Takeover 2 Weapons: Guns, Throwables and Crowd Control
Every weapon type in Takeover 2, from traffic cones and tyres to pipes and firearms, and the crowd-control situations where each one is worth the pickup.
Takeover 2 lets you weaponize almost anything: cones, tyres, buckets, bins, basketballs, pipes, axes and firearms. The right weapon is the one that solves the crowd in front of you, not the one with the biggest number. Source: Takeover 2 on Steam ↗
The sequel's marketing line is "everything is a weapon", and for once the line is close to literal. The stages are full of objects that can be picked up, thrown or swung, and the enemy design assumes you will use them. A player who ignores the environment is playing a harder game than the one on the disc.
This page breaks the weapon types into jobs. It does not list damage values, because Pelikan13 has not published them and the launch build's balance can change; it lists the situations each category is built for.
The three weapon families
Throwables
Cones, tyres, buckets, basketballs and trash cans. These are one-and-done crowd tools. You pick them up, throw them, and the front of the enemy group goes down. The value is not the damage; it is the knockdown and the space it creates.
Use throwables when:
- Two or more enemies are advancing in a line.
- A shooter is setting up behind a melee enemy.
- You need to cross an open area without eating a combo.
- A boss is winding up and you need one more interruption.
Do not save a throwable for the boss unless the boss room actually has one. A cone that sits in your hands for three stages is a cone you never used.
Melee weapons
Pipes, axes, bats and similar blunt or bladed objects. These are the damage tools. They have more reach than your fists and a heavier hit reaction, which makes them good for controlling a single dangerous enemy while the rest of the crowd is still approaching.
The June 10 patch added a useful detail: while holding a melee weapon you can kick objects and downed enemies. That means a weapon does not lock you out of the environment. You can hold a pipe, kick a tyre into a group, then turn back to the enemy in front of you.
Use melee weapons when:
- A single armoured enemy is advancing and you want to break their poise.
- You are holding a corridor and need reach.
- You want to save ammunition for a later stage.
- The crowd is already knocked down and you want to finish it quickly.
The trade-off is speed. A pipe swing is slower than a punch, and a whiffed swing is a free hit for the enemy behind you. Do not swing a melee weapon into a group that is already surrounding you; that is what throwables are for.
Firearms
Pistols, rifles and SMGs appear in the trailer and screenshots, and the HUD tracks ammunition. Guns are the precision tool. They let you delete a specific enemy from range, which matters most against shooters, grabbers and any enemy whose gimmick is "you cannot get close".
The "Finisher Frenzy" achievement asks for 20 gun finishers in a single clear, which tells you the intended use: guns are for finishing, not for opening. A gunshot that kills is worth more than a gunshot that chips. If you empty a rifle into a full-health enemy, you have spent the tool without solving the problem.
Use firearms when:
- A shooter is standing behind a wall of melee enemies.
- A low-health enemy is about to run away or heal (if the game has such an enemy).
- You need a finisher and the enemy is already staggered.
- A boss is at the end of a phase and you want the safe damage.
The weapon triangle in practice
| Situation | Best tool | Why |
|---|---|---|
| Three enemies advancing in a line | Throwable | One throw knocks down the front and blocks the rest |
| One armoured enemy | Melee weapon | Reach and hit reaction without spending ammo |
| Shooter behind cover | Firearm | Range answers range |
| Boss wind-up | Throwable or parry | Interrupt or counter, then reset |
| Low-health finisher | Firearm | Guaranteed finish without exposure |
| Surrounded | Nothing; move | The correct answer is to leave the pocket |
That last row is not a joke. The worst weapon decision in Takeover 2 is staying in the middle of a crowd to pick something up. If you are surrounded, walk out first, then re-engage with a tool.
How to manage ammunition
Ammunition is the only resource in the game that behaves like a budget. The HUD shows the count, and the enemies do not drop an unlimited supply. Three rules keep the budget healthy:
- Do not open with the gun. Open with a parry, a throw or a melee swing. Save the gun for the moment the fight is already won and you want to end it safely.
- Spend shots on problems, not on health bars. A shooter at full health is a problem. A thug at 10% health is not.
- Reload before the boss door. If the game gives you a reload or a fresh weapon at a stage transition, take it. If it does not, do not walk into a boss room with an empty rifle.
In co-op, agree on who carries the gun. Two players emptying pistols into the same boss is a waste; one player holding the gun for adds while the other parries the boss is a plan.
Weapons and the score system
The score system rewards variety and cleanliness. A stage where you use a throw, a melee weapon, a gun finisher and a parry route will score better than a stage where you punch the same enemy forty times. The weapon is not just a damage tool; it is a score surface.
That does not mean you should hoover up every object. A weapon you never use is a detour. Pick up what solves the current wave, throw it, and move on. The stage rank is judging the fight, not your inventory.
What the trailer shows, and what it does not
The reveal trailer and the official screenshots show traffic cones, tyres, buckets, bins, pipes, axes, a megaphone, a basketball, pistols, rifles and SMGs. They do not show weapon durability, crafting, upgrades or a shop. As of launch, there is no evidence of a weapon progression system; the game treats weapons as stage furniture, not equipment.
That is good news for new players. You do not need to learn a crafting tree. You need to learn which object in the room answers the enemy in front of you.

Weapon pickups feed the combo system→, so the routes page is the natural next read.
FAQ
What weapons are in Takeover 2?
Throwables such as cones, tyres, buckets, bins and basketballs; melee weapons such as pipes and axes; and firearms including pistols, rifles and SMGs. The exact set varies by stage.
Do weapons break?
The store page and patch notes do not describe a durability system. Treat melee weapons as stage pickups rather than permanent equipment.
Are guns worth using?
Yes, but mainly as finishers and problem-solvers. The Finisher Frenzy achievement specifically rewards gun finishers, so the intended use is to end fights, not to open them.
Sources
- Takeover 2 on Steam ↗
- Steam news and the June 10 patch ↗
- Takeover 2 reveal trailer breakdown ↗
- June 2026 press release: buckets, cones and tyres ↗
Official source: Takeover 2 on Steam ↗ Takeover 2 guides and walkthroughs

