SZA TOOL — Last updated 2026-05-19 · Jim Liu

All Weapons Database

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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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.

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.

Open Loadout Builder

Wave Damage Calculator

Know your DPS floor before each wave

Calculate how many hits your current weapon needs to clear each zombie type at each wave — before you commit to a loadout.

Open Wave Calculator

Solo Strategy Guide

60+ runs of solo documentation

Credit routing, grenade discipline, class selection, and positioning for players who run SZA without a squad.

Read Solo Guide

Tier List

S/A/B/C rankings by wave phase

Weapon and class tier rankings based on sustained wave testing — not community opinion polls.

Open Tier List

FAQ

What are all the weapons in Survive Zombie Arena?

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?

Complete weapons list: Primary — Budget Rifle (Tier 1, DPS 95, Wave 1-12), Shotgun (Tier 2, DPS 210 close, Wave 6-25), Heavy Rifle (Tier 2, DPS 280, Wave 10-30), Flamethrower (Tier 3, DPS 320 pack, Wave 15-40), Minigun (Tier 4, DPS 540, Wave 25-60), Arctic Striker (Tier 4, DPS 580, Wave 30-100), Gumdrop Blaster (Tier 5, DPS 680, Wave 50-100). Secondary — Pistol (gap DPS 35), SMG (gap DPS 62), Revolver (gap DPS 48). Grenades — Frag (burst 280, CD 18s), Molotov (zone, CD 22s), Flashbang (stun, CD 25s).

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.