As enthusiasts of Dave the Diver, we all know the thrill of exploring the enigmatic Blue Hole. But what truly sets the experience apart is the strategic element that comes into play when choosing your gear especially your firearms. Whether you’re a seasoned diver or just starting, understanding the hierarchy of weapons at your disposal can significantly enhance your underwater adventure.
In the depths of the Blue Hole, the usual harpoon might not always be your best bet. Sometimes, what you need is the formidable arsenal that Dave has at his hip his collection of guns, each with its unique strengths and applications. So, let’s delve into a detailed ranking of every firearm available to Dave in the game, assessing their effectiveness from the least to the most formidable.
1. Red Sniper Rifle Most Damage & Furthest Range

The Sniper Rifle stands out as a formidable long-range weapon, delivering high-impact damage from afar. It comes outfitted with a laser sight, a feature designed to enhance your precision when targeting objectives at a distance. One of the standout capabilities of this rifle is its bullet penetration power. This attribute proves invaluable when you have the opportunity to align multiple targets and neutralize them in a single, well-placed shot. Additionally, it’s particularly advantageous when engaging adversaries from whom you’d prefer to maintain a safe distance, allowing you to deal significant damage without closing in on the threat.
Weapon | Damage | Range | Magazine | Element | Additional Info |
---|---|---|---|---|---|
Red Sniper Rifle | 32 | 20 | 3 | – | – |
Red Sniper Rifle 2 | 47 | 20 | 3 | – | – |
Red Sniper Rifle 3 | 67 | 20 | 4 | – | – |
Flame Sniper Rifle | 37 | 20 | 3 | Fire | 60% fire damage in addition to gun base damage |
Tranquilizer Mosin-Nagant | 40 | 20 | 3 | Tranquilizer | 40% chance of instant tranquilization (9s) |
Poison Sniper Rifle 1 | 40 | 20 | 3 | Poison | 4 poison damage every 1s (8s) |
Lightning Sniper Rifle 1 | 33 | 20 | 3 | Lightning | Inflicts 15% damage to one nearby sea creature (Max 4 times) |
Shock Sniper Rifle 1 | 45 | 20 | 3 | Lightning | 60% chance of Paralyzes for 10s (Movement speed -30%) |
2. Small Net Gun Best Grade Fish & Most Efficiency

When it comes to capturing efficiency, the Small Net Gun is unparalleled. This innovative tool fires a net that expands on impact, ensnaring any fish within its reach without causing them harm. Ideal for securing entire schools of fish intact, the Small Net Gun is a game-changer for those aiming to sell their catch. While it doesn’t inflict the kind of damage a Grenade Launcher might, its utility lies in preserving the quality of your catch, ensuring you deliver nothing but the best to Bancho’s Sushi patrons, not just a mound of fish remnants.
The game evolves significantly once you upgrade from the Small Net Gun to the Steel Net Gun. With this enhanced version, capturing large fish like Tuna in a single attempt becomes a breeze, all while maintaining their pristine condition. Even formidable sharks find themselves powerless against the steel net’s resilience. And for those wondering about the smaller, elusive targets—rest assured, not even the craftiest of fish can escape the Steel Net Gun’s grasp.
Weapon | Range | Magazine | Special Feature |
---|---|---|---|
Small Net Gun | 5 | 3 | Captures 7 fish simultaneously |
Medium Net Gun | 5 | 4 | Captures 7 fish simultaneously |
Large Net Gun | 5 | 5 | Captures 7 fish simultaneously |
3. Granade Launcher Best Explosion Range Damage

I understand this might stir up some debate, but I have to express that, in my opinion, the Grenade Launcher in “Dave the Diver” doesn’t live up to the hype. Indeed, it delivers significant damage with each shot, which at first glance might seem advantageous. However, this level of firepower often proves to be excessive. The resultant explosions not only compromise the integrity of your catch but also diminish the value of the meat you collect, presenting a substantial drawback.
Now, shifting gears to its upgraded form—the Tranquilizer Gas Bomb Launcher—marks a notable improvement. Transitioning to this version transforms your experience, offering a much more gratifying gameplay dynamic. However, it’s worth noting that achieving this upgrade is no small feat, given its steep requirements. But, should you decide to invest in this upgrade, the rewards are tangible. The Tranquilizer Gas Bomb Launcher stands out for its efficacy, particularly against some of the more formidable underwater adversaries, making it a worthwhile addition to your arsenal.
Weapon | Damage | Range | Magazine | Element | Additional Info |
---|---|---|---|---|---|
Grenade Launcher 1 | 30 | 10 | 6 | – | – |
Grenade Launcher 2 | 42 | 10 | 6 | – | – |
Grenade Launcher 3 | 60 | 10 | 7 | – | – |
Tranquilizer Gas Bomb Launcher | – | 10 | 6 | Tranquilizer | 40% Chance of instant tranquilization (9s) |
Poison Launcher | – | 10 | 6 | Poison | 8 DMG every 0.8s (for 8s) |
Gravity Launcher | 58 | 10 | 6 | – | Sucks in nearby fish and inflicts explosive damage |
Flash Grenade Launcher | 55 | 10 | 6 | Lightning | 100% chance of Paralyzes for 10s (movement speed -50%) |
4. Sticky Bomb Launcher Most Accurate Explosion Range

