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Mo.Co weapon strength is not a single number. Damage describes how much harm an attack delivers, range describes where and how many targets it can reach, and attack speed describes how quickly the main attack repeats. A useful comparison also has to include target pattern, area coverage, damage-over-time effects, combo triggers and abilities. Supercell’s published pages do not provide a complete, current numeric table for every weapon, so the safest way to judge a weapon is to combine its in-game description with the update version you are playing.
What the three weapon stats actually tell you
Players often ask for base damage and attack intervals because those figures seem like a simple way to rank weapons. In mo.co, each stat answers a different gameplay question, and none is a complete measure of strength.
| Stat | Question it answers | What it does not tell you by itself |
|---|---|---|
| Damage | How much harm does an attack or effect deliver? | How often it lands, how many targets it reaches, whether the value is damage over time, or how much is lost when damage is spread across targets. |
| Range | How far can the attack reach, and what space can it cover? | Whether the projectile pierces, whether it hits an area, or whether enemies can move out before the attack connects. |
| Attack speed | How quickly does the weapon’s main attack occur? | Skill cooldowns, combo requirements, damage per hit, reload-like delays, or the total damage of a complete ability cycle. |
A close-range weapon with modest per-hit damage can be effective when it attacks rapidly and stays on one target. A slower projectile can deliver more damage per connection or affect several enemies at once. The right comparison depends on the encounter, not on one headline attribute.
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Per-hit damage
Per-hit damage is the easiest value to understand: one successful attack removes a stated amount of enemy health. It matters most when you can connect consistently with a single target. However, the official weapon descriptions reviewed do not publish a complete current base-damage table for every weapon. Do not treat an unofficial spreadsheet or an old screenshot as a universal, current stat sheet.
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Damage over time
Some attacks apply harm over a duration instead of dealing everything on contact. For these weapons, the first hit and the total effect are different measurements. Interrupting the effect, moving out of its area or defeating the target early can make the delivered damage lower than its theoretical total. When comparing a damage-over-time weapon, check the duration, application conditions and whether the effect can affect more than one enemy in the live description.
Area and multi-target damage
An attack that damages a group can produce more total encounter damage than a larger single-target hit, even when its listed damage appears lower. Area damage is especially valuable when enemies remain close together. It can be less efficient against a lone target if the weapon has a slower cadence or lower single-target output. Record whether the attack is a point strike, a cone, a line or another area pattern rather than reducing it to “damage.”
Combo-delivered damage
Some weapons change what they do after a sequence of main attacks. A combo may add a burst, summon an effect or alter the next strike. In that case, damage is delivered across the sequence, not in one identical hit. Count the hits required, how reliably you can complete the sequence and what happens if you are forced to move before the trigger.
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Range: reach, coverage and target access
Close, medium and long range
Official mo.co descriptions use practical categories such as close-range, medium-range and long-range. Close range usually requires you to stand near the target and exposes you to more danger. Long range gives you more space to aim and reposition, but a projectile can miss, be blocked or take longer to connect. Medium range sits between those trade-offs.
Range is therefore not just a distance label. Ask whether the weapon can keep attacking while you avoid hazards, whether targets can leave its effective space and whether the attack has a clear line of sight.
Piercing and line coverage
A piercing projectile can hit enemies positioned behind the first target. The official relaunch notes describe Speedshot as firing arrows that pierce in a straight line. Its value rises when enemies line up; against separated targets, the piercing property may contribute little. When testing a piercing weapon, check the number and arrangement of targets rather than judging it only against a single dummy.
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Area coverage
Head Banger is described in the relaunch materials as using close-range area damage. That means its effective coverage is a region around the attack, not a single point on one enemy. Area coverage can compensate for shorter reach when opponents cluster, but it does not turn a close-range weapon into a safe long-range option. Positioning remains part of the weapon’s performance.
Range changes are version-specific
Supercell’s October 22, 2025 balance notes recorded a 15% attack-range increase for Monster Slugger, Spinsickle and Buzz-Kill. That is a dated patch adjustment, not proof of their range in every later build. If your game version differs, use the current in-game description and behavior rather than carrying the historical percentage forward.
