BioShock 2 / Weapons and plasmids
BioShock 2 Weapons and plasmids: drill, rivets, traps and control combinations
Build combinations around enemy control and the ammunition you actually have.
Edition covered
Original 2010 BioShock 2 single-player story and core systems. Cover art is from the original PC release; gallery pictures show the enhanced BioShock 2 Remastered campaign. Multiplayer and Minerva’s Den have separate content and are excluded.
10 items · one picture per entry · open a picture for full size.
Weapon roles
Plasmid combinations

Follow-up: Weapon fire or close strike
Electro Bolt
Practical use: Interrupt a dangerous attacker.

Follow-up: Maintain pressure while enemies react
Incinerate!
Practical use: Fire damage and environmental use.



Follow-up: Direct hacked security
Security Command
Practical use: Focus allied machines on a threat.
Quick notes
- Weapons and plasmids work together. Delta can fire a weapon and use a plasmid without the first game’s hand-switching routine.
- The drill has a fuel cost. Powered drill attacks use fuel, while the melee strike remains useful for close interactions.
- Select ammunition for the encounter. The Rivet Gun, Shotgun and other weapons support specialized ammunition.
- Spend upgrades on a reliable role. Power to the People stations offer a weapon improvement at that station.
Useful tip
Power to the People stations offer a weapon improvement at that station.
References
| Reference | Website |
|---|---|
| BioShock 2 publisher listing | store.steampowered.com |
| Official BioShock 2 PC manual | store.steampowered.com |





