Can You Throw Weapons in Quasimorph?

If you are searching for a quick way to throw a gun or melee weapon at an enemy, do not spend a dangerous turn hunting for a hidden shortcut. Quasimorph’s combat advice centers on equipped weapons, ammunition damage types, manual aiming, and movement actions—not a standard weapon-throw action. That matters because trying an unsupported action while exposed can leave your clone unable to fire, move, or safely open a door.

Weapons are primarily tools to equip, fire, reload, swap, and dismantle. If an item menu or current version presents a contextual throw option, treat it as a special item interaction and confirm its action cost before relying on it. Do not assume every weapon can be thrown simply because it is in your inventory.

For players asking quasimorph how to throw weapons, the practical answer is to first inspect the selected item’s available actions. If no throw command appears, switch to an equipped weapon or use the item for its intended purpose instead. A reliable ranged attack is usually more valuable than losing an equipped weapon to an uncertain throw.

SituationBest responseWhy it is safer
A weapon is in your backpackCheck its item actions before committingInventory items do not automatically become throwable attacks
An enemy is around a cornerUse manual targeting with an equipped firearmIt can create a viable firing line without discarding gear
You need a different damage typeSwap weapons or ammunitionEnemy resistance can make the current attack ineffective
You are out of ammunitionRetreat, reposition, or use another equipped weaponPreserves equipment and avoids a wasted action
A hazardous container blocks the wayInteract with it and remove fuel or poisonPrevents explosions or poison hazards during combat

A thrown weapon, even if an interaction is available in your build, should not replace loadout planning. Carrying two damage types gives you answers to different enemy resistances, while a third weapon slot from a servo backpack can widen those options further.

Quasimorph screenshot 5
Image: Steam

Check the Action Economy Before You Act

Quasimorph is turn-based, so every interaction has a cost. The real danger is not merely failing to throw a weapon; it is ending your turn where an enemy has a clear line of fire. Before testing any unfamiliar item action, count your remaining actions and make sure you have cover, distance, or a closed door between your clone and hostile targets.

Movement mode changes how much flexibility you have. Stealth movement provides one action and helps you sense nearby enemies. Normal movement gives two actions, making it the most dependable combat mode for opening a door and still shooting or moving away. Running provides three actions, but it reduces accuracy and prevents certain interactions.

Movement modeActions per turnMain advantageImportant limitation
Stealth1Helps detect nearby enemies and uses fewer caloriesOpening a door can immediately end your safe turn
Normal2Supports move-and-shoot or open-and-shoot decisionsSlower than running
Run3Fast escape and repositioningAccuracy penalty; cannot perform many interactions
Manual targetingDepends on weapon actionLets you aim along a chosen lineScatter and accuracy can still alter the result

A good default is to explore cautiously in stealth, then change to normal movement before opening doors or engaging enemies. Use running when the priority is escaping, not when you expect to manage inventory, loot, wounds, or environmental objects.

Follow this sequence when an enemy appears:

  • Stop before spending your final action.
  • Inspect the enemy’s resistances when possible.
  • Choose the weapon and ammunition damage type that best fits the target.
  • Use normal movement if you need both positioning and an attack.
  • Hold Shift to manually aim when the automatic target line is blocked or unhelpful.
  • Keep one action available whenever opening a door could expose you.
  • Reassess after every shot instead of assuming the enemy is down.

Manual targeting is especially useful when an enemy is near a corner. The usual target display may indicate that a wall blocks the shot, yet aiming at a neighboring tile behind or beside the enemy can produce a line that lets weapon scatter reach the target. This is not guaranteed, but it is a more dependable tactical experiment than throwing away a firearm.

Video: Quasimorph gameplay and trailer

Use Weapons for Damage Types, Not Improvised Disposal

The strongest reason to keep weapons equipped is that Quasimorph enemies have different resistances. Ammunition can deal damage such as fire, cut, piercing, or beam, and a target’s resistance reduces damage from that type. A weapon that looks powerful can perform poorly if its ammunition matches the enemy’s strongest resistance.

Bring at least two ways to deal damage whenever your available inventory allows it. A shotgun and an alternative firearm or ammunition type can cover more situations than several copies of one weapon. This becomes increasingly important when facing armored humanoids, cyborgs, and Quasimorphs with distinct defensive profiles.

Combat problemBetter weapon decisionTactical result
High fire resistanceChange away from fire damageAvoids reduced damage from a poor matchup
Low cut resistanceUse a cut-focused option, such as suitable buckshotExploits a vulnerable damage type
Long corridorManually aim downrangeCan reach targets or hazardous objects outside normal targeting convenience
Enemy near a cornerAim at an adjacent tile with Shift heldMay create a workable shot angle
Several enemy types on one contractCarry multiple damage typesReduces the chance that every shot is inefficient

Weapon handling also affects your inventory. A servo backpack can provide an additional weapon slot and reduce reload duration for the weapon in that slot by one turn. It does not function as a normal nested storage container, but it can make a three-weapon setup workable. After combat, switching back to a larger backpack can improve looting capacity without abandoning useful gear.

Use quick transfers carefully as well. Control-clicking an item can move it between containers when there is space, and may prioritize equipping armor or weapons when appropriate. That speed is helpful after clearing a room, but do not let fast looting replace threat checks. Hold Alt to highlight visible enemies in red and corpses in white, especially after fires or explosions obscure the floor.

Quasimorph screenshot 6
Image: Steam

FAQ

How do I throw weapons in Quasimorph?

For quasimorph how to throw weapons, first select the item and check whether its current interface offers a throw action. There is no broadly established standard weapon-throw workflow to depend on in normal combat guidance. If the item has no throw command, equip a weapon and attack normally, or use another available item action.

Should I throw a weapon when I run out of ammo?

Usually no. Swap to a second weapon, change ammunition, retreat, or use a weapon better suited to the enemy’s resistance. Losing an equipped weapon can leave you weaker for the rest of the contract.

What should I do when automatic targeting says a wall blocks my shot?

Hold Shift for manual targeting and try aiming at a tile beyond, beside, or behind the enemy. Weapon scatter and accuracy still matter, but this can find lines that the standard target selection does not make obvious.

Why should I avoid opening doors on my last action?

Opening a door consumes an action. If it ends your turn, enemies on the other side can act while you are exposed. Open doors with at least one action remaining whenever possible, so you can shoot, move, or reassess immediately.