Updated Jun 2026
Filter every gun by situation, ammo type, and tier, find your pick in seconds.
TL;DR, Key Takeaways
| Tier | Gun | DPS | Mag | Ammo | Best For |
|---|---|---|---|---|---|
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S Tier
Both S-tier guns unlock in the final weapon slot, so they are savings targets, not early buys. The split between them comes down to what your lane needs most: Arctic Striker for freeze (boss control, revive windows) or Gumdrop Blaster for slow (horde lanes, packed waves).
Estimated 96 DPS, 30-round magazine, freeze on hit. The main argument for Arctic Striker over Gumdrop Blaster is that freeze stops movement entirely, which matters most on boss waves and dense Brute clusters. A public squad with loose spacing gets more recovery time from a freeze than from a slow. If your team already has sustain covered, Arctic Striker is the cleaner single-target answer.
Estimated 82 DPS, 40-round magazine, slow on hit. Gumdrop Blaster's larger magazine is the practical edge in sustained horde lanes where reload windows cost lives. The slow effect layers with teammate positioning in ways that freeze does not. If your squad is already missing a dedicated horde-control weapon, Gumdrop Blaster fills that gap better than a second freeze gun.
A Tier
A-tier guns are not backup options. Minigun, Flamethrower, and Heavy Rifle each solve a specific wave problem that S-tier guns are not always the right answer for.
The single most important free-to-play unlock. Estimated 28 DPS sounds low, but 19 rounds per second with a 240-round magazine keeps lanes clear through wave 60 without premium weapons. A committed Minigun player who holds position beats a scattered player chasing S-tier without lane habits. Not ideal for: players who move too often or reload in the open.
Estimated 34 DPS, short range. Designed for choke points where enemies funnel into a fixed path. Behind anchor cover, Flamethrower's sustained fire output rivals any gun in the game for grouped targets. Without that cover, its short range makes every reload a liability. Not ideal for: solo runs and maps without natural choke geometry.
Estimated 74 DPS, 5.2 rounds per second, short reload. The best elite-focus gun for players who need to drop Brutes without wasting ammo on groups. High single-shot value and low ammo-per-kill make it the correct bridge for F2P players who can aim consistently. Not ideal for: horde lanes where spread damage matters more than Brute focus.
B and C Tier
B-tier covers the early and mid-game route. Shotgun and Rifle are where most players start, and they are genuinely correct choices until Credits support an upgrade. Inferno Minigun and Lava Gatling are premium burn variants worth using only if the free-to-play route (Minigun) is not available or not preferred.
Shotgun handles fast targets crossing the lane in the first wave bands. Rifle takes over at mid-wave distance. Both are correct, not embarrassing. The mistake is staying with them past the point where Minigun range is required. Not ideal for: wave 30+ where Brute health scales past burst-damage thresholds.
Both are fire-element variants of A-tier guns. Inferno Minigun matches Minigun utility with added burn damage on grouped targets. Lava Gatling trades magazine size for burst fire rate. Neither is required when the free-to-play Minigun achieves similar lane pressure at no cost.
The starter gun. Correct for the first lobby session. Replace it as soon as one bridge weapon purchase is possible. Handgun in wave 10+ is a resource problem, not a playstyle choice.
Methodology
Rankings reflect practical lane value across the full wave arc in public lobbies, not peak damage under ideal conditions. A gun that works only with perfect positioning and collapses when teammates drift is ranked lower than a gun that keeps producing in messy squads.
DPS figures are practical estimates from guide testing and community source comparisons, not developer stat exports. TTK figures assume a standard Brute health pool at the wave bands where each gun is typically used. Reload timing is factored into sustained-DPS calculations, not just peak-fire DPS.
Tier placements are not official. This is an independent fan ranking. Any significant game balance update may shift placements, check the updated date above and the methodology page for source notes.
Picked your gun? Now build the right loadout around it. The synergy builder scores your weapon, class, and perk combination before you spend Credits.
Build My Loadout →Arctic Striker is the strongest gun for boss waves and single-target pressure. Gumdrop Blaster matches it when horde slow matters more than freeze. Both are S-tier endgame picks that require saving Credits rather than buying early upgrades.
Gumdrop Blaster for endgame. Minigun for free-to-play horde lanes. Flamethrower in choke-point maps with anchor cover. Minigun is the most consistent free option across all map types.
Heavy Rifle. High damage, short reload, no teammate cover needed. Arctic Striker has a higher ceiling but assumes Credits and stable habits. Avoid Flamethrower and Shotgun solo: both demand cover during reload windows.
Rankings reflect practical lane value across public lobbies. S-tier guns solve wave problems that lower tiers only partially address. DPS figures are practical estimates from guide testing, not developer stat exports. TTK assumes standard Brute health at the wave bands where each gun is typically used.
Yes. Minigun is the most important free-to-play unlock. Its 240-round magazine and 19 rounds per second make it the best sustained lane-clear weapon before S-tier. A committed Minigun player beats a scattered player chasing S-tier without lane habits.
Flamethrower requires anchor cover that beginners do not have yet. Minigun punishes players who reload in the open. Arctic Striker and Gumdrop Blaster cost Credits that are only justified after stable lane habits. Shotgun and Rifle are the correct starting guns.