Official How to Fish screenshot showing players using weapons against a landed creature

Combat equipment

Weapons & upgrade priority

Choose the firearm, melee finisher or explosive that solves the next fight. Verified numbers stay visible; undocumented shop prices remain clearly marked instead of guessed.

Last verified August 28, 2026

Complete Patch 1.0.10 list

All 8 documented weapons

Skip to purchase order ↓
Ranged5
Melee2
Explosive1
Unknown live prices2
01 · RangedForest Island

Pistol

Low-cost ranged control and early trick-shot practice.

Documented price
$50
Documented damage
25 base

A dependable first firearm that turns ordinary catches into safer, repeatable income.

Damage note

25 damage per shot before upgrades.

02 · RangedForest Island

Shotgun

Close-range burst damage against large landed targets.

Documented price
$150
Documented damage
3 base

Forgiving when a creature crowds the boat, but inefficient if fired outside its useful spread range.

Damage note

3 damage per pellet; total damage depends on how much of the spread connects.

03 · RangedRocks Island

Sniper Rifle

Flying bosses, distance kills and no-scope multiplier attempts.

Documented price
Verify in current build
Documented damage
200 base

The precision choice for Albatross and deliberate trick shots across clear sightlines.

Damage note

200 damage per shot before upgrades; the current shop price needs in-build verification.

04 · RangedVolcano Island

Assault Rifle

Sustained late-game pressure on whales and other large targets.

Documented price
$20,000
Documented damage
40 base

An expensive final-route workhorse for players who value steady output over a single trick shot.

Damage note

40 damage per shot before upgrades.

05 · RangedDesert Island

SMG / Uzi

Fast follow-up shots against moving mid-game targets.

Documented price
Verify in current build
Documented damage
24 base

A flexible rapid-fire option for Blue Shark and other fights where missed shots need quick correction.

Damage note

24 damage per shot before upgrades; confirm the current shop price in game.

06 · MeleeLighthouse

Brass Knuckles

Ammo-free finishing for small starter catches.

Documented price
$24
Documented damage
Upgrade-dependent

The cheapest practical combat upgrade and a sensible way to preserve ammunition early.

Damage note

Melee output changes with upgrades; no stable Patch 1.0.10 value is published.

07 · MeleeLighthouse

Knife

Controlled close-range cleanup for small and medium creatures.

Documented price
$45
Documented damage
Upgrade-dependent

A stronger starter finisher for crews willing to trade safety for lower ammunition costs.

Damage note

Upgradeable melee damage; verify the live value after installing parts.

08 · ExplosiveForest Island

Dynamite

Crowd clearing, Seagull kills and physics-based boat launches.

Documented price
$25
Documented damage
Upgrade-dependent

A disposable utility weapon tied directly to Everyone's dream and I'm the bird now.

Damage note

Area damage and launch force vary with distance from the blast.

Do not budget from a blank price

Sniper Rifle and SMG / Uzi prices still require an in-build Patch 1.0.10 check. Their roles and documented base damage are useful; a made-up coin value is not.

Stage purchase advice

Buy for the encounter ahead

StagePurchase directionWhy it pays nowCommon mistake
OpeningAny available dependable starter weaponFinishing catches and surviving Spider Crab matter before luxury upgrades; the Pistol is listed for Forest Island.Spending every coin on a rod while lacking damage.
ForestBalanced close/mid-range damageGiant Piranha is easier when missed attacks can be punished quickly.Carrying quest pickups in a full inventory.
DesertReliable sustained damagePufferfish and Blue Shark reward uptime more than a single stylish shot.Confusing the optional grill route with the story route.
RocksAccurate rifle or sniper setupAlbatross spends time at range and killscore challenges benefit from accuracy.Selling the Tuna body for short-term cash.
VolcanoFully upgraded primary plus food reservesThe whale chain is longer and punishes low ammunition or recovery.Starting the trigger without room to preserve key bodies.

Attachment priorities

Upgrade the job, not the spreadsheet

Base damage is only one part of a useful weapon. Range, shot cadence, spread, ammunition economy and the specific achievement attempt decide whether an upgrade changes the fight.

01

Make hits repeatable

Choose the weapon whose range and handling match the target. Close Shotgun spread, distant Sniper shots and sustained Assault Rifle pressure solve different misses.

02

Reach a useful damage breakpoint

Improve damage when it removes an extra attack cycle or makes the intended finisher reliable. Recheck after installing parts instead of assuming every upgrade scales identically.

03

Protect sustained attempts

Magazine and handling improvements matter most when a boss stays active long enough to punish reloads. A one-shot challenge values a different setup.

04

Finish one eligible firearm

For Fully equipped, place the required optic, damage part, muzzle, laser and extended magazine on the same weapon. Scattered attachments do not satisfy that checklist.

Three achievement-specific picks

  • 360 no scope: weaken a predictable small target, then use a firearm you can center confidently without aiming down sights.
  • Easy: revisit an early boss with late-game damage and apply it immediately after the health bar appears.
  • Everyone's dream: Dynamite is the required tool; lead the Seagull and time the blast instead of treating it like a direct-hit firearm.