Side-by-side stats and verdicts for the matchups players actually search for.
Picking between two similar weapons? These head-to-head comparisons break down damage, fire rate, unlock level, and the situations where each one wins, so you can make the right call before you buy.
| Shotgun | Combat Shotgun | |
|---|---|---|
| Damage | 80 (close) | 70 (close) |
| Fire Rate | Semi | Semi |
| Unlock | Level 8 | Level 22 |
| Tier | S Tier | B Tier |
| Best For | Close-range duels and corridor maps. Pair it with a mid-range gun for a loadout that covers everything. | Close-range fights where you want a second chance. |
Verdict: One-shot potential in corridors → Shotgun (80 damage point-blank). Want a forgiving second shot → Combat Shotgun (70 damage but faster follow-up).
| Sniper | Assault Rifle | |
|---|---|---|
| Damage | 100 | 28 |
| Fire Rate | Bolt | Auto |
| Unlock | Level 12 | Level 5 |
| Tier | S Tier | A Tier |
| Best For | Long-range maps like Rooftops, Bridge, and Construction Site where you can hold sightlines. | General use on every map. It's the safest gun to main while you learn the game. |
Verdict: Hold long sightlines and kill in one body shot → Sniper (100 damage, no falloff). Need a gun that works at every range → Assault Rifle (28 damage full-auto).
| Katana | Mace | |
|---|---|---|
| Damage | 45 | 60 |
| Fire Rate | Fast | Slow |
| Unlock | Level 6 | Level 21 |
| Tier | S Tier | B Tier |
| Best For | Flanking routes where you can close distance without being heard. | Heavy melee trades where one clean hit ends the fight. |
Verdict: Silent flanking and fast follow-ups → Katana (45 damage + speed boost). One heavy hit to end a trade → Mace (60 damage but slow swing).
| Plasma Gun | Grenade Launcher | |
|---|---|---|
| Damage | 40 | 85 (AoE) |
| Fire Rate | Charge | Single |
| Unlock | Level 25 | Level 28 |
| Tier | S Tier | A Tier |
| Best For | High-level play where wall penetration and prefiring win duels. | Area denial and flushing campers out of cover. |
Verdict: Prefire through walls and hit enemies behind cover → Plasma Gun (40 damage through walls). Flush campers and deny chokepoints → Grenade Launcher (85 AoE).
| Revolver | SMG | |
|---|---|---|
| Damage | 55 | 22 |
| Fire Rate | Semi | Auto |
| Unlock | Level 15 | Level 3 |
| Tier | A Tier | B Tier |
| Best For | Players with good aim who want a hard-hitting secondary. | Close-quarters maps where you can spray corners and hallways. |
Verdict: Land two clean shots to drop an enemy → Revolver (55 damage, high skill). Melt enemies inside 10m → SMG (extreme fire rate).
| Hammer | Sledgehammer | |
|---|---|---|
| Damage | 55 | 65 |
| Fire Rate | Slow | Very Slow |
| Unlock | Level 11 | Level 24 |
| Tier | B Tier | B Tier |
| Best For | Players who can time heavy swings in melee trades. | Players who can land one heavy blow to end a fight instantly. |
Verdict: A reliable heavy melee you can time → Hammer (55 damage, slow). Risk one crushing blow for 65 → Sledgehammer (very slow, punishable on a miss).
| SMG | Assault Rifle | |
|---|---|---|
| Damage | 22 | 28 |
| Fire Rate | Auto | Auto |
| Unlock | Level 3 | Level 5 |
| Tier | B Tier | A Tier |
| Best For | Close-quarters maps where you can spray corners and hallways. | General use on every map. It's the safest gun to main while you learn the game. |
Verdict: Melt enemies inside 10 meters with an extreme fire rate → SMG (22 damage, sprays corners). Need a gun that works at every range and teaches the fundamentals → Assault Rifle (28 damage full-auto).
| LMG | Assault Rifle | |
|---|---|---|
| Damage | 25 | 28 |
| Fire Rate | Auto | Auto |
| Unlock | Level 20 | Level 5 |
| Tier | B Tier | A Tier |
| Best For | Defensive play and holding chokepoints where sustained fire matters. | General use on every map. It's the safest gun to main while you learn the game. |
Verdict: Hold a chokepoint with sustained fire and a huge magazine → LMG (25 damage, no reload pauses). Stay mobile and fight at any range → Assault Rifle (28 damage, lighter and faster).
| Grenade | Grenade Launcher | |
|---|---|---|
| Damage | 75 (AoE) | 85 (AoE) |
| Fire Rate | Throw | Single |
| Unlock | Level 5 | Level 28 |
| Tier | A Tier | A Tier |
| Best For | Flushing campers and damaging enemies behind cover. | Area denial and flushing campers out of cover. |
Verdict: Flush campers early and control a small area on a budget → Grenade (75 AoE, Level 5). Lob AoE damage from a distance and deny bigger zones → Grenade Launcher (85 AoE, Level 28).
| Katana | Axe | |
|---|---|---|
| Damage | 45 | 50 |
| Fire Rate | Fast | Medium |
| Unlock | Level 6 | Level 9 |
| Tier | S Tier | B Tier |
| Best For | Flanking routes where you can close distance without being heard. | Mid-level players who want more damage than the Katana without the Hammer's slowness. |
Verdict: Silent flanks plus a movement speed boost → Katana (45 damage, fast swing). Land heavier hits that end a melee trade in fewer swings → Axe (50 damage, medium swing).
The best weapon depends on your range, map, and playstyle. Close-range duels favor the Shotgun; long sightlines favor the Sniper; flanking favors the Katana. Check the full tier list for S-Tier to C-Tier rankings, or browse every weapon for a detailed guide.
The Shotgun is the best close-range weapon — 80 damage point-blank can one-shot most opponents. The Combat Shotgun is the more forgiving alternative with a faster fire rate but less burst.
The Sniper is better at long range (100 damage body shots, no falloff) but demands accuracy. The Assault Rifle is better as an all-rounder that works at every range without needing perfect aim.
Use the Katana for silent flanking and fast follow-ups — it also gives a movement speed boost. Use the Mace for heavy melee trades where one clean 60-damage hit ends the fight, but its slow swing punishes misses.
The Assault Rifle is better for beginners — 28 damage full-auto works at every range and teaches the burst-fire fundamentals that transfer to every other gun. The SMG is a close-quarters specialist that melts enemies inside 10 meters but loses hard past 25 meters, so it punishes new players who get caught at range.
The Grenade is the budget pick — 75 AoE damage at Level 5, and you can cook it for precise timing. The Grenade Launcher is the late-game upgrade at Level 28, lobbing 85 AoE damage from a distance to deny bigger areas, but it costs far more to unlock.