Attack speed: cadence, not a universal DPS rating
Attack speed controls how quickly the weapon’s main attack occurs. The official wording for an Attack Speed Core is: “Increases the speed of your main attack.” This does not silently include skill cooldowns, movement speed, combo requirements or every source of damage.
Why cadence changes play
A faster main attack can let you apply effects more often, finish a hit-count requirement sooner and maintain pressure while a target is exposed. It can also demand more positioning and aiming decisions. A slower weapon may have a heavier strike, a periodic area effect or a combo payoff that makes each attack more consequential.
Temporary speed effects
Base attack behavior and temporary ability effects are separate. The official weapon announcement describes Wolf Stick as firing three attacks from long range and summoning its wolf after nine hits. Its charged wolf ability adds increased attack speed. The summon requirement, the three-shot pattern and the temporary speed increase should be recorded separately when you compare the weapon; one does not replace the others.
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Attack speed versus skill cooldown
Increasing main-attack speed does not establish that an ability recharges faster. A build can make basic attacks more frequent while leaving skill cooldowns unchanged. Check each ability’s own description and activation rule instead of using attack speed as a shorthand for the whole kit.
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Upgrade Cores and what their labels mean
The relaunch notes distinguish two relevant Upgrade Cores:
- Damage Core: increases damage dealt.
- Attack Speed Core: increases the speed of your main attack.
The same mo.co / Supercell release notes, on a page dated May 19 (the year is not printed on the rendered page), describe Upgrade Cores as providing a power boost of “up to 20%.” That wording is an update-level maximum, not a verified current damage or attack-speed value for every individual weapon. Treat the core label as the reliable description of what is being modified, then confirm the actual value shown in your current game.
How to compare two weapons without oversimplifying
Use the following sequence whenever you are choosing between weapons for a mission, build or play style.
- Record the version. Write down the game version or update date. Numeric balance changes become misleading when detached from their patch.
- Classify reach. Mark the weapon as close, medium or long range based on its live description and practical attack distance.
- Map the target pattern. Note whether it hits one target, pierces in a line, covers an area, applies damage over time or combines several patterns.
- Describe the main-attack cadence. Check whether attacks are rapid, charged, delivered in a burst or arranged in a repeating combo. Do not infer an exact interval if the game does not display one.
- List triggers and abilities. Record hit counts, summons, charged attacks, temporary speed effects, healing, damage-over-time effects and other conditions.
- Match the kit to the encounter. Clusters favor piercing or area coverage; a durable isolated target may favor reliable single-target pressure; hazardous arenas can favor reach and safe uptime.
- Check execution cost. Consider aim, positioning, time spent in close range and how easily movement interrupts the weapon’s sequence.
| Comparison axis | Questions to ask | Why it matters |
|---|---|---|
| Reach | Close, medium or long? Can the attack keep connecting while you reposition? | Determines safety and uptime. |
| Target pattern | Single target, piercing line, area, damage over time or a combination? | Determines performance against groups and isolated enemies. |
| Cadence | How quickly does the main attack occur? Is there a burst or combo sequence? | Determines how effects and hit-count triggers are delivered. |
| Abilities | What happens after a set number of hits or when a charge is used? | Can change the weapon’s damage delivery and positioning requirements. |
| Version | Which update supplied the number or description? | Prevents old balance values from being treated as current. |
Official examples in context
Wolf Stick and Squid Blades
Wolf Stick is described as firing three attacks from long range and summoning its wolf after nine hits. Its charged wolf ability can add attack speed. This is a long-range, sequence-dependent example: reach, hit count and a temporary effect all contribute to the weapon’s performance.
Squid Blades is described as stabbing a single enemy at close range with high attack speed. That makes it a useful contrast: rapid close-range single-target pressure versus Wolf Stick’s long-range pattern and summon trigger. Neither description proves a universal winner. The result depends on target access, enemy grouping, danger at close range and how consistently the required sequence can be completed.
