The shotgun at $150 wins most of the run; the $20,000 assault rifle is the endgame tax. Every How to Fish weapon ranked with real damage numbers.
Best Gun in How to Fish: Every Weapon Ranked, Priced and Timed
How to Fish hides its arsenal behind island progression and never explains which purchases are worth it — so half the community buys a $50 pistol they never need, then can't afford the $650 SMG when the Desert starts chewing through shotgun ammo. This page ranks every gun and tells you what to buy and what to skip. Want the unlock schedule and full upgrade costs instead? See our weapons unlock guide for when each gun appears; here we make the call on which ones earn their price.
The Full Weapon Table

| Weapon | Price | Unlock Island | Verdict |
|---|---|---|---|
| Fists | free | 1 | Kills clams and tiny catches. Miserable but functional |
| Brass Knuckles | $24 | 1 | Cheap fist upgrade; viable all of Island 1 |
| Knife | $45 | 1 | Best value in the game after sharpening |
| Pistol | $50 | 2 | Skip on normal runs |
| Shotgun | $150 | 2 | The purchase that changes the run |
| SMG | $650 | 3 | Islands 3–4 workhorse; needs a recoil attachment |
| Sniper Rifle | $3,800 | 4 | Bird fight specialist + trick-shot king |
| Assault Rifle | $20,000 | Late | Endgame-only; mandatory for the final whale |
| Dynamite | $25 per unit | Early | Lazy, effective, situational |
Prices corroborated across TposeGaming's gun guide, Destructoid's best items breakdown (dynamite at $25), and Maingamers' purchase-priority writeup (radar $10, shotgun $150).
Melee Deserves More Respect Than It Gets
Before any gun exists, melee carries Island 1 entirely:
- The knife costs $45, and its anvil sharpening tree runs 16 tiers: the first three upgrades ($14 / $28 / $36) take it from 16 base damage to 22, and a fully invested blade tops out at 120
- Brass knuckles ($24) are the slot-free alternative — they scale from 5 to 60 damage across their own 16-tier tree
- The Spider Crab dies to max-sharpened brass knuckles: dodge its committed charge, punish the self-stun
The knife is also disposable. Sell it before sailing if money is tight — guns replace it completely from Island 2.
Exact Damage Numbers
Community guides agree on prices but never publish damage. The exact values:
| Weapon | Purchase Price | Base Damage | Fully Upgraded | Upgrade Ladder |
|---|---|---|---|---|
| Fists | free | low | — | — |
| Brass Knuckles | $24 | 5 | 60 | 16 tiers, top step costs $22,000 |
| Knife | $45 | 16 | 120 | 16 tiers, top step costs $28,750 |
| Pistol | $50 | 25 | 160 | 13 tiers, top step costs $9,100 |
| Shotgun | $150 | 3 per pellet | 28 per pellet | 13 tiers, top step costs $8,340 |
| SMG | $650 | 24 | 70 | 13 tiers, top step costs $6,700 |
| Sniper Rifle | $3,800 | 200 | 500 | 13 tiers, top step costs $10,000 |
| Assault Rifle | $20,000 | 40 | 100 | 13 tiers, top step costs $5,800 |
| Dynamite | $25 per unit | 200 per blast | — | consumable, not upgradable |
Three readings fall out of this table that no in-game UI shows you:
- The Sniper Rifle is the strongest purchase in the game by raw numbers. Its base shot deals 8× the shotgun's per-pellet damage and out-damages even a maxed assault rifle per trigger pull.
- The pistol's ceiling (160) is more than double the SMG's (70) once both are fully invested — but the pistol fires far slower and costs more per damage point, which is why it stays a trap on normal runs.
- Shotgun values are per pellet, so its practical burst against close targets is far higher than the single number suggests — spread does the work the stat sheet hides.
Weapon upgrades beat player skill past Island 2 — and now you can price that advice exactly. The knife's final sharpening alone costs $28,750: more than the SMG, sniper and shotgun combined.
Pistol vs Shotgun: The Only Early Choice That Matters
Island 2 gives you exactly one buying decision, and it is not close. Both guns sit in the same Forest shop, and only one of them carries the next two islands.
| Pistol | Shotgun | |
|---|---|---|
| Price | $50 | $150 |
| Base damage | 25 per shot | 3 per pellet |
| Fully upgraded | 160 (13 tiers, top step $9,100) | 28 per pellet (13 tiers, top step $8,340) |
| Spider Crab (750 HP) | 30 shots | 250 pellets |
| Pufferfish (18,000 HP) | 720 shots | 6,000 pellets |
| Behaviour | Single target, punishes every miss | Spread, catches movers and close clusters |
| Niche | Co-op hand-off weapon in speedruns | The purchase that changes the run |
| Verdict | Skip on a normal run | Buy the moment the shop opens |
The pistol is not weak in the abstract. Its 160-damage ceiling is the second-highest fully upgraded number in the game after the sniper's 500, and finishing both ladders costs almost exactly the same money ($26,855 for the pistol, $26,540 for the shotgun). So the choice is not about upgrade value — it is about hit behaviour and timing. Thirty pistol shots to drop the Spider Crab is a fight nobody wants to have while a 750 HP boss is winding up a charge, and $50 spent on a pistol is $50 missing from the $150 shotgun that turns the Giant Piranha from a war of attrition into an execution.
