Understanding weapon statistics—damage per hit, attack speed, effective range, and DPS (damage per second)—is essential for securing victories in the fast-paced battles of Anime Randomizer (commonly known as Allusions). Because players receive random weapons and arsenals each round, adapting to the specific strengths and limitations of your current loadout determines whether you survive the round or get eliminated early. This analysis provides a comprehensive comparison of the main weapons in the game based on frame data, community testing, and competitive matchups.
How Weapon Stats Work
Each weapon in Anime Randomizer possesses distinct properties that govern its combat performance. These hidden attributes dictate how you must position your character, when to engage, and when to retreat.
- M1 Damage: The base damage dealt by each hit in the standard light attack combo. Standard combos consist of four hits, with the final hit (the finisher) delivering higher damage and knockback.
- Attack Speed (Startup and Recovery): The number of frames required for an attack to register (startup) and the duration of vulnerability after an attack misses (recovery). Faster attack speeds allow for relentless pressure and make it difficult for opponents to counter-attack.
- M1 Range: The physical reach of the weapon's hitbox. Long-range weapons allow you to land hits while staying outside the opponent's strike zone, a tactic known as spacing.
- Ability Damage (E and R): The damage output of the weapon's unique skills. These abilities often bypass standard block defenses, inflict status ailments, or provide mobility.
- Cooldowns: The recharge time for E and R abilities. Shorter cooldowns allow for frequent skill usage, while longer cooldowns require precise timing to avoid being left defenseless.
- Posture Damage: A crucial stat in Allusions 2, determining how quickly an attack breaks an opponent's guard when they are blocking.
Understanding these mechanics allows you to maximize your efficiency. For instance, you can use flashstep (Q) to cancel the recovery frames of a missed M1 attack, or use a slide (C) to quickly close the distance when utilizing a short-range, high-DPS weapon.
Combat Stats and Combo Damage Comparison
The table below breaks down the damage values for each hit in the standard M1 combo, along with the total combo damage and the overall DPS rating.
| Weapon | Hit 1 Damage | Hit 2 Damage | Hit 3 Damage | Hit 4 (Finisher) | Total Combo Damage | DPS Rating |
|---|---|---|---|---|---|---|
| Akuma | 14 | 14 | 14 | 22 | 64 | ★★★★★ |
| Yamato | 12 | 12 | 15 | 20 | 59 | ★★★★★ |
| Crescent Rose | 11 | 11 | 13 | 18 | 53 | ★★★★☆ |
| Murasama | 12 | 12 | 12 | 18 | 54 | ★★★★☆ |
| Black Leg | 10 | 10 | 10 | 18 | 48 | ★★★★☆ |
| Blitz Style | 9 | 9 | 12 | 16 | 46 | ★★★★☆ |
| Cursed Nail | 8 | 8 | 10 | 15 | 41 | ★★★☆☆ |
| Bandit Kit | 7 | 7 | 9 | 14 | 37 | ★★★☆☆ |
| Bone Harpoon | 10 | 10 | 10 | 15 | 45 | ★★★☆☆ |
| Commando Pistols | 6 | 6 | 6 | 10 | 28 | ★★☆☆☆ |
| Breaker Style | 18 | 18 | 18 | 25 | 79 | ★★☆☆☆ (Slow) |
| Darksteel | 16 | 16 | 16 | 24 | 72 | ★★☆☆☆ (Slow) |
Analyzing the Combo Data
Heavy weapons like Breaker Style and Darksteel boast the highest raw combo damage in the game. However, their slow swing speed means their actual DPS is significantly lower against skilled opponents who can block or dodge between hits. Conversely, weapons like Yamato and Akuma combine high damage per hit with rapid startup frames, making them the most lethal options in close-quarters combat.
Mid-tier weapons like Crescent Rose and Murasama offer a balanced profile. They do not match the raw speed of Akuma, but their extended hitboxes allow you to strike from a safer distance, making them highly reliable in both Default and Retake game modes.
