FragPunk Weapon Tier List: Best Guns Ranked

In the game FragPunk, selecting the appropriate weapon from the 15 options offered can be just as crucial as choosing a top-tier Lancer like Zephyr in other tactical shooters. Unlike most games where you’re limited to certain weapons for each character, FragPunk offers the flexibility to let any Lancer utilize any weapon, thus empowering you to customize your loadout to perfection.

In the FragPunk weapon rankings I’m about to present, I’ll categorize every weapon from top-tier S to bottom-tier C, considering aspects like damage power, firing speed, range, ammo capacity, and overall adaptability. Keep in mind that you can only use a weapon twice before it vanishes (unless you grab it from defeated foes), so having knowledge of substitutes is crucial. Now, let’s jump straight into the top-notch weapons available in FragPunk.

FragPunk Weapon Tier List

In this article, you’ll find the current ranking of all weapons in FragPunk. Although the game is known for its balanced structure, certain weapons offer unique benefits such as versatility, high damage output, or user-friendly handling.

Tier Weapons
S-Tier Fever (Assault Rifle)Resolver (Sniper Rifle)
Mad Dog-S (Submachine Gun)
Meat Maker (Shotgun)
Discipline (Assault Rifle)
My Way (Light Machine Gun)
A-Tier Bad Reputation (Marksman Rifle)
Clampdown (Submachine Gun)
Bad Moon-S (Marksman Rifle)
Highlife (Sniper Rifle)
Boom Broom (Shotgun)
Ghost Pepper (Light Machine Gun)
B-Tier Vicious (Pistol)
Cure-All (Pistol)
C-Tier Cold Shoulder (Pistol)
Melee 1. Standard Blitzer (Dagger)
2. Standard Striker (Dagger)

Best FragPunk Weapons

Fever (Assault Rifle)

In FragPunk, The Fever stands out as a highly dependable primary weapon. Its standout feature is the high damage it inflicts on headshots, while maintaining a steady rate of fire. This makes it extremely lethal when used by skilled and precise players.

Fever Stats Value
Weapon Type Assault Rifle
Fire Rate 522 rounds/min
ADS Speed 0.27 seconds
Movement Speed 4.5 m/s
Firing Mode Automatic
Damage Profile 0-25m 25-40m 40-60m
Head 91 83 75
Body 35 32 29
Limb 31 28 26

This assault rifle performs exceptionally at mid-to-long distance battles yet maintains effectiveness even in close combat situations. Capable of taking down opponents with just a few well-aimed headshots up to 25 meters, thanks to its high damage output of 91. The Fever’s recoil pattern is notably lower compared to other options, making it simpler to manage during extended firing.

The Fever’s unique attribute lies in its uniformity across various maps and scenarios. Be it holding strategic positions defensively or attacking sites offensively, it delivers dependable results. Its main disadvantage is a slightly slower rate of fire compared to the Discipline, but this drawback is compensated by its higher damage output per shot.

Resolver (Sniper Rifle)

In FragPunk, it’s likely that the Resolver stands out as an exceptional long-range weapon due to its ability. At any distance, it can take down targets with a single headshot, and if the target is closer, it can even take them out with a single body shot.

Resolver Stats Value
Weapon Type Bolt-Action Sniper Rifle
Fire Rate 40 rounds/min
ADS Speed 0.47 seconds
Firing Mode Semi-Automatic
Damage Profile 0-17m 17-60m
Head 300 260
Body 150 130
Limb 142 123

The Resolver earns admiration at any angle, as it inflicts 300 points of damage on headshots within a range of 17 meters. Damage beyond this distance is set at 260. Impressively, it deals 150 points of damage with body shots in close quarters, allowing it to take down an opponent with full health using just one non-headshot hit.

The primary disadvantage of this power is its low rate of fire, which is only 40 rounds per minute, and a relatively slow aim-down-sight speed. This means that the Resolver isn’t as lenient as other choices – if you miss your shot, you might find yourself in a difficult situation before reloading.

The Resolver performs optimally in scenarios involving sustained angles or fortifying strategic positions that allow for pre-aiming of frequent entry points. However, it may not be as efficient when agility or rapid, consecutive shots are required. Suitable for players who appreciate a calculated, position-focused gameplay approach and possess steady aim, the Resolver stands out as an exceptional power weapon.

