Quake Weapon Damage Comparison (Per Shot)
How much damage? Compare 10 classic Quake per-shot values, from Nailgun 9 and Axe 20 to Rocket 110 and Grenade 120. Code table inside. See all 10 guns.
Visual comparison
All values
Click any row to load it as Entry A.
| Name | Value | Context | Source |
|---|---|---|---|
| Nailgun nail Cheapest row here. Scrag spit ties it. | 9 damage | Projectile, 1 nail per shot | Quake Wiki Nailgun page: damage per shot 9 |
| Scrag spit (monster) Monster anchor. Tied with the nail. | 9 damage | Monster baseline | SDA Quake knowledge base: Scrag spit 9 |
| Enforcer Laser (monster) Monster anchor. | 15 damage | Monster baseline | SDA Quake knowledge base: Enforcer Laser 15 |
| Super Nailgun nails Double the Nailgun. | 18 damage | Two nails per shot | Fandom Quake weapons table: Super Nailgun 18 |
| Axe Last resort with no ammo. | 20 damage | Melee starter | Quake Wiki Axe page: damage per shot 20 |
| Shotgun blast Starter ranged. | 24 damage | 6 pellets per shell | Fandom Quake weapons table: Shotgun 24 |
| Thunderbolt 600 units of shaft range. | 30 damage | Cells, 1 per bolt | Quake Wiki Thunderbolt page: damage per shot 30 |
| Super Shotgun blast Double barrel classic. | 56 damage | 14 pellets per shell | Fandom Quake weapons table: Super Shotgun 56 |
| Rocket direct Average 110 rowed. Shamblers halve it. | 110 damage | 100 to 120 direct plus splash | SDA Quake knowledge base: Rocket 100 to 120 |
| Grenade direct Priciest row here. Bounce it around corners. | 120 damage | Full direct hit | SDA Quake knowledge base: Grenade 120 |
About this converter
Quake code values run 9 to 120 per trigger pull, and the SDA tables line them up. Nailgun nail and Scrag spit open at 9, Enforcer Laser at 15, Super Nailgun at 18, Axe at 20, Shotgun blast at 24, Thunderbolt at 30, Super Shotgun at 56, Rocket direct near 110 and Grenade direct at 120. That makes a Grenade thirteen nails. Shotguns spread pellets while nails fly straight, which is why the nailguns rule corridors. Every figure here is the per-shot value from the code and knowledge base tables.
How to use it
Pick two rows and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. Try 1 Grenade against nails to see the thirteen to one corridor math.
Rocket direct rolls 100 to 120, so the 110 mean is rowed. Splash falloff and Shambler halving sit outside these direct rows. Quad Damage multiplies everything by 4 and stays out. Shambler halves explosives and stays noted. Expansion weapons from Scourge of Armagon run their own ladder and stay out of this eight-gun original table.
FAQ
How much is the Super Shotgun?
56 per blast across 14 pellets. Double the Shotgun plus eight.
Rocket or Grenade direct?
Grenade at 120 beats Rocket near 110 direct. Splash differs by radius.
How much is Thunderbolt?
30 per bolt at 600 range. Underwater discharge explodes instead.
Why monster rows?
Scrag and Enforcer anchor monster damage at 9 and 15 against the arsenal.
Sources
- Quake Wiki Axe, Nailgun and Thunderbolt pages (20, 9 and 30 per shot)
- Fandom Quake Weapon Q1 table (Shotgun 24, Super Shotgun 56, Nailgun 9, Super Nailgun 18, Grenade 120, Rocket 100-120, Thunderbolt 30)
- SDA Quake knowledge base health and damage charts (monster values and 100-120 rocket range)
Last verified: 2026-09-29 · 10 entries
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