Ability Damage and Cooldowns
Abilities (activated via the E and R keys) provide the burst damage necessary to finish off opponents. They also offer utility, such as crowd control, movement, or area-of-effect (AoE) damage.
| Weapon | E Skill Damage | R Skill Damage | E Cooldown | R Cooldown | Utility / Status Effects |
|---|---|---|---|---|---|
| Akuma | 25 | 45 | 6s | 18s | Knockback, Guard Break |
| Yamato | 20 (Multi-hit) | 40 | 7s | 16s | Teleport Slash, Bleed |
| Crescent Rose | 18 | 35 | 7s | 15s | Pull Effect, High Mobility |
| Murasama | 22 | 38 | 8s | 17s | Shield Bypass, Speed Buff |
| Black Leg | 15 | 30 | 5s | 14s | Burn Damage, Launch |
| Blitz Style | 12 (Ranged) | 32 | 6s | 18s | Stun, Teleport |
| Cursed Nail | 14 | 35 (AoE) | 8s | 20s | Bleed, Lifesteal |
| Bandit Kit | 10 | 22 | 5s | 14s | Stealth, Poison |
| Bone Harpoon | 15 (Ranged) | 25 | 7s | 16s | Pull, Slow |
| Commando Pistols | 8 (Burst) | 20 (AoE) | 6s | 18s | Ranged Poke, Knockback |
| Breaker Style | 25 | 45 | 10s | 22s | Massive Guard Break, Stun |
| Darksteel | 24 | 40 | 9s | 20s | Heavy Knockback, Slow |
Utility and Synergy
When evaluating abilities, cooldown management is just as important as raw damage. Black Leg features exceptionally short cooldowns, allowing you to pressure opponents constantly and keep them burning. Cursed Nail, while dealing lower direct damage, inflicts a bleed effect that drains health over time, making it excellent for passive playstyles where you poke and run.
Weapons like Crescent Rose and Bone Harpoon feature pull mechanics on their E skills. These moves drag opponents into your optimal striking range, allowing you to follow up with a full M1 combo. In team-based game modes, these displacement abilities are invaluable for peeling threats off your allies or isolating high-value targets.
Range Classification and Spacing Tactics
Range determines where your character needs to stand relative to your target. Maintaining optimal spacing prevents your opponent from landing counter-attacks while keeping them within your strike zone.
| Range Class | Weapons | Optimal Playstyle | Tactical Advices |
|---|---|---|---|
| Close | Akuma, Black Leg, Breaker Style | Aggressive rushdown | Use slide (C) to bypass neutral; stay glued to the enemy. |
| Close-Mid | Yamato, Murasama, Bandit Kit | Footsies and baiting | Step in to strike, then flashstep (Q) back to avoid retaliatory hits. |
| Mid | Crescent Rose, Cursed Nail, Bone Harpoon | Spacing and zoning | Keep opponents at the tip of your weapon's hitbox; punish whiffs. |
| Mid-Long | Commando Pistols, Blitz Style | Kiting and projectile play | Fire from a distance; use movement options to run when rushed. |
Mastering the Neutral Game
In Anime Randomizer, spacing is the difference between winning and losing. If you wield a Close-range weapon like Akuma against a Mid-range weapon like Crescent Rose, you cannot run directly at your opponent. They will use their superior range to hit you before you enter your strike zone. Instead, you must bait out their attack, use a sideways flashstep to dodge, and then close the gap during their recovery frames.
If you have the range advantage, your goal is to keep the opponent at bay. Avoid using your finisher if it puts you in a vulnerable position. Instead, land two or three M1 hits, then back away to reset the spacing.
Speed and Posture Mechanics in Allusions 2
The introduction of Allusions 2 brought significant changes to the combat engine, most notably the implementation of blocking, parrying, and posture. Posture acts as a secondary shield bar; if your posture is depleted by incoming attacks, your guard breaks, leaving you stunned and vulnerable to a full combo.
