Biscuit’s field notes

Idle Cheeky Cat weapons & merge guide

From Peashooter to Goodnight, Everything: compare every gun, preview your next merge, and find a shape of chaos that fits the field.

Developer-maintained game guide · Reviewed

Biscuit, the cream-colored cat in a mint bandana.

Idle Cheeky Cat has 65 weapons across 5 tiers. Merge any two guns from the same tier to preview a gun from the next tier. You do not need two copies of the same named weapon. Tier 5, Legendary, is the maximum.

How to merge guns without guessing

Your Arsenal folds out from the battle screen and pauses combat while it is open. That gives you room to compare the result before handing over a pair of perfectly good noise machines. Merging consumes two inventory items and makes one new item, freeing a slot in the process.

  1. Open the Arsenal and choose Merge guns. Use Merge guide if you want the in-game prompts.
  2. Pick one gun, then a second gun of the same tier. Different names are allowed. Dragging a gun onto a matching-tier gun also opens a preview.
  3. Read the named result, its tier, the firepower comparison, and whether it will equip. A preview does not consume the ingredients.
  4. Confirm the merge when you are happy with the pair. The result equips if it has a higher estimated output than your current gun, or if it replaces an equipped ingredient.
  5. Choose Try the new gun to return to the field. Watch the burst pattern as well as the numbers.

The result is selected from the next tier using the pair you chose and a firepower check. It is not a random paid roll. The game blocks a merge that would consume your equipped gun and lower its estimated output. That safeguard does not make every gun equally useful for every formation, so the preview is still worth a look.

Automatic evolution is separate from merging

Breaking one object adds 10 wreck points. Reaching the following milestones grants a specific weapon without asking you to sacrifice a pair. The first milestone arrives after two broken objects on a fresh save. Your score continues accumulating after a reward; it is not a currency you spend.

Wreck-score weapon rewards
ScoreWeapon rewardTier
20Lil SpitfireUncommon
180Snack AttackUncommon
400Oops! All BulletsRare
750Yeet CannonEpic
1,250Sunbeam SupremeLegendary
2,000Rainbow RudeLegendary
3,200The Unfriend RayLegendary

A stronger reward automatically equips. A reward that does not beat your current estimate stays unequipped when there is room in the bag. If the inventory is full, a stronger reward can replace the equipped item; a weaker reward cannot be stored in a full bag. Leave room if you want to keep more alternatives. Rebirth preserves score and evolution progress, so it does not replay already-earned milestones.

Pick a shape of chaos, not just a bigger number

Pistols give you a straightforward stream. Rifles gain piercing as their tiers rise, which helps when you line up several targets. Shotguns put multiple pellets into a spread; get close enough for those pellets to connect. An SMG favors frequent bursts, with more pellets per burst at higher tiers.

Rockets have a splash radius and can hit clustered targets. Lasers pierce several targets in a line. A projectile that misses, runs out of range, or spreads past a small target contributes no damage to that target. Move to suit the weapon instead of treating every gun as a stationary hose.

For rows and narrow lanes, try lining up a rifle or laser. For a dense group, compare a shotgun spread with rocket splash. On giant-object levels, use nearby explosive supports as part of the plan. The map guide shows where those layouts appear, and the controls guide explains moving while firing.

All 65 weapons: base stats by tier

These are the game’s base weapon values with zero Damage upgrades, zero Fire Rate upgrades, and zero Stardust. Damage is per hit. Bursts per second describes the firing cadence, while pellets describes the projectiles in one burst. Range and splash are game-world units, not meters.

These figures are not measured combat DPS. The game’s comparison estimate multiplies damage, rate, and pellets. It does not promise that every pellet lands, and it does not measure the extra value of piercing, splash, or chain reactions against your current targets. Your equipped stats rise with boosts and Stardust.

Open a tier to see its 13 guns. On narrow screens, swipe the table sideways to compare all columns.

