Dirtbags MotorClub Wiki
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Weapons and Power-ups in Dirtbags MotorClub are found as pickups throughout the race. They will appear on the track in spinning cardboard boxes. There are two types of weapon box:
ClosedBox -Closed Boxes give the racer one of the weapons available to them based on their equipped parts.
OpenBox -Open Boxes give the racer the weapon that is inside the box, regardless of the vehicle's parts.

List of Weapons[ | ]

Projectile Weapons

Visual Name Stats Description and Notes
Beast Beast Speed: 79

Duration: 5 seconds
Homing: None
Damage: 300
Blast Radius: 17 meters

A volatile super powered rocket, that fires perfectly straight. The warhead will detonate if it strikes a racer or wall. Additionally, two seconds after launch the Beast will detect any racers in a large area and detonate if it finds one. The massive blast radius makes it particularly strong against several clumped up racers.
Missile Missile Speed: 84, 78 after target lock

Duration: 10, 5 after target lock
Homing: Moderate
Damage: 75
Blast Radius: None

The bread and butter weapon. Every vehicle will be able to pick up this weapon from mystery boxes, regardless of equipped parts. The missile will fire forward, weaving back and fourth until it detects a racer, at which point it will slow down and home in on them.
Roadhound Roadhound Speed: 84, 78 after target lock

Duration 35, 10 after target lock
Homing: Moderate, Follows Road
Damage: 75
Blast Radius: None

An advanced missile that will attempt to follow the path of the road, bouncing up and down, until it detects a racer, at which point it will slow down and home in on them. After locking onto a target its behavior is identical to a standard missile. The roadhound will be destroyed if it strikes a wall or an obstacle, so firing down the center of the road will yield the best results.
Rockets Rockets Speed: 95

Duration: 35 seconds
Homing: None
Damage: 75
Blast Radius: None

Fast moving projectiles that fire perfectly straight. At base level rockets come in packs of 3. With no homing capability, but a predictable path, the rockets reward good prediction and aim. Alternatively firing all the rockets in quick succession can also be effective.
Seeker Seeker Speed: 84, 64 after target lock

Duration: 5, 10 after target lock
Homing: Very Strong
Damage: 75
Blast Radius: None

Similar to the basic missile, but slower and with far greater homing capabilities. The seeker will fire forward, weaving back and fourth until it detects a racer, at which point it will slow down and home in on them. Near impossible to outmaneuver, however some of the faster racers may be able to keep ahead of the seeker.
Wake Wake Speed: 60

Duration: 1 Lap
Homing: Follow Road
Damage: 0, shock
Blast Radius: 30 Meter Line

The most powerful offensive power-up, the wake cannot be obtained from mystery boxes, it is only available from special power boxes on certain tracks. Once fired the wake will activate forming a wall of electricity that will circle the track for one lap. Any racer hit by the wall will spin-out and be shocked. Not effective when fired from first place.

Mines

Visual Name Stats Description and Notes
Minimines MiniMines

Duration: 3 seconds
Movement: None
Damage: 50
Blast Radius: 7 meters

A chain of small bombs that trail behind your vehicle. Activating the weapon will drop one mine on the track where it will explode automatically after 3 seconds. You can also use the mines while they are still attached to your vehicle by swinging them into nearby racers, this makes the minimines a versatile weapon that can be used in a variety of situations.
TNT TNT

Duration: Indefinite
Movement: None
Damage: 75
Blast Radius: 12 meters

A basic mine, the TNT can be dropped behind you, damaging the racer that collides with it, and any other nearby racers. Be mindful of where you plant TNT, its indefinite duration means it will pose a threat to you if no one runs into it before the next lap. The TNT can also be used defensively by dropping it in front of a missile that would otherwise hit you.
Tornado Tornado

Duration 15 seconds
Movement: Back and fourth across the track
Damage: 25
Blast Radius: None

A turbine that, when deployed, will activate and form a tornado that moves back and fourth along the track. Unlike other mines, the tornado will not be destroyed when it collides with a racer. Tornados become particularly dangerous when multiple are deployed in quick succession.


Equipment

Visual Name Stats Description and Notes
Flamethrower Flamethrower

Duration: 10 seconds
Range: 10 Meters
Effect: Damage, Fire, Boost
Damage: 15/sec

When activated, shoots a jet of flame out in front of your vehicle that burns and deals steady damage to any racer in it. Activating the weapon again will overload the flamethrower, causing it to explode a few seconds later, and give you a boost of speed. The flamethrower can be overloaded regardless of the flamethrowers remaining duration, reactivate it a second before time runs out to maximize its effect.
Forcefield Forcefield

Duration: 6.6 seconds
Range: 15 Meters
Effect: Protection, Push
Damage: 0

When activated, surrounds your vehicle with a protective field that will prevent all damage for the duration. Activating the power-up again will overload the forcefield, causing it to explode a second later, pushing all nearby racers away from you. The push force of the overload is particularly devastating to airborne racers.
Oil Oil

Duration: 2.7 seconds
Effect Duration: 5 seconds
Effect: Spinout
Damage: 0

When activated, leaves A trail of oil behind your vehicle. Any racer that drives over the oil will spinout, losing control temporarily. Turning or cutting across the track while the oil can is active can make the slick more difficult to avoid for racers behind you.
FuelInjector Fuel Injector

Duration: 12 seconds
Effect: Boost
Damage: 50

The most powerful equipment type power-up, the fuel injector cannot be obtained from mystery boxes, it is only available from special power boxes on certain tracks. When activated it gives you a boost of speed, and can be reactivated every second for the next 12 seconds to boost again. Ramming other racers during a boost will cause damage and spinout other racers.
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