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Just nicking smaller enemies kills them, and larger foes can’t the pain for long. Shocking enemies with a powerful jolt of electricity, the Telsa Claw possesses incredible power. The explosion is powerful, chewing through some of the early game bosses and taking down plenty of late game baddies in one shot. Throwing a pod releases four agents that rush towards the nearest foe and detonate upon touching them. They have the look, and are just as destructive. The Agents of Doom are another basic form of Mr. While so many weapons work well for close ranged crowd control, the Walloper is the best of the bunch. It can also block incoming projectiles, adding a nice bit of utility. Still, the Omniwrench is a great weapon.Ī giant boxing glove, the Walloper deals more damage than the wrench, making it the ultimate tool for dealing with close ranged foes. The overhead strike does a ton of damage as well, although some late game enemies recover fast enough to punish Ratchet for using it. The standard three swing combo does its job just fine, and throwing the wrench as a boomerang lets ratchet pick off swarms at a distance. It serves as the best close ranged weapon for the majority of the game, dealing great damage and offering a variety of moves. The Omniwrench 8000 has incredible utility throughout Ratchet’s adventure. It’s perfect for sucking up puffer fish on Pokitaru, making one of the more frustrating missions in the game a breeze. Ultimately, it’s still a pretty good weapon thanks to some late game utility. These shots are powerful, but don’t have as much range as other weapons. The Suck Cannon sucks up smaller enemies and spits them back out as projectiles. The Bomb Glove deals enough damage to make it a fairly effective weapon throughout Ratchet’s adventure, but it does get outclassed later on. It can take down mid-range foes as well as swarms of smaller enemies with its decent blast radius. Like the Pyrocitor, the Bomb Glove does a great job in the early game. You have to be close for the weapon to work, making it useless against enemies with a lot of range. Smaller enemies are transformed instantly, but bigger ones take some time. It turns enemies into chickens, with limited degrees of effectiveness. The Morph-O-Ray works exactly like the Pyrocitor, but it doesn’t require ammo to fire. It does lose some of its utility later in the game, being outclassed by the Morph-o-Ray and walloper, but getting this weapon early on makes Aridia and Kerwan a breeze. With cheap ammo cost as well, Ratchet & Clank definitely want to buy this as soon as he can. It controls swarms of small units effectively, killing them instantly. The weapon does its job alright, but that job just isn’t very important.Įarly on the Pyrocitor is a great weapon. Rarely are enemies strong enough to make it worth distracting them. But in the original it’s not all that useful. In future Ratchet & Clank games, the decoy glove works wonders in the arena. Against enemies that rush Ratchet down, the Mine Glove isn’t a bad choice. It takes down close range opponents who walk into its radius. Meant to be used with the Taunter, the Mine Glove fills a niche role that the Omniwrench and Walloper already do. You’re better off using the ammo-less Omniwrench or Walloper. They do hone in on nearby foes, but lack the power to make a real dent. These drones are supposed to shield him from damage, but rarely actually do that job. Zurkon, deploying six drones around Ratchet. It’s the very first precursor to the adored Mr. The Drone Device gives the Taunter a run for its money.
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That’s about its only use in Ratchet & Clank. You can use it to lure enemies close to ratchet, but why do that when you could blast them at a distance? If you’re out of ammo, I suppose it allows you to kill with your Omniwrench. Outside of that, this “weapon” will do nothing but look good on your mantle. The best and only use for the Taunter is to get the one of the Gold Bolts on Veldin.