harder, takes less and heals on every knockout.
