Marvel's Spider-Man 2 - Weapons

Gadgets, ability suites, and equipment represent the Spider-Men's tactical arsenal in combat and traversal. Gadgets provide shared utility, while specialized ability sets harness Peter's mechanical arms and symbiote powers, and Miles' bio-electric venom energy.
of 12 entries · updated 2026-07-25
Name Type Description Stats Source
Web Shooters Gadget The signature gadget for both Spider-Men. Unlock: Available at start Ammo: 12 (Regenerates) Main Upgrade: Double Shot (Fires two webs at once) Default equipment
Web Grabber Gadget Fires a web projectile that pulls in multiple nearby enemies and loose environmental objects to a central point, clustering them for area attacks. Unlock: Story Progression (Early) Ammo: 3 Main Upgrade: Bombard (Pulls in throwable objects for extra damage) Craftable gadget upgrade
Upshot Gadget Deploys a localized shockwave that launches multiple target enemies into the air, opening them up for aerial follow-ups and combos. Unlock: Available at start Ammo: 4 Main Upgrade: High Frequency (Increases launch height and float time) Default equipment
Concussion Burst Gadget Fires a sonic-concussive charge that emits a powerful shockwave on impact, knocking enemies back. Unlock: Story Progression Ammo: 3 Main Upgrade: Sonic Frequency (Stuns and disrupts Symbiotes) Craftable gadget upgrade
Ricochet Web Gadget Fires a high-velocity web projectile that bounces off targets to web up multiple adjacent enemies in rapid succession. Unlock: Story Progression Ammo: 3 Main Upgrade: Split Shot (Increases maximum ricochet targets to 5) Craftable gadget upgrade
Spider-Arms (Peter) Ability Set Peter's four mechanical appendages deployed from his Advanced Suit. Damage: High Utility: Shield-breaking and multi-target stagger Story Progression — Advanced Suit tech
Symbiote Powers (Peter) Ability Set Aggressive, black-tendril attacks granted by the alien symbiote bonding with Peter. Damage: Very High Utility: Crowd-gathering and heavy area damage Story Progression — bonded during main campaign
Anti-Venom Powers (Peter) Ability Set A purified, white-tendril variant of Peter's symbiote abilities. Damage: Very High Healing: Passive focus-based healing Story Progression — unlocked late game
Venom Bio-Electricity (Miles) Ability Set Miles' classic bio-electric yellow venom powers. Damage: High Effect: Venom Stun (damage over time + status) Default abilities, upgraded through skill tree
Evolved Venom Powers (Miles) Ability Set Miles' new blue-colored bio-electricity powers. Damage: Very High Effect: Magnetic vortex and chaining lightning Story Progression — acquired during character growth
Web Wings Traversal Gear Underarm web wings integrated into both Spider-Men's suits, enabling them to glide through the air and utilize wind tunnels to cross the city at extreme speeds. Speed: High Duration: Continuous gliding Maneuverability: High Story unlock — early campaign missions
Web Line Stealth Traversal Allows the Spider-Men to fire a horizontal web line between walls or poles to create custom elevated tightropes for stealth perching and wall takedowns. Stealth: Extreme Setup Limit: Multiple custom lines Story unlock — acquired in 'Bad Guys on the Block'
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