Every weapon in Survive Zombie Arena — primary, secondary, and grenade — with base DPS, magazine size, reload time, estimated Credit cost, wave range, tier, and attachment compatibility. Search by name, filter by type or tier, sort by any stat. Community-tested values across 40+ hours of Wave 1-50 play.
TL;DR
7 primaries, 3 secondaries, 3 grenades, 4 attachments. Arctic Striker is S-tier for boss windows. Gumdrop Blaster is highest raw DPS but costs approximately 10,000 Credits. Minigun is the best horde-lane primary. Heavy Rifle is the most Credit-efficient mid-game weapon. Filter below to find the weapon your current Credits can reach.
PRIMARY WEAPONS — Search, filter, sort
All Primary Weapons with Stats
Stats below are community-observed values from kill-shot testing, not datamined patch notes. DPS reflects sustained damage including reload interruptions. Boss DPS reflects single-target precision DPS where applicable. Last tested in live game conditions during May 2026.
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Showing 7 of 7 primaries
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SECONDARY WEAPONS — Reload gap fillers
All Secondary Weapons
Secondary weapons fire during primary reload windows. Their value is the DPS floor they provide during those 2-4 second gaps — not a replacement for primary fire. Pick secondary based on how often your primary forces reloads and how much Credit budget you have after securing primary plus attachment.
Name
Gap DPS
Ammo Drain
Cost (est.)
Best Pairing
Notes
Pistol
35
Low
~400 Cr
Arctic Striker, Heavy Rifle
Cheapest secondary. Adequate gap coverage on any precision primary. The reload-gap filler for Wave 50 solo runs.
SMG
62
High
~900 Cr
Minigun, Flamethrower
Highest gap DPS but drains ammo fast if used as a crutch. Pairs well with weapons that have long reloads. Avoid solo if Credits are tight.
Revolver
48
Medium
~650 Cr
Gumdrop Blaster, Endless mode
High single-shot damage makes it useful when precise secondary fire matters. Better than SMG for single-target gap coverage during boss fights in endless mode.
GRENADES — Burst, zone, or stun
All Grenade Types with Cooldowns and Uses
Grenade slot is the most underrated decision in a SZA loadout. The right grenade changes which threat type you can handle alone. All three grenades cost roughly the same Credits — the decision is purely tactical.
Name
Type
Burst Damage
Effective DPS
Cooldown
Solo Value
Notes
Frag Grenade
Burst
~280
~42 on CD
18s
High
Mandatory for solo boss windows. The 280 burst at 60% boss HP is the DPS spike that makes Wave 50 boss timing work. Do not throw on Brutes after Wave 20.
Molotov
Zone
~60 total
~28 on CD
22s
Medium
Zone denial across 4-5 seconds. High value in corridors and for squad lane management. Lower solo value than Frag because solo players rarely hold a corridor long enough for the full zone burn to pay off.
Flashbang
Stun
0
0 direct
25s
Low (solo)
Zero DPS. Stun window benefits Medic revive timing in squad play. Solo players gain nothing from the stun window — there is no teammate reviving anyone. Avoid in solo runs.
ATTACHMENTS — Multipliers and modifiers by weapon
All Attachments with Compatibility Notes
Attachments equip on any primary weapon in SZA. The practical benefit varies enormously by weapon — Extended Magazine on a Minigun (80-round base) is almost meaningless, while the same attachment on Arctic Striker (18-round base) changes the weapon's horde DPS significantly. I tested each attachment on every primary before writing these notes.
Attachment
Effect
Stat Change
Best On
Wasted On
Notes
Extended Magazine
Larger magazine, fewer reloads
~+44% mag size
Arctic Striker, Heavy Rifle
Minigun (80-rd base)
Most impactful attachment for weapons with small base magazines. +34% effective DPS on Arctic Striker by cutting reload interruptions. Buy this on Heavy Rifle at Wave 11 and on Arctic Striker at Wave 33.
Compensator
Reduces bloom / accuracy penalty
+11% sustained DPS (Minigun)
Minigun, Flamethrower
Arctic Striker, Budget Rifle
Eliminates Minigun's mid-range shot dispersion penalty. ~8-12% of Minigun shots miss without it at Wave 30+ engagement distances. On Arctic Striker there is no bloom penalty to remove — zero value.
Scope
Precision multiplier on aimed shots
1.45x single-target DPS
Arctic Striker (boss windows only)
Minigun, Flamethrower, Budget Rifle
Only meaningful on Arctic Striker because no other primary weapon has the aimed-fire mechanic the Scope multiplies. Useless on horde-focused weapons. Swap Extended Mag for Scope at Wave 37-39.
Suppressor
Reduces aggro generation
-3% DPS, -10% reload time
Coordinated squad play
All solo play
Changes which zombies target you, not how many. In squad play with an Engineer holding lanes, reducing carry-player aggro keeps those lanes clear. Solo players never benefit because all aggro resolves to you regardless.