Now we’re getting to the exciting part! Imagine a Grenade Launcher with an added twist—it sticks to the target, thwarting any attempts at escape! This enhanced precision and controlled detonation make it superb for neutralizing a target efficiently, ensuring it doesn’t dart out of your visual range. Considering the swift nature of many fish in “Dave the Diver,” the ability to halt their flight is indispensable.
Acquiring the Sticky Bomb Launcher is a bit of a journey, as it’s one of the last weapons you’ll unlock in the game. Gathering the necessary components and blueprints requires some dedication. Yet, once you have the Sticky Bomb Launcher in Dave’s collection, its utility and effectiveness might just make it your go-to weapon, consistently by your side throughout your underwater endeavors.
Weapon | Level | Damage | Range | Magazine | Element | Effects |
---|---|---|---|---|---|---|
Sticky Bomb Gun | 1 | 30 | 7 | 6 | – | Explosion range: 2 |
Sticky Bomb Gun II | 1 | 45 | 7 | 7 | – | Explosion range: 2 |
Sticky Bomb Gun III | 1 | 60 | 7 | 9 | – | Explosion range: 2 |
Sticky Mine Launcher I | 1 | 14~42 | 1 | 7 | – | Shots Fired Simultaneously: 3 |
Sticky Mine Launcher II | 1 | 20~60 | 1 | 9 | – | Shots Fired Simultaneously: 3 |
Sticky Tranquilizing Bomb Gun | 1 | – | 7 | 7 | Sleep | 40% chance of instant tranquilization (9s) |
Poison Mine Launcher I | 1 | 30 | 7 | 7 | Poison | 5 dmg every 1 s (for 8s) |
Lightning Mine Launcher I | 1 | 28 | 7 | 7 | Electricity | Inflicts 15% damage to one nearby sea creature (Max 4 times) |
Shock Mine Launcher I | 1 | 35 | 7 | 7 | Electricity | 80% chance of Paralysis for 10s, Movement speed -30% |
5. Hush Dart High Quality Fish

I understand it might seem unexpected to rank this modest weapon so high amidst formidable grenade launchers and sniper rifles. However, in “Dave the Diver,” where the goal is not only to navigate combative encounters but also to trade in top-quality seafood, the Hush Dart shines in a unique way. Despite its seemingly unimpressive damage output, the Hush Dart excels in capturing fish while preserving the integrity of their meat, ensuring you get top dollar at the Sushi Bar. Hence, adopting a less destructive approach is beneficial for your culinary ventures.
With a few upgrades, the Hush Dart transforms into a formidable tool capable of subduing even the largest fish in The Blue Hole. Each enhancement shortens the tranquilizer’s onset time and increases the magazine size, allowing you to subdue adversaries swiftly and efficiently. Such efficiency won’t go unnoticed, especially by Bancho, who’ll certainly value the absence of bullet fragments in his ingredients.
Weapon | Range | Magazine | Element | Effects |
---|---|---|---|---|
Hush Dart | 5 | 3 | Tranquilizer | Tranquilizes fish after 7s |
Enhanced Hush Dart 1 | 5 | 4 | Tranquilizer | Tranquilizes fish after 6s |
Enhanced Hush Dart 2 | 5 | 6 | Tranquilizer | Tranquilizes fish after 5s |
6. Drain Gun The Best Gun When Low On Oxygen
The Drain Gun, a long-range weapon featured in Dave the Diver was introduced as part of the free DREDGE DLC update on December 15. This unique firearm harnesses the bizarre powers of certain unusual fish to siphon an opponent’s Health and replenish oxygen, offering significant oxygen recovery. However, even with full upgrades, the Drain Gun falls short in terms of combat effectiveness. Utilizing the weapon’s Damage Over Time (DOT) and its “vampiric” oxygen restoration effect requires Dave to remain stationary, which significantly hampers its utility. The slow pace of oxygen replenishment rarely justifies its use during intense encounters, often rendering Dave more vulnerable to the assaults of predatory marine life.
Weapon | Level | Damage | Range | Magazine | Effects |
---|---|---|---|---|---|
Drain Gun | 1-3 | 6 | 5 | 40 | Oxygen Regeneration 1 |
Enhanced Drain Gun | 1 | 10 | 5 | 45 | Oxygen Regeneration 2 |
Power Drain Gun | 1 | 14 | 5 | 50 | Oxygen Regeneration 3 |
7. Ice Gun The Best Freeze Weapon