Tier 1 · Common · 13 weapons
Common weapons at zero upgrades and zero Stardust
WeaponTypeDamage / hitBursts / secPellets / burstReach
PeashooterPistol10.06.001Direct
Range 330
Soda PopperPistol5.512.001Direct
Range 310
Cookie CrackerPistol6.04.201Direct
Range 270
Minty PopPistol13.05.101Direct
Range 440
Honey TapPistol5.015.001Direct
Range 350
Pocket StarPistol28.02.521Direct
Range 410
Blueberry BlipPistol9.09.601Direct
Range 460
ButterfingerPistol16.53.901Direct
Range 390
Cherry PopPistol7.26.001Direct
Range 330
Tangerine TicklePistol4.516.801Direct
Range 250
MoonshotRifle30.02.401Direct
Range 600
Sugar Rush RifleRifle35.01.981Direct
Range 380
Matcha MarksmanRifle11.57.201Direct
Range 420
Tier 2 · Uncommon · 13 weapons
Uncommon weapons at zero upgrades and zero Stardust
WeaponTypeDamage / hitBursts / secPellets / burstReach
Lil SpitfireRifle20.06.961Pierce 1
Range 330
Pop Goes the RifleRifle11.013.921Pierce 1
Range 310
Long-Distance DivaRifle12.04.871Pierce 1
Range 270
Mint to HitRifle26.05.921Pierce 1
Range 440
Honey, Duck!Rifle10.017.401Pierce 1
Range 350
Blueberry BullseyeRifle56.02.921Pierce 1
Range 410
Cookie ScopeRifle18.011.141Pierce 1
Range 460
Snack AttackShotgun33.04.526Direct
Range 390
Crumb CannonShotgun14.46.966Direct
Range 330
Double TroubleShotgun9.019.496Direct
Range 250
Boom BiscuitShotgun60.02.786Direct
Range 600
Sprinkle StormShotgun70.02.306Direct
Range 380
Couch ConfettiShotgun23.08.356Direct
Range 420
Tier 3 · Rare · 13 weapons
Rare weapons at zero upgrades and zero Stardust
WeaponTypeDamage / hitBursts / secPellets / burstReach
Hissy FitShotgun40.07.927Direct
Range 330
Cherry ScatterShotgun22.015.847Direct
Range 310
Scatter SnacksShotgun24.05.547Direct
Range 270
Purr BuckshotShotgun52.06.737Direct
Range 440
ZoomiesSMG20.019.802Direct
Range 350
Honey BadgerSMG112.03.332Direct
Range 410
Oops! All BulletsSMG36.012.672Direct
Range 460
Spray DateSMG66.05.152Direct
Range 390
The CatlingSMG28.87.922Direct
Range 330
Fuzz BuzzSMG18.022.182Direct
Range 250
Paw & SpraySMG120.03.172Direct
Range 600
Tiny TantrumSMG140.02.612Direct
Range 380
No ChillSMG46.09.502Direct
Range 420
Tier 4 · Epic · 13 weapons
Epic weapons at zero upgrades and zero Stardust
WeaponTypeDamage / hitBursts / secPellets / burstReach
Full Auto FiascoSMG80.08.882Direct
Range 330
Pocket BoomRocket44.017.761Splash 136
Range 310
Snack LauncherRocket48.06.221Splash 136
Range 270
Purrfect ImpactRocket104.07.551Splash 136
Range 440
Marshmallow MortarRocket40.022.201Splash 136
Range 350
Big WhoopsRocket224.03.731Splash 120
Range 410
Yeet CannonRocket72.014.211Splash 136
Range 460
Rocket RuckusRocket132.05.771Splash 136
Range 390
Soda WarheadRocket57.68.881Splash 136
Range 330
Nap Time NukeRocket36.024.861Splash 136
Range 250
Doom MuffinRocket240.03.551Splash 136
Range 600
Laser PointerLaser280.02.931Pierce 6
Range 380
Neon NibblerLaser92.010.661Pierce 6
Range 420
Tier 5 · Legendary · 13 weapons
Legendary weapons at zero upgrades and zero Stardust
WeaponTypeDamage / hitBursts / secPellets / burstReach
Sunbeam SupremeLaser160.09.841Pierce 7
Range 330
Matcha MeltdownLaser88.019.681Pierce 7
Range 310
Disco WhiskersLaser96.06.891Pierce 7
Range 270
Rainbow RudeLaser208.08.361Pierce 7
Range 440
Pew Pew PermanentLaser80.024.601Pierce 7
Range 350
Glitter GetterLaser448.04.131Pierce 7
Range 410
The Unfriend RayLaser144.015.741Pierce 7
Range 460
Cat ScanLaser264.06.401Pierce 7
Range 390
Mood LaserLaser115.29.841Pierce 7
Range 330
Toasty BeansLaser72.027.551Pierce 7
Range 250
Starlight SlicerLaser480.03.941Pierce 7
Range 600
Maximum MeowLaser560.03.251Pierce 7
Range 380
Goodnight, EverythingLaser184.011.811Pierce 7
Range 420

Make room, then make a little more noise

The inventory holds 12 items. The random-gun button buys a Common weapon with in-game coins, starting at 45 coins and becoming more expensive as you buy. It needs an empty slot. Buying is separate from merging, and a merge does not charge an extra coin fee.

Damage boosts start at 20 coins, Fire Rate at 35, and Coin Boost at 25; later purchases cost more. Each Damage level adds 25% to the base damage multiplier. Each Fire Rate level adds 8% to the base rate multiplier, with a rate cap of 35 bursts per second. Each Coin Boost level adds 15% to the base coin payout multiplier.

Stardust adds 8% permanent damage per point and combines with your Damage upgrade multiplier. Rebirth resets the three coin upgrades while keeping your guns and Stardust. Compare your actual equipped stats after a reset instead of expecting the zero-upgrade table to match every moment of a run.

A useful first merge: a fresh save includes two Peashooters and one Soda Popper. All three are Common, so a matching-tier pair is available from the start. You can practice the preview before the first enemy arrives at level 3.