Weapons

Weapons

Every Baddies weapon in one catalogue: Spiked Bat, Brass Knuckles, Spiked Purse, Fish Slap, Stanley Cup and more, with prices, sources and how each one plays.

10+
Weapons Catalogued
3+
Free Options
199 R$
Paid From

Introduction

Weapons are the only real progression in Baddies, and the catalogue is deliberately short and readable. You start with fists, buy a first melee weapon with cash from the ATMs, and from there the question becomes reach, recovery and how forgiving each swing is. Damage matters less than most players assume: a slow weapon that leaves you open after every miss loses to a fast one that lets you reset. This section catalogues what each weapon is, where it comes from, and which situations it actually wins, so you can spend your cash on something that fits the way you fight instead of whatever looked strong in a video.

Baddies Weapon Quick Reference

WeaponTypeHow to GetBest For
FistsFree default toolStarting inventoryCharging the blue bar safely
Spiked BatHeavy meleeIn-game cashPunishing players caught mid-animation
Brass KnucklesFast meleeIn-game cashTight corridors and short exchanges
Spiked PurseWide-arc meleeIn-game cashCatching players circling behind you
Fish SlapLong-reach melee399 R$ game passPoking from outside a rival's range
Stanley CupVIP signature toolBaddies V.I.P passFlexing and fighting with one item

Weapon Breakdowns

S

Spiked Bat

Popular

Heavy hitter — slow swing, huge punish

Why it worksThe bat's damage per connect is high enough that two clean hits change how a fight is going, and the slow recovery stops mattering when your opponent is already committed to an animation.
WeaknessMiss and you are standing still for a beat that a knuckles player will absolutely use, so never swing it into open air against a fast weapon.
Where to use itCrowded servers. In a three-way fight somebody is always mid-animation, which is exactly the window the bat is built to punish.
S

Spiked Purse

Community pick

Wide arc that punishes circling

Why it worksThe swing covers a wider arc than most melee weapons, so players who try to orbit behind you eat the second half of the animation instead of escaping it.
WeaknessThe wide arc makes it easy to clip bystanders, which in a crowded lobby is how you accidentally pick a fight with somebody else's team.
Where to use itOpen areas where opponents have room to circle. The purse converts their movement into your damage.
A

Brass Knuckles

Fast

Short reach, fastest recovery

Why it worksRecovery is the whole point. You can throw, miss, and be ready to move again before a bat player has finished their swing, which makes the knuckles the best weapon for players who fight on reaction.
WeaknessReach is genuinely short, so against a Fish Slap or a Hair Dryer you are fighting uphill until you close the gap.
Where to use itCorridors, doorways and any fight that happens at arm's length rather than in open ground.
A

Fish Slap

Robux

399 R$ — reach you can feel

Why it worksFor a melee tool the reach is unusually long, letting you start an exchange while the opponent is still walking into range, and the hit feedback makes it easy to confirm connects.
WeaknessIt is a paid weapon, so a free-to-play player with a bat can still out-trade you if they close distance before you get your swing away.
Where to use itAny fight you want to start on your own terms, especially against shorter-reach weapons you can kite.
A

Stanley Cup

VIP

The signature flex, and a real tool

Why it worksIt arrives with Baddies V.I.P, comes in several swappable skins, and functions as a genuine weapon rather than a pure cosmetic, which is unusual for a bundle item.
WeaknessIt is the most recognisable item in the game, so carrying it makes you a target for players who want the clip more than the win.
Where to use itAnywhere you were going to fight anyway. The cup is best treated as a normal weapon that happens to advertise itself.
C

Fists

Free

The starting tool that pays for everything else

Why it is not uselessFists are the fastest way to build blue bar charge because they are always available and never need recovery time you cannot afford. They set up the hair pull that does the actual work.
What it cannot doFists will not finish a healthy opponent. Treat them as a charging tool and a placeholder, never as a weapon you plan to win an exchange with.
When to use itEarly game before you can afford anything, and mid-fight when you are out of position and need to keep pressure on while you back toward an exit.

