Destroy Any Website

Weapons and characters

Every round starts with the stickman and the standard guns. Three more characters are bought with coins from Challenge mode. A card on the title screen only previews. Select applies it. If the character is locked, the button reads Unlock and the price, and it stays disabled until you can pay. X and Esc close the dialog and leave the current character alone. Key 0 is The Magic Wand until a character weapon takes that slot.

Standard weapons

Pistol 1

Single shots. Reliable against letters and small boxes. The gun you still have when everything else is on cooldown.

SMG 2

Hold the button. It shreds lines of text and thin boxes, and it is easier to control than a rocket in a tight heading.

Shotgun 3

A wide burst of pellets. Good when a cluster of blocks, or a minion, is close. Wasteful down a long corridor.

Rocket 4

A fireball with smoke and burning debris. The blast knocks you back too. Fire it while you are already moving away, or from a ledge you can drop off.

Railgun 5

A charged beam that cuts a trench through the page. It needs a clear lane. Quick match turns it off.

Flamethrower 6

Hold to set letters and boxes on fire. Fire stays on the page and keeps working after you let go of the button. Useful on the logo boss once you are in range.

Too Much 7

A parachute bomb that splits into smaller blasts. The kick is large. Quick match turns it off.

Drone 8

Sends a gatling drone you can fly for a short stretch. Its own blast still knocks you around if you are standing in it. On a phone, the grenade button changes job while the drone is out.

PSR B0531+21 9

A slow pulsar. The jets sweep a wide arc and the burst knocks you back. Give it room. Quick match turns it off.

The Magic Wand 0

Calls a pillar of light where you aimed, after a short flight. The pillar knocks you back if you are in it. Once Iron Hand, Digger, or Clown is selected, key 0 becomes that character's weapon instead, and the wand's label clears off the hotbar. Quick match turns the wand off.

Grenade

Right click on a desktop, or the grenade button on a phone. It is not a numbered slot. It lands toward the cursor and then blows. Stand clear.

Jetpack

Not a weapon. Hold jump while you are in the air. It carries you until it needs a moment to recover. You move a little slower while the magnet is holding a chunk of the page.

Iron Hand — magnet — 200 coins

Iron Hand is the first unlock. Hold fire and the magnet grabs a loose piece of the page. Release and that piece is thrown. Coins near you drift in while the magnet is out. A gem, when one drops, pulls coins from farther away for a couple of seconds. Use it after the page is already in chunks: a thrown block is a weapon, and the coin pull saves you from chasing every pickup across a tall article.

Digger — black hole — 400 coins

Hold fire to charge the black hole, a little under a second. When the charge finishes, a short-lived pull drags blocks and loot inward. It then needs six seconds before it will charge again, so place it where several things are already close: a pile of coins, a cluster of minions, or the logo boss. Letting go early cancels the charge and does not spend the cooldown.

Clown — decoy — 600 coins

Press fire to stick a balloon where you aimed. Minions look at the decoy instead of you. It needs eight seconds before you can place another. It does not replace a gun for breaking the page. It buys you a quiet moment to move, reload a slow weapon, or break the loot block you actually wanted. In Sandbox there is nothing to distract, so Clown is a Challenge character.

Tips