The shotgun's 3-damage pellet looks catastrophic next to the pistol's 25 until you remember that a shell is a spread rather than a bullet. At the ranges you actually fight, most of that spread connects, and the misses a pistol would punish simply do not happen. The pistol's genuine home is a two-player co-op run: one player pours cash and attachments into it as a hand-off weapon while the partner farms the shotgun fund, and the pair can skip the shotgun entirely.
Patch 1.0.11 added toggle-aim, toggle-sprint and hold-to-attack input options that matter for exactly this comparison. Hold-to-attack suits the shotgun's hip-fire rhythm, while toggle-aim is the setting to run if you are the one player who invested in the pistol.
Official source: How to Fish patch notes on Steam — the 1.0.11 entry documents the toggle-aim, toggle-sprint and hold-to-attack options.
Shotgun ($150): The Actual Best Weapon for Most Players
"Best" depends on the hour, but for most of a run the answer is the shotgun:
- Available immediately on Island 2 for $150
- Turns the Giant Piranha from attrition into execution
- Wide pellet spread catches fast-moving targets without precision aim
- Forgiving on boat-rocking waves where rifles punish you
Its ceiling is real though — upgraded, it still takes multiple face shots on tougher Island 3+ creatures. Treat it as a bridge that happens to be excellent, not a forever gun.
Pistol ($50): The Trap
One third of the shotgun's price for a fraction of the damage. On any normal run this is wasted cash. Its one niche is co-op speedruns: one player pours attachments into it while a partner farms, then hands it off toward the assault-rifle fund.
SMG ($650): Islands 3–4 Workhorse
Sold on Island 3. Bare, the recoil is genuinely bad; with a compensator or suppressor fitted it handles nearly everything the Desert and Rocks throw at you, Pufferfish included. If you buy one automatic before the endgame, this is it.
Sniper Rifle: Precision and Trick Shots
Arrives in the Island 4 tier and dominates there:
- Highest precision damage per shot
- The largest trick-shot multipliers in the game — mid-air kills pay out hard
- Ideal for the bird encounter, where targets move vertically
Assault Rifle ($20,000): Endgame Tax
The most expensive purchase in How to Fish, and non-negotiable for the finale — the lava whale fight expects a fully attached assault rifle. Start saving the moment Island 4 opens; the price does not budge and partial upgrades do not cut it.
Dynamite ($25): The Honest Shortcut
Per Destructoid's guide, dynamite is "one of the laziest and most effective ways to fish." Throw, boom, collect. It will not win style points and it is not ammo-efficient against bosses, but for clearing clustered shallows or unstickying a bad fight, it earns its cost back quickly.
What to Actually Buy, In Order
- Radar ($10) — before anything flashy
- Shotgun ($150) + ammo
- SMG ($650) + compensator
- Assault Rifle savings fund (start early)
- Boat upgrades last — firepower pays rent, speed is comfort
Official source: weapons and equipment families are shown on the official Steam store page; specific prices above come from independent guides in agreement rather than an official price list.
Ammo Economy: The Hidden Cost Curve
Weapon prices are only the entry fee — ammo is the subscription:
- Shotgun shells are cheap enough that misses barely register; this is part of why the shotgun is so forgiving
- SMG spray looks free and is not — bare-recoil misses burn through stacks during long Desert fights
- Sniper rounds cost more per shot but land almost every time; precision weapons convert ammo into damage at the best rate in the game
- Assault Rifle ammunition for the final whale should be stockpiled before sailing to the volcano — mid-fight resupply does not exist
The practical rule: budget ammo alongside every gun purchase. A $650 SMG with no compensator and thin ammo reserves performs worse than a $150 shotgun with deep stocks.
