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The Boomerang is a thrown weapon that deals damage twice per throw: once as it travels outward and once as it returns to Elliot. This double-hit nature makes it one of the more efficient ranged options for dealing repeated damage without closing into melee range.
In the Prologue Demo, the basic boomerang is the Spin Back (attack 6), a wooden hunting boomerang that can be bought from a shop early on.
Attack Behavior
Throwing the boomerang sends it in an arc toward enemies ahead of Elliot; it then curves back to his position. Any target caught in its path takes a hit on both passes. Because the return arc can clip enemies that shifted position after the outward throw, the boomerang rewards spatial awareness in the combat system. It also functions as a reaching tool for interacting with distant objects or picking up dropped items on the return path.
Charged Special
Specific details about the boomerang's charged special have not been revealed so far. Based on the general pattern confirmed for most weapons, it is expected to have a charged variant, but the exact behavior has not been described yet.
Combat and Exploration Uses
The boomerang's outward-and-back route means a single throw can hit an enemy twice or strike multiple enemies arranged along the flight path. This gives it strong efficiency against grouped foes without requiring ammunition, unlike the bow. It is well suited for hitting enemies at a distance and for picking up items mid-combat without walking into dangerous positions.
Magicite
Magicite for the Boomerang covers shared pieces (Attack Up, Critical Rate Up, Charge Time Down, Critical Damage Up) as well as the weapon-specific pieces below. Higher rarities are stronger and usually cost less to equip. The table lists every piece available for the Boomerang, with its effect at one star, its effect at five stars where it scales, and its equip cost. See Magicite for how pieces are formed and the Magicite Box for equip-cost limits.
Magicite | Effect (1★) | Effect (5★) | Equip Cost |
|---|---|---|---|
Attack Up | Raises Boomerang attack by 1 | Raises Boomerang attack by 5 | 5 |
Critical Damage Up | Increases Boomerang damage dealt with critical hits by 10% | Increases Boomerang damage dealt with critical hits by 50% | 4 |
Charge Time Down | Reduces Boomerang charge time by 10% | Reduces Boomerang charge time by 30% | 4 |
Electric Boomerang | Creates a 5% chance of stunning enemies hit with Boomerang attacks | Creates a 15% chance of stunning enemies hit with Boomerang attacks | 7 to 5 |
Hit Count | Increases damage by 10% with each hit (up to 50%) while Boomerang is airborne | Increases damage by 20% with each hit (up to 100%) while Boomerang is airborne | 9 to 7 |
Biggun | Increases Boomerang size by 20% | Increases Boomerang size by 60% | 6 to 4 |
Stunned Efficiency | Increases Boomerang critical-hit rate to stunned enemies by 20% | Increases Boomerang critical-hit rate to stunned enemies by 50% | 6 |
Satellite | Causes Boomerang to orbit oneself for a short time when using Boomerang special attacks | Causes Boomerang to orbit oneself for a while when using Boomerang special attacks | 8 to 6 |
Risky Throw | Increases Boomerang damage dealt by 30% | Increases Boomerang damage dealt by 50% | 10 to 8 |
Extra Throw | Increases number of Boomerangs that may be thrown by 1 | 13 to 11 | |
Critical Rate Up | Increases Boomerang critical-hit rate by 6% | Increases Boomerang critical-hit rate by 20% | 6 to 4 |
Long Throw | Extends the duration Boomerang is airborne | 8 to 4 | |
Weapon Shift - Airborne | Increases critical-hit rate of other weapons by 10% while Boomerang is airborne | Increases critical-hit rate of other weapons by 30% while Boomerang is airborne | 9 to 7 |
Interceptor | Boomerang attacks destroy enemy projectiles (up to 1) | Boomerang attacks destroy enemy projectiles (up to 3) | 8 to 6 |
Pulse Throw | Delivers an electric shock to nearby enemies when status-afflicted enemies are hit by Boomerangs | 11 to 9 |
See Also
Weapons overview
Combat System
Magicite
Faie's Fairy Magic