| Weapon | Swing Speed (Frames) | Posture Damage | Parrying Window | Block Recovery |
|---|---|---|---|---|
| Akuma | Fast (12f) | Low | Tight | Rapid |
| Yamato | Fast (13f) | Medium | Moderate | Rapid |
| Crescent Rose | Medium (16f) | Medium-High | Moderate | Normal |
| Murasama | Medium (15f) | Medium | Moderate | Normal |
| Black Leg | Fast (11f) | Low | Tight | Rapid |
| Blitz Style | Medium (14f) | Low | Moderate | Normal |
| Cursed Nail | Medium (17f) | Medium | Moderate | Normal |
| Bandit Kit | Very Fast (10f) | Very Low | Wide | Rapid |
| Bone Harpoon | Slow (20f) | High | Wide | Slow |
| Commando Pistols | Fast (Ranged) | Very Low | N/A | Normal |
| Breaker Style | Very Slow (28f) | Extreme (Instant Break) | Very Wide | Very Slow |
| Darksteel | Slow (24f) | High | Wide | Slow |
The Posture Meta
In Allusions 2, slow weapons have found a distinct niche. While Breaker Style is too slow to land consistent hits against a mobile opponent, its posture damage is immense. A single blocked hit from Breaker Style can instantly shatter an opponent's guard. This forces defenders to parry (blocking at the exact frame of impact) rather than simply holding down the block key.
Fast weapons like Bandit Kit and Black Leg deal minimal posture damage but excel at keeping the pressure high. They can quickly chip away at an opponent's health if they fail to block, and their fast recovery frames make them incredibly safe from parry punishes.
Matchup Strategies Based on Stats
To consistently win rounds, you must analyze your weapon's stats relative to your opponent's loadout. Adjust your strategy based on these matchups:
High DPS vs. High Range (e.g., Akuma vs. Crescent Rose)
- As the High DPS player: Do not engage in a straight line. Use the environment for cover. Wait for the Crescent Rose user to commit to an E or R ability, dodge it with flashstep, and then rush in to deliver your high-damage M1 combo.
- As the High Range player: Keep your distance. Use your E ability to pull the Akuma player if they try to run away, or use it to push them back if they get too close. Never allow them to corner you.
Heavy vs. Fast (e.g., Breaker Style vs. Black Leg)
- As the Heavy player: Do not throw out random M1s, as you will be easily parried or punished during your long recovery frames. Play defensively, rely on parrying their fast attacks, and use your high-posture-damage skills to break their guard when they try to play passively.
- As the Fast player: Bait out their slow attacks. Run circles around them using slide and flashstep. Once they miss a swing, punish them with a quick combo. Do not hold your block for too long, as their heavy attacks will quickly break your guard.
Ranged vs. Melee (e.g., Commando Pistols vs. Yamato)
- As the Ranged player: Your primary goal is to kite the opponent. Use your E burst to chip away at their health from a distance. If they use a mobility skill to close the gap, immediately flashstep away and continue firing.
- As the Melee player: Avoid running in a straight line, which makes you an easy target for projectiles. Use diagonal flashsteps and slides to close the distance. Once you are in melee range, your superior M1 damage will quickly overwhelm them.
For additional strategies and weapon analysis, check out the official Allusions Roblox Game Page to test these statistics in live combat.
FAQ
How do server latency and ping affect these weapon statistics? High latency (ping) significantly impacts fast-swinging weapons and parry windows. If your ping is high, weapons with wider hitboxes and longer range, such as Crescent Rose, are generally more reliable than fast, close-range weapons like Akuma, which require precise timing for combos and parries.
Can I increase my weapon's damage or speed during a match? Yes. You can boost your stats by equipping specific secondary items in your arsenal slots. For example, using damage-buffing items during the intermission phase will increase your M1 and ability damage, while speed-boosting items can help compensate for the slow mobility of heavy weapons.
What is the difference between a block, a parry, and a dodge in Allusions 2? A block reduces incoming damage at the cost of posture. A parry occurs when you block at the exact moment an attack lands, negating all damage, preserving your posture, and briefly stunning the attacker. A dodge uses your flashstep (Q) or slide (C) to physically move your hitbox out of the attack's path.
Which weapon has the highest single-hit damage in the game? Breaker Style possesses the highest single-hit M1 and ability damage. However, because of its slow startup and recovery frames, it is highly punishable. Weapons like Yamato and Akuma offer much higher practical DPS because they can land multiple hits in the time it takes to swing a heavy weapon once.