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Basic Combat Techniques
Dave the Diver

Basic Combat Techniques

New to Dave the Diver? Learn about the basic combat techniques and the first weapons you'll find, like melee options and early guns, to help you survive the Blue Hole.

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Basic Combat Techniques

New to Dave the Diver? Learn about the basic combat techniques and the first weapons you'll find, like melee options and early guns, to help you survive the Blue Hole.

Hey there! So you're diving into the Blue Hole and need to know how to handle yourself? Don't worry, it's not too complicated once you get the hang of it. Let's talk about your first tools for dealing with the local wildlife. When you first start out, most of your gear will come from those yellow supply chests you find. You'll get a mix of melee weapons and some basic guns. Keep an eye out for [Gun Enhancement Kits] too; these are super handy because they'll boost your current gun's level and give you some ammo back. ### Melee Weapons These are your close-quarters options. They're found in those yellow chests, but remember, they break down and you can't take them out of the [Blue Hole]. You also can't craft them, so make the most of what you find! Here's a quick rundown of some early melee weapons: * [Dive Knife]: Starts with 3 damage, but can be upgraded. * [Baseball Bat]: Deals 5 damage and has a special assault attack. * [Baseball Ball]: You can throw this for 20 damage. * [Rubber Chicken]: A solid 10 damage. * [Cheap Japanese Sword]: 8 damage. * [Sharp Japanese Sword]: 10 damage, with a 32 damage Charged Attack. * [Boxing Gloves]: 10 damage with quick combo attacks. * [Sleepy Toy Hammer]: Only 1 damage, but has a chance to tranquilize enemies. * [Shock Bangstick]: 5 damage, but it releases an electric discharge that paralyzes for 10 seconds and slows you down by 30%. * [Tennis Racket]: 10 damage with good knockback. * [Shovel]: Deals 16 damage and is especially good against [Spider Crabs]. * [Pickaxe]: Deals 3 damage, but its real use is for gathering better ores and doubling yields of copper, lead, and iron. * [Sea Snake Whip]: 10 damage plus 1 poison damage that lasts 8 seconds. * [Frozen Cod]: This one's interesting. It does 1 damage, boosts harpoon damage by 1, and has a 30% chance to freeze a target for 7 seconds, dealing an extra 30 damage. * [Mjölnir]: A heavy hitter with 20 damage, a 30 damage Charged Attack, and it can hit up to 5 nearby targets for 80% damage. * [May's Anchor]: 10 damage with a 3-combo limit. * [Hero's Bat]: 8 damage, with a 25 damage Charged Attack that has a 100% chance to paralyze and severely reduce movement speed by -70%. ### Guns Once you finish the [Weaponsmith Duff] sub-mission, you'll unlock the ability to craft a permanent [Basic Underwater Rifle] using the [Weapon Shop app]. This is huge because you won't lose it when you dive! For any other guns, you'll need to find their blueprints first. Just pick up the gun from a weapon crate a few times across different dives, and [Duff] will eventually be able to craft it for [Dave]. As you get further into the game, especially after starting the Chapter 2 main [mission] called [Speak with the Sea People], you'll be able to upgrade weapons at Duff's shop. You can also craft multiple versions of the same gun template to create different enhanced types.

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