The Ice Gun, positioned towards the end of the weapon discovery journey in Dave the Diver is somewhat underwhelming. Having the ability to immobilize your targets with accumulating cold damage offers a certain appeal, yet the considerable effort needed to acquire this weapon might not seem justified by its performance.
Limited to only two upgrades, the Ice Gun does reach a peak in its final form, the Ultra Ice Gun, which can effectively halt even the larger marine creatures. However, the substantial investment required in terms of resources for such a marginal gain in utility can seem disproportionate. While it’s entertaining to channel your inner Mr. Freeze beneath the waves, there are more efficient weaponry options available that might serve your expeditions better.
Weapon | Range | Magazine | Element | Effects |
---|---|---|---|---|
Ice Gun | 6 | 24 | Ice | Freezes for 10s after 6 stacks, 80 ice damage |
Enhanced Ice Gun | 6 | 24 | Ice | Freezes for 10s after 3 stacks, 110 ice damage |
Ultra Ice Gun | 6 | 30 | Ice | Freezes for 10s after 3 stacks, 170 ice damage |
8. Triple Axel The Best Short Range Gun

Likely the second weapon you unlock in Dave the Diver, the Triple Axel is decent at very close ranges but once your target begins to swim away, it’s all but useless. It compensates for its ineffective range with three bullet spread that can pack a good amount of damage if they all hit their target. Unfortunately, given the size of most predators, you’re liable to take damage if you wait for them to get close enough to land a complete hit.
Such is the issue with most shotguns, I suppose. The Triple Axel is alright in the early game but once you start coming across stronger and faster fish, you’ll want to swap out for something a little more efficient. Especially when it comes to meat quality. Being hit by several bullets at once will significantly reduce the quality of any sushi.
Weapon | Damage | Range | Magazine | Element | Additional Info |
---|---|---|---|---|---|
Triple Axels | 11-33 | 3 | 5 | – | – |
Quattro Axel 1 | 14-56 | 3 | 5 | – | Fires 4 bullets |
Quattro Axel 2 | 19-76 | 3 | 6 | – | Fires 4 bullets |
Flame Triple Axel 1 | 12-36 | 3 | 5 | Fire | 60% fire damage in addition to gun base damage |
Tranquilizer Triple Axel | 16-48 | 3 | 5 | Tranquilizer | 40% chance of instant tranquilization (9s) |
Poison Triple Axel 1 | 13-39 | 3 | 5 | Poison | 4 DMG every 1s (for 8s) |
Lightning Triple Axel 1 | 11-33 | 3 | 5 | Lightning | Inflicts 15% DMG to one nearby sea creature (Max 4 times) |
Shock Triple Axel 1 | 16-48 | 3 | 5 | Lightning | 60% chance of Paralyzes for 10s (movement speed -30%) |
9. Basic Underwater Rifle The Best Early Game Gun

It was somewhat inevitable that the Basic Underwater Rifle would find its place at the lower end of our list. As the starter weapon in Dave the Diver given to players early in the game, it lacks the flair and robustness of more advanced firearms. Initially, it serves its purpose well, aiding players in their early underwater ventures. However, its limitations in damage and range become glaringly apparent as players encounter larger and more formidable creatures in the depths. Once superior weaponry is discovered, there’s scant reason to revert to the BUR, except for a notable scenario.
That scenario unfolds when you invest effort and resources to evolve the Basic Underwater Rifle into the Tier 3 Death Rifle. While it doesn’t match the prowess of the Death Sniper Rifle, the upgrade to the Death Rifle is relatively economical and can be a reliable fallback in critical situations—mirroring the transformation of a seemingly inconsequential Magikarp into the formidable Gyarados. Despite this potential for growth, the Basic Underwater Rifle, in its initial state, occupies the final slot in our evaluation of weaponry in “Dave the Diver.
Weapon | Damage | Range | Magazine | Element | Additional Info |
---|---|---|---|---|---|
Basic | 15 | 5 | 8 | – | – |
Underwater Rifle II | 35 | 5 | 8 | – | – |
Underwater Rifle III | 55 | 5 | 10 | – | – |
Death Rifle | 80 | 5 | 13 | ||
Flame Fire 1 | 24 | 5 | 8 | Fire | 60% fire damage in addition to gun base damage |
Tranquilizer Rifle | 30 | 5 | 8 | Tranquilizer | 40% chance of instant tranquilization (9s) |
Poison Rifle 1 | 23 | 5 | 8 | Poison | 4 DMG every 1s (for 8s) |
Lightning Rifle 1 (First) | 26 | 5 | 8 | Lightning | Inflicts 15% damage to one nearby sea creature (Max 4 times) |
Lightning Rifle 2 (Second) | 33 | 5 | 8 | Lightning | 60% Chance of Paralysis for 10s (Movement speed -30%) |
Also check out my guide for the 8 best staff in dave the diver.
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