Speedshot and Head Banger
Speedshot’s piercing arrows travel in a straight line, so aligned enemies can increase the value of one attack. Head Banger’s close-range area damage covers a region around the strike, making enemy grouping and positioning central to its output. Comparing only a damage label would miss the primary difference between these kits: line penetration versus local area coverage.
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Historical balance changes: use the date with the number
Supercell’s October 22, 2025 notes list these adjustments:
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Repair common Windows errors and clear accumulated junk for a smoother, more stable PC - no reinstall needed.Free scan · no reinstall| Weapon | Recorded change | How to interpret it |
|---|---|---|
| Monster Slugger | Damage increased 10%; attack range increased 15%. | Historical changes from the October 22, 2025 patch, not a current universal stat sheet. |
| Techno Fists | Damage increased 10%. | Historical patch adjustment; verify later versions in game. |
| Poison Bow | Damage increased 21%. | Historical patch adjustment; do not assume the same value remains live. |
| Hornbow | Damage increased 14%. | Historical patch adjustment; version context is required. |
| Spinsickle | Attack range increased 15%. | Historical patch adjustment; practical reach may have changed again. |
| Buzz-Kill | Attack range increased 15%. | Historical patch adjustment; confirm the current build. |
A percentage increase tells you the direction and size of a patch change relative to the previous value. It does not reveal the weapon’s current base damage, current interval or performance against every target type.
The 2025 system changes and why older guides conflict
On September 26, 2025, a revamp announcement said the plan was for “Each class would be a complete, predefined build,” replacing separate gear kits, gadgets, passives and rings in that proposed structure. A later official relaunch page describes a weapon-based system with Weapon Sprints and Upgrade Cores. These announcements represent different points in the game’s transition and should not be merged into one timeless ruleset.
For a live decision, trust the menus and descriptions in the version installed on your device. Use older announcements to understand why a guide may describe classes while another discusses weapons and cores, not to infer exact present-day stats.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Why an exact universal damage or DPS table is unavailable
The official pages reviewed do not publish a complete current table covering every weapon’s base damage, range and attack speed, nor do they provide a universal conversion formula. That leaves several values unestablished: a reliable current per-hit number for every weapon, a standard attack interval for every combo and a single formula that converts attack speed into total damage per second across all abilities and effects.
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Community tables can still be useful as leads, but treat them as version-specific measurements. Before relying on one, check its patch date, testing method, target conditions and whether it separates basic attacks from abilities and damage-over-time effects. Without that validation, it is not an authoritative replacement for the live game description.
A practical in-game testing checklist
When the game provides a training or low-risk encounter, collect observations consistently:
- Use the same weapon level, cores and other upgrades for every trial.
- Test one target first, then a tightly grouped set to reveal piercing or area behavior.
- Record whether a hit is immediate, periodic, damage over time or part of a combo.
- Count the main attacks needed to trigger a summon or special effect.
- Separate normal attack cadence from a temporary ability-based speed increase.
- Measure practical reach by noting when the attack stops connecting, rather than assuming every projectile has the same distance.
- Write the patch or game-version date beside every observation.
This approach produces a useful comparison for your own version without pretending that one test is a permanent, universal stat table.
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Ranking by damage alone
A large hit can lose value if it is slow, short-ranged or difficult to land. Include cadence, uptime and target pattern.
Treating range as safety
Long range helps with spacing, but line-of-sight limits, projectile travel and missed shots still matter. Close-range area attacks can be effective when enemies are forced together.
Equating attack speed with total DPS
Attack speed affects the main attack only unless another description explicitly says otherwise. Damage per hit, combo effects and abilities must be counted separately.
Using a patch percentage as a current stat
The October 22, 2025 figures describe changes made at that date. They do not establish the value in every subsequent build.
Mixing system eras
The September 2025 class-revamp proposal and the later weapon-and-core relaunch materials describe different stages of the system. Identify which ruleset a guide is discussing before applying it.
The Bottom Line
Judge a mo.co weapon as a complete attack kit: damage delivery, practical reach, main-attack cadence, target pattern, combos and abilities, all tied to a specific game version. The official descriptions support those qualitative comparisons, while exact current base stats and a universal DPS formula are not established in the published material.
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