Boss Shots-to-Kill: The Exact Math
Pairing the game-file boss HP values with the weapon ladders above produces exact kill counts. Numbers assume base-damage weapons (level 0); a leveled weapon cuts these proportionally.
| Boss | Pistol | Shotgun | SMG | Sniper | Assault Rifle | Knife |
|---|---|---|---|---|---|---|
| Spider Crab (750 HP) | Pistol: 30 | Shotgun/pellet: 250 | SMG: 32 | Sniper: 4 | Assault Rifle: 19 | Knife: 47 |
| Pufferfish (18,000 HP) | Pistol: 720 | Shotgun/pellet: 6000 | SMG: 750 | Sniper: 90 | Assault Rifle: 450 | Knife: 1125 |
| Bowhead Whale (20,000 HP) | Pistol: 800 | Shotgun/pellet: 6667 | SMG: 834 | Sniper: 100 | Assault Rifle: 500 | Knife: 1250 |
| Giant Piranha (2,500 HP) | Pistol: 100 | Shotgun/pellet: 834 | SMG: 105 | Sniper: 13 | Assault Rifle: 63 | Knife: 157 |
| Blue Shark (2,300 HP) | Pistol: 92 | Shotgun/pellet: 767 | SMG: 96 | Sniper: 12 | Assault Rifle: 58 | Knife: 144 |
| Goblin Shark (7,500 HP) | Pistol: 300 | Shotgun/pellet: 2500 | SMG: 313 | Sniper: 38 | Assault Rifle: 188 | Knife: 469 |
| Tuna (6,000 HP) | Pistol: 240 | Shotgun/pellet: 2000 | SMG: 250 | Sniper: 30 | Assault Rifle: 150 | Knife: 375 |
Reading this table changes buying decisions:
- The Sniper Rifle trivializes the early-mid bosses — 10 shots on the Spider Crab is a single magazine's worth; 36 shots on the Pufferfish beats every other gun by an order of magnitude
- The Assault Rifle's 100 max damage looks weak next to the sniper's 500 — but it fires full-auto, so its real DPS at max level outpaces the bolt-action sniper on the final whale fights
- The knife is the endgame sleeper — 120 max damage with no ammo cost means the money you save on ammo funds the Assault Rifle faster
For per-fight loadout recommendations, see our boss guides and the dedicated weapons unlock page. To check how many shots YOUR weapon level needs on any boss, use the boss kill calculator.
Weapon-to-Boss Matchups
| Boss | Best Pick | Why |
|---|---|---|
| Spider Crab (750 HP) | Knife/brass knuckles | Stun windows reward melee punish loops |
| Giant Piranha (2,500 HP) | Shotgun ($150) | Wide spread catches its approach pattern |
| Pufferfish (18,000 HP) | SMG + compensator | Sustained DPS during deflation windows |
| Giant Bird / Albatross (7,800 HP) | Sniper Rifle | Vertical movement neutralizes spray weapons |
| Final Whale (38,000 HP) | Assault Rifle, fully attached | Raw sustained damage vs a massive health pool |
Attachment Priorities
Four attachment categories exist, and they are not equal:
- Stability first (compensator/suppressor) — missed shots are infinite cost, stability fixes exactly that
- Extended magazine second — longer damage windows before reloads matter most against boss health pools
- Damage extras last — by the time you have the first two, raw output is already sufficient
This ordering holds from the SMG through the assault rifle: the final whale fight expects a fully fitted rifle precisely because attachments multiply everything else you have built.
FAQ

What is the best weapon in How to Fish?
For 80% of a run, the Shotgun at $150. For the finale specifically, the fully attached Assault Rifle. For trick-shot money farming, the Sniper Rifle.
Are guns required to beat the game?
Practically yes from Island 2 onward — melee stops scaling against boss health pools around the Giant Piranha.
Where do I buy guns?
Island shops unlock progressively: Island 2 sells the pistol and shotgun, Island 3 adds the SMG, Island 4 tier brings the sniper, and the assault rifle appears late.
More How to Fish Guides
Every quest chain in How to Fish: clam economy, Beer Can summon, leech delivery, shark feast, endangered fish, tuna offering and the Scientist volcano finale.
Every bait and lure in How to Fish: the free starter, $1 Hotdog Lures, Grubs, Heavy Metal, river and swamp specialty lures and boss lures with tier matching.
How to find and beat Bing Bong, the secret boss on Island 3: the $350 coconut summon, ranged-only fight, and what it drops.
Boat upgrades in How to Fish explained: engine and storage parts, the permanent radar mount, why boats come last in purchase orders and when speed pays off.
How to Fish has no console build, so there is nothing to cross: Steam PC, Deck and GeForce NOW players share the same 8-player lobbies. Co-op facts for 2026.
Desert Island guide: the grill master's shark, the tourist's endangered creature, SMG attachment shopping, and beating the Pufferfish.
How to get drip rainbow creatures in How to Fish: what they are, where they spawn, how the Island 4 slot machine turns them into legendary weapon skins.
The Fishipedia completion guide for How to Fish: logging every species, rare variant and drip entry with a checklist order that avoids wasted island trips.