Core Mechanics

Weapon handling in Baddies comes down to three variables that the game never explains: reach, recovery and arc. Reach decides who lands first when two players walk at each other. Recovery decides what happens after a miss, which is where most fights are actually lost. Arc decides whether a player who circles you is safe or sorry. Because there is no visible stat sheet, the practical way to learn a weapon is to take it into a crowded server and pay attention to which swings you regret. Damage is the least interesting of the three, because a weapon you cannot land twice with never gets to use its numbers.

Advantages

The weapon pool is small enough that a new player can learn the whole catalogue in an afternoon, and cheap enough that experimenting is realistic rather than a luxury. Free pickups scattered around the map mean you can test a weapon before committing cash to it, and the map's fixed layout makes it possible to remember where each spawn sits. Most weapons are sidegrades rather than upgrades, so there is no single purchase that invalidates everything else you own. A player who understands recovery timing and spacing can beat a more expensive loadout, which keeps the free-to-play path genuinely competitive rather than a consolation prize, and the absence of a stat sheet means knowledge rather than money is what closes the gap.

Challenges

Because Baddies has no official damage or speed table, everything written about weapon strength is community consensus rather than developer data, and the rankings shift with each weekend patch. Prices are also not stable, since shop rotations and event weapons move the value of a purchase within days. The biggest practical frustration is that the game gives no feedback about why a swing lost, so players often blame damage when reach or recovery was the real cause. That same silence makes it hard to tell when a weapon has quietly been changed by a balance patch, and it means every purchase carries a small risk of being invalidated the following weekend.

Frequently Asked Questions

What is the best weapon to buy first in Baddies?+
Buy the Spiked Bat or the Brass Knuckles depending on how you fight. The bat rewards players who wait for a committed opponent and punish animations, while the knuckles reward players who like to stay mobile and reset quickly after a miss. Both are bought with in-game cash rather than Robux, so neither locks you into a paid path. Avoid spending your first real money on a cosmetic or a Robux weapon until you know which of those two styles suits you.
Is the Fish Slap worth 399 Robux?+
It is worth it if you already enjoy melee combat and want an edge in reach. The Fish Slap extends your effective range noticeably compared to free weapons, which lets you open exchanges on your own terms instead of walking into somebody else's swing. It is not worth it as a first purchase, because reach only helps once you can reliably land hits, and a new player with a Fish Slap still loses to a patient bat user who closes the gap properly.
Where do I find weapons in Baddies?+
Weapons come from three places: the in-game shop where you spend cash, Robux game passes for the paid tools, and free pickups scattered around the map. Free pickups are the cheapest way to experiment, since you can test a weapon's feel without spending anything, and they are also how you stay armed after a bad session wipes your loadout. Check the shop after each weekend update, because new items and rotated stock appear alongside the patch.

Quick Tips

💡

Treat free map pickups as a testing ground. Grabbing a weapon you have never used costs nothing at all, and one fight is usually enough to tell whether its recovery suits you, which is far cheaper than buying it and finding out the hard way. Ask yourself after every death whether you lost because of damage or because of a missed swing, since the answer points at the weapon you should be using instead.

💡

Buy a replacement before you actually need it. If your only weapon is the one currently in your hand, a single loss leaves you unarmed and effectively out of the session, so keeping a cheap backup turns a disaster into a minor inconvenience. Weapons you can replace instantly are worth more than weapons you are afraid to lose, because fear changes how you fight far more than any stat difference does.

💡

Pay attention to recovery rather than damage numbers. Count how long you are stuck after a swing, because weapons that let you move again quickly win more fights than weapons with bigger numbers, especially in servers where a third player is always nearby. Test a new weapon in a quiet lobby before taking it into a full server, where the extra noise makes it almost impossible to judge how a swing actually feels.

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