Mad Dog-S (Submachine Gun)

This Mad Dog-S weapon boasts significant damage along with a fast firing speed, placing it among the most powerful options for both close and mid-range encounters. Interestingly, it retains its effectiveness even in relatively long-distance situations, defying the typical classification of an SMG.

Mad Dog-S Stats Value
Weapon Type Submachine Gun
Fire Rate 759 rounds/min
ADS Speed 0.23 seconds
Firing Mode Automatic
Damage Profile 0-10m 10-25m 25-60m
Head 39 36 33
Body 26 24 22
Limb 22 20 18

The Mad Dog-S distinguishes itself from the Clampdown, its SMG equivalent, with its exceptional damage output. Each shot dished out by the Mad Dog-S results in significantly more damage compared to the Clampdown. Remarkably, it still performs well even at extended ranges. This consistent performance gives the Mad Dog-S the versatility to act as a reliable primary weapon throughout an entire game round.

The Mad Dog-S weapon offers a harmonious blend of manageability and destructive power, making it suitable for both novice and skilled players. It offers forgiveness to those learning its ropes while rewarding precise shots with swift takedowns. Its generous ammunition capacity allows you to engage multiple adversaries without frequent reloading interruptions.

One benefit is the increased speed that comes with using Submachine Guns (SMGs), since they enable quicker maneuverability compared to assault rifles and bulkier weaponry. This added agility could prove crucial during close combat situations or while switching between strategic locations.

The Mad Dog-S excels when wielded by assertive players, preferring engagements from short to moderate distances. It synergizes exceptionally with agile Lancers such as Corona or Zephyr, both capable of closing gaps swiftly.

Meat Maker (Shotgun)

The Meat Maker serves as an ideal choice for tight combat situations, offering lethal single-shot capabilities when aimed correctly. Equipped with a pump action, this shotgun discharges eleven pellets at once, inflicting substantial harm on the target.

Meat Maker Stats Value
Weapon Type Bolt-Action Shotgun
Fire Rate 100 rounds/min
ADS Speed 0.20 seconds
Pellets per Shot 11
Firing Mode Semi-Automatic
Damage Profile (per pellet) 0-10m 10-25m 25-60m
Head 25 × 11 18 × 11 15 × 11
Body 17 × 11 12 × 11 10 × 11
Limb 17 × 11 12 × 11 10 × 11

At distances of 0-10 meters, a perfectly aimed headshot (with all pellets hitting) inflicts an overwhelming 275 points of damage, which is significantly more than necessary to defeat any adversary. Even body shots, at such close quarters, would be lethal if most of the pellets find their mark.

The key difference between the Meat Maker and the Boom Broom (another type of shotgun) lies in their damage capabilities over distance. Although primarily designed for close-quarters combat, the Meat Maker demonstrates impressive damage even at medium ranges. This feature gives you an edge by enabling you to engage opponents further away than typical for a shotgun.

With this gun, you’ll need to make every bullet count because it has a lower firing speed. If you miss a shot, you become exposed, which highlights the importance of strategic positioning and catching your opponent off guard for successful usage of this firearm.

In cramped sections of maps, The Meat Maker performs exceptionally well, whether it’s for defending narrow spots or charging through doorways. Players who prefer intense, impactful encounters and aren’t shy about getting in close will find that the Meat Maker offers unrivaled stopping force.

Discipline (Assault Rifle)

In the assault rifle class, the Discipline offers a more agile, quick-firing option compared to the Fever. Although it trades some bullet power for each shot, it makes up for this by delivering a higher firing speed and slightly improved maneuverability.

Discipline Stats Value
Weapon Type Assault Rifle
Fire Rate 682 rounds/min
ADS Speed 0.27 seconds
Movement Speed 4.6 m/s
Firing Mode Automatic
Damage Profile 0-25m 25-40m 40-60m
Head 67 62 57
Body 27 25 23
Limb 24 22 20

As a gamer, I can vouch for the Discipline’s superiority in maintaining a steady barrage of damage due to its faster rate of fire. It’s also less punishing when it comes to missing shots compared to its counterpart. Although the headshot damage isn’t as high as the Fever, the manageable recoil makes it feasible to score multiple hits with this weapon.