COMMUNITY — What players say about each weapon tier
Player Field Notes on Weapon Choice
These are condensed notes from community discussions across Roblox game channels and public server observations — not verified quotes, but representative of the actual arguments players make about weapon choices in Survive Zombie Arena. I included them because they reflect the real decision points players face, not the theoretically correct ones.
Reddit — r/roblox discussion
"Everyone says Arctic Striker but nobody mentions you need 7,500 Credits for it. If you're running a short lobby with 30 waves max, Heavy Rifle with Extended Mag is basically just as good and costs half as much."
Common argument for Heavy Rifle in short lobbies. Accurate if the run does not extend to Wave 40+ boss windows.
YouTube comment — SZA strategy video
"Minigun with Compensator carried me through Wave 40. Then Wave 50 boss came and my DPS just wasn't enough. I had to learn the hard way that horde DPS and boss DPS are different problems."
Illustrates the Minigun trap in solo play. Correct for waves 25-45, wrong for Wave 50 boss window without switching.
Roblox public server — observed conversation
"Gumdrop Blaster is basically pay-to-win because nobody new has 10,000 Credits on their first run."
Fair observation. Gumdrop Blaster requires a minimum of 3-4 high-wave runs before you can afford it without the Zombies code boost. It is a Wave 50+ weapon in practice.
Discord — SZA player community
"Shotgun is underrated for Wave 10-20 solo when Brutes are pushing narrow corridors. The burst is real. But you have to switch by Wave 25 or the boss just ignores you."
Accurate. Shotgun DPS at point blank is 210 — effective in corridors until enemy HP scaling outpaces the burst per mag.
Reddit — Roblox games thread
"Nobody talks about the Flamethrower as a transition weapon. It clears Ashwalker packs that other weapons take 3x as long to handle. I use it from Wave 18 to Wave 35 then switch."
Correct read on Flamethrower's mid-game value. The problem is the switch timing — players who delay past Wave 38 pay for it at Wave 40 boss.
YouTube — solo run commentary
"I wasted three runs before realizing Scope on Arctic Striker does nothing in horde waves. It's only for boss fights. Extended Mag for normal waves, Scope when the boss spawns."
This is exactly right. The attachment swap at Wave 37-39 from Extended Mag to Scope is the most important single tactical decision in the late game.
RELATED TOOLS — From this site
Other SZA Tools and Guides
Loadout Builder
Build and compare two loadouts side-by-side
Pick primary, secondary, grenade, and attachment for two builds — see total DPS, magazine size, reload time, and wave recommendations.
Survive Zombie Arena has 7 primary weapons: Budget Rifle, Shotgun, Heavy Rifle, Flamethrower, Minigun, Arctic Striker, and Gumdrop Blaster. There are 3 secondary weapons: Pistol, SMG, and Revolver. Grenade slots include Frag Grenade, Molotov, and Flashbang. Each weapon supports 4 attachments: Extended Magazine, Compensator, Scope, and Suppressor.
What weapon has the highest DPS in Survive Zombie Arena?
Gumdrop Blaster has the highest base sustained DPS at 680. Arctic Striker with Scope has the highest single-target boss DPS at approximately 841 in aimed windows due to the 1.45x precision multiplier. Minigun with Compensator reaches around 720 horde DPS after the bloom correction.
Which weapons work with the Scope attachment?
Scope has meaningful value only on Arctic Striker, where it adds a 1.45x precision multiplier against single targets. On other weapons, Scope technically equips but provides no useful bonus because those weapons do not have a precision-fire mechanic that the Scope multiplies. Attaching Scope to Minigun, Flamethrower, or Budget Rifle is a wasted attachment slot.
What is the survive zombie arena all weapons list and stats?
How much does each weapon cost in Survive Zombie Arena?
Estimated Credit costs: Budget Rifle ~500, Shotgun ~1,200, Heavy Rifle ~2,500, Flamethrower ~4,000, Minigun ~6,500, Arctic Striker ~7,500, Gumdrop Blaster ~10,000. Costs may vary with active discount events or update changes.
What is Arctic Striker reload time in Survive Zombie Arena?
Arctic Striker base reload time is 2.2 seconds. With Extended Magazine attached, the reload frequency decreases because the magazine increases from 18 rounds to approximately 26 rounds. Scope and Suppressor do not change reload time. Compensator drops reload to approximately 2.1 seconds but is not the recommended attachment on Arctic Striker.
Which weapons can use Extended Magazine?
All primary weapons can equip Extended Magazine. The practical benefit is highest on Arctic Striker (18 to 26 rounds, +34% effective DPS) and Heavy Rifle (25 to 36 rounds). On Minigun (80-round base), Extended Magazine provides marginal benefit because the base magazine already covers most wave durations without forced reloads.
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