Single use cards that can only be played during a match on behalf of yourself, another player in an active match, or to benefit a Superstar. Follow the card’s text for effects and requirements.

If there weren’t already enough ways to swing the results of a match, Weapons and One-Shots are quick and sometimes comical tools to turn the tide.

Weapons and One-Shots can only be played during a match. Any player who meets the requirements (if any) can play the card on behalf of either wrestler or team in the match.

Most Weapons have a chance of causing Injury to a player. If a Weapon is used against a player successfully, the player who introduced the Weapon in the match rolls for DQ, and if the Weapon has a chance of causing Injury, the player rolls that chance as well.

Certain cards, Gimmicks, and Managers have the ability to Stop a Weapon, Stop a One-Shot, or Stop a Run-In, which immediately negates the card’s or action’s bonus. Stopped Weapons and Run-Ins do not risk DQ. Stopped cards are discarded at the end of the match, just like a regular One-Shot or Weapon, unless they were already in play (e.g. Apocalypse Shoulderpads, Signature Weapon).

When You Play Weapons & One-Shots

When you play a Weapon or One-Shot from your hand, draw another Gear card, face down, to your hand.

  1. Not So Fast
  2. Swift Justice
  3. Signature Chant
  4. Rope Leverage
  5. Reversal
  6. Pull The Tights
  7. No Sell
  8. Gang Up
  9. Effective Hate
  10. DQ Risk
  11. Captivating Entrance
  12. A Chant Of Support