This Discipline offers a slightly quicker travel speed (approximately 4.6 meters per second compared to 4.5 m/s with Fever) and similar aim down sights (ADS) time. This means it’s more responsive in unexpected situations, a significant advantage in a game where every moment counts.

This gun performs exceptionally well in medium distances, but it’s also effective in close quarters and long-range battles. Its adaptability makes it a good fit for almost any map or scenario, although it requires more accurate shots compared to some top-tier options.

As a fan, I’d say this playstyle suits those who value consistency over sheer strength, often finding themselves in continuous skirmishes instead of landing single, decisive kills. It harmonizes beautifully with most Lancers and can fit seamlessly into various team dynamics.

My Way (Light Machine Gun)

Among the choices in the LMG (Light Machine Gun) category, my pick stands out as the top choice. Unlike the Ghost Pepper, which needs to be primed before use, this option is ready to fire immediately, offering a marked advantage in unexpected situations due to its swift response time.

My Way Stats Value
Weapon Type Light Machine Gun
Fire Rate 652 rounds/min
ADS Speed 0.28 seconds
Firing Mode Automatic
Damage Profile 0-35m 35-60m
Head 87 80
Body 25 23
Limb 23 21

The My Way boasts a steady firing speed and high precision in headshots, making it ideal for swiftly and effectively taking down opponents. Its controllable recoil enables continuous shooting, and its mid-sized magazine offers adequate ammo for prolonged battles.

The exceptional quality of the My Way weapon lies in its skillful blend of heavy machine gun firepower and decent maneuverability. Despite being slightly sluggish compared to assault rifles, it boasts superior mobility compared to other LMGs, all while delivering impressive damage and suppressive abilities.

This weapon, the My Way, stands out by maintaining angles effectively, securing bases, or offering supporting fire to fellow players. It boasts a decent aim-down-sight speed and an instant return to full fire rate, setting it apart from typical light machine guns in other tactical shooting games due to its versatility.

A-Tier Weapons

Top-notch weapons are powerful options that shine in particular scenarios, or they demand a higher level of expertise to achieve their full capability.

Bad Reputation (Marksman Rifle)

The “Bad Reputation” is a powerful, semi-automatic sniper rifle that favors experienced users. It deals significant damage to critical areas, allowing you to take down adversaries with as few as two precision strikes, regardless of the distance between you.

Bad Reputation Stats Value
Weapon Type Semi-Auto Marksman Rifle
Fire Rate 300 rounds/min
ADS Speed 0.30 seconds
Firing Mode Semi-Automatic
Damage Profile 0-15m 15-60m
Head 154 132
Body 70 60
Limb 66 57

This weapon stands out due to its ability for swift double takedowns. Close-range body shots inflict significant damage, so only three strikes anywhere on the body are enough to knock out an adversary. Its semi-auto firing system facilitates rapid additional shots whenever necessary.

The shortcomings of this weapon are that its magazine isn’t as large as its competitor (the Bad Moon-S) and it fires less rapidly. This means it may not be as forgiving for missed shots, but the increased damage it inflicts on each hit helps players with good aim to make up for it.

This weapon, known as The Bad Reputation, shines particularly well in mid-to-long range battles due to its accuracy and damage potential. However, it retains effectiveness even in close quarters if you can successfully hit your targets. As far as aim down sights (ADS) speed goes, it falls within the average for scoped weapons.

Clampdown (Submachine Gun)

The Clampdown is a shredding machine in tight spaces and face-to-face encounters.

Clampdown Stats Value
Weapon Type Submachine Gun
Fire Rate 1091 rounds/min
ADS Speed 0.20 seconds
Firing Mode Automatic
Damage Profile 0-10m 10-25m 25-60m
Head 33 28 22
Body 22 19 15
Limb 18 16 12

The swift response time of this ADS makes it easy to quickly lock onto targets with minimal lag. However, the Clampdown has a few drawbacks: its effectiveness decreases significantly beyond 10 meters, and its high rate of fire can drain its magazine rapidly. Managing recoil is crucial during prolonged bursts, although it’s been enhanced since the beta.

This Submachine Gun provides superior mobility when used, making it ideal for aggressive, rapid gameplay strategies. It thrives in close combat situations and site pushing, enabling you to navigate tight spaces efficiently. It works particularly well with agile Lancers such as Zephyr, Corona, or Serket, who can cover distances swiftly.

