Combat and Weapons
How fighting works: weapon classes, solo and group damage, level gaps, Nano type match-ups, Weapon Boosts, and what happens when you are knocked out.
Updated 2026-10-30combatweaponsdamagenanosrevive
Fighting in FusionFall Forever is simple to start and has a few rules worth knowing once monsters get tougher. This page explains the weapon classes, how your damage is worked out, and what to do when you are knocked out.
The basics
- Click a monster to lock on to it. On mobile, FIRE picks a target for you when none is selected.
- Attack with the left mouse button or your attack key. On mobile, hold FIRE.
- Use your Nano's power with the right mouse button, or SKILL on mobile.
Your weapon decides your range, how fast you attack and how many monsters one attack can hit. You can only use a weapon whose level is not above your own.
Weapon classes
Every weapon belongs to one class. The numbers below are the same for every weapon of that class.
| Class | Range | Monsters per attack | Time between attacks | Stronger at |
|---|---|---|---|---|
| Melee (swords, clubs, hammers, claws) | 3 m | up to 3 | 1.0 s | group damage |
| Pistol | 12 m | 1 | 0.8 s | solo damage |
| Shattergun | 15 m | up to 3 | 1.0 s | group damage |
| Rifle | 16 m | 1 | 1.0 s | solo damage |
| Rocket launcher | 20 m | up to 4 in the blast | 1.5 s | group damage |
| Thrown (bombs, grenades) | 8 m | up to 5 in the blast | 2.0 s | group damage |
A few examples: the Lightning Sword is a melee weapon, the Lightning Gun is a rifle, the Bullhorn Boomstick is a rocket launcher, and the Fusion Sabers (see Fusion Sabers) are melee weapons.
Solo and group damage
Each weapon shows two damage numbers.
- Solo damage is used when your attack hits one monster.
- Group damage is used when one attack hits two or more monsters. Every monster hit takes that damage.
Pistols and rifles are single-target weapons. They can still catch up to three monsters in one attack, but each monster then takes only 40% of the weapon's group damage. Shatterguns, melee weapons, rockets and thrown weapons do full group damage.
What changes your damage
| Factor | Effect |
|---|---|
| Your weapon and level | The weapon's damage is added to the base damage of your level. |
| Enchant level | Each enchant level adds 5% to the weapon's damage, up to +50% at +10. See Enchanting. |
| Monster's defense | Tougher monsters shrug off more of each hit. |
| Monster above your level | Every level the monster is above you removes 12% of your damage. You always keep at least 40%. |
| Random spread | Every hit lands between 80% and 119% of its normal value. |
| Critical hit | About 1 hit in 20 does double damage. |
| Weapon Boosts | A boosted hit does 25% more damage. |
| Nano type | The right Nano type adds 25%; the wrong one removes 20%. |
| Monster Cards and Item Collection | Registered cards and collection items add permanent damage, defense and health. See Monster Cards and Collections. |
Monsters above your level also hit you harder: 20% more per level of difference, up to two and a half times their normal damage. Monsters at or below your level are unchanged. Fighting one or two levels up is fine; five levels up is slow and dangerous.
Nano type match-ups
Nanos and monsters each have one of three types. With a Nano out, your weapon damage depends on the match-up.
| Your Nano | Strong against (+25%) | Weak against (-20%) |
|---|---|---|
| Adaptium | Blastons | Cosmix |
| Blastons | Cosmix | Adaptium |
| Cosmix | Adaptium | Blastons |
The same triangle protects you from a monster's special attack, the big wind-up attack many monsters use:
- If your Nano's type beats the monster's type, the attack does nothing, your Nano gains stamina and the attack is thrown back at the monster. The damage number reads "Countered!".
- If your Nano has the same type as the monster, the attack does nothing. The number reads "Blocked".
- If your Nano has the losing type, you take the hit and your Nano loses stamina.
- With no Nano out, you take the hit.
Your Nano calls out whether you picked the right, wrong or same type. More about Nanos is in Nanos.
Weapon Boosts
Weapon Boosts are the charge shown next to your weapon. While you have boosts, each hit does 25% more damage and uses some of them up; stronger monsters use more per hit. Monsters of level 5 and above drop a few boosts on about one defeat in three.
Press B to switch Weapon Boosts off or on, for example to save them for a boss. The key can be changed in the COMBAT list of the key settings. Boosts are always switched on again when you log in. Where to buy more is covered in Boosts and Potions.
Rockets, thrown weapons and melee
- Rockets fire the moment you click and fly straight at the monster you are locked on to. They reach further than rifles and hit harder the further they travel, up to 50% more at full range. The blast also damages monsters standing next to the target.
- Thrown weapons land where you aim and damage up to five monsters in the blast.
- Melee swings alternate between left and right. Up to three monsters in front of you are hit by each swing.
Switching weapons
You can change the weapon in your hand in the middle of a fight, from the inventory or with the weapon swap control (see Controls). There are two limits: the weapon in your hand can change once per second, and you cannot attack for one second after a change.
Knock-out and revive
When your health reaches zero you are knocked out (KO'd). You have these ways back:
- Respawn. Press GO on the knock-out screen. You come back at the nearest Resurrect 'Em station with half your health, and your equipped Nanos are set to half stamina. Inside a Fusion Lair you come back at the lair entrance instead.
- Group revive. A group member with a revive power, such as the Way of the Dee Dee power of Dee Dee, can raise you where you fell. You get an offer that lasts 60 seconds, and you stand up with part of your health.
- Self revive. Some Nanos have a power that brings you back on the spot when you are knocked out with that Nano active. It uses up the Nano's stamina.
- Ultra free revive. FusionFall Ultra members can revive on the spot for free once every 5 minutes. See Ultra Free Revive.
A knock-out does not cost you items or taros.
Tips
- Carry one single-target weapon for bosses and one group weapon for packs.
- Keep a Nano of the right type out against bosses. A countered special attack is free damage.
- Heal Potions work from level 20; before that, rely on healing Nano powers. See Heal Potions and Bandages.
- Fight in a group for hard monsters. Everyone nearby gets credit for the kill. See Groups and Social.