Bad Moon-S (Marksman Rifle)

The Moon-S Marksman Rifle provides a quicker firing option compared to the Bad Reputation in this category. Its rapid fire rate makes up for missed shots and delivers a greater amount of damage.

Bad Moon-S Stats Value
Weapon Type Semi-Auto Marksman Rifle
Fire Rate 462 rounds/min
ADS Speed 0.30 seconds
Firing Mode Semi-Automatic
Damage Profile 0-15m 15-60m
Head 108 96
Body 45 40
Limb 42 38

This weapon really excels in its user-friendly design and high-capacity magazine, offering an extra five rounds per magazine for continuous firing and multiple engagements without frequent reloads. The integrated suppressor also offers a subtle advantage in terms of reduced noise during use.

The disadvantage lies in the damage output. At a close range, headshots inflict 108 damage (which is less than Bad Reputation’s 154), so you’ll always need at least two shots to take down an opponent. On the other hand, body shots require four hits instead of three, making it necessary to maintain a higher level of accuracy.

The Bad Moon-S performs exceptionally well at mid-range combat, thanks to its swift firing speed and larger ammunition capacity that are easily utilized. Its rapid aim-down-sights (ADS) time ensures it remains agile in various encounter situations.

As a keen player, I can confidently say that this marked rifle is ideal for those who value a high rate of fire rather than the raw power per bullet, or for those who are honing their accuracy skills. It truly shines when it comes to holding strategic positions where multiple opponents may show up in quick succession.

Highlife (Sniper Rifle)

In the sniper class, the Highlife offers a more agile and swift performance. It maintains its ability to take down targets with a single headshot from any distance, but sacrifices some damage precision for enhanced maneuverability and firing speed.

Highlife Stats Value
Weapon Type Bolt-Action Sniper Rifle
Fire Rate 61 rounds/min
ADS Speed 0.25 seconds
Firing Mode Semi-Automatic
Damage Profile 0-8m 8-25m 25-60m
Head 300 240 200
Body 150 120 100
Limb 135 108 90

The Highlife boasts a much quicker firing rate and swifter aim-down-sights speed than the Resolver (which fires at 40 rounds per minute). This agility encourages bolder sniping tactics, as it’s well-suited for rapid repositioning and firing multiple shots in quick succession.

One potential rephrasing could be: “The primary issue lies with the amount of damage it can cause. After 25 meters, bodily hits only deal 100 damage, so you’d have to keep firing at fully healthy targets.

One distinctive aspect of the Highlife weapon is its unique hipfire pattern that discharges three rounds in a straight vertical line. In some instances, this unanticipated firing sequence may result in surprise close-quarter eliminations when there’s not enough time for scoping in.

Boom Broom (Shotgun)

The Boom Broom serves as an automated substitute for the Meat Maker within the shotgun class. Its faster shooting speed enables rapid subsequent shots, which can prove vital during intense, confined confrontations.

Boom Broom Stats Value
Weapon Type Auto Shotgun
Fire Rate 222 rounds/min
ADS Speed 0.18 seconds
Pellets per Shot 8
Firing Mode Automatic
Damage Profile (per pellet) 0-10m 10-25m 25-60m
Head 22 × 8 18 × 8 15 × 8
Body 15 × 8 12 × 8 10 × 8
Limb 15 × 8 12 × 8 10 × 8

For each shot, it discharges eight small projectiles. A direct hit at a close distance results in 22 points of damage per pellet. Although it doesn’t possess the single-shot power of the Meat Maker, its automatic firing mechanism provides greater tolerance and enables easy adaptability during combat situations.

The Boom Broom offers enhanced maneuverability with quicker aim-down-sight (ADS) time and slightly swifter movement speed. These minor benefits could significantly impact agility in rapid, up-close combat situations.

As a devoted enthusiast, I’ve found that this trusty old shotgun lacks in terms of effective range and lethal one-shot power. I often find myself needing more pellets to land a fatal hit, and it seems to lose quite a bit of its punch at longer distances compared to the mighty Meat Maker.

The Boom Broom caters to players seeking a less harsh shotgun gameplay, where off-target shots don’t result in heavy penalties. This weapon works exceptionally well with fast and agile Lancer characters such as Corona, Zephyr, or Axon.

Ghost Pepper (Light Machine Gun)

The Ghost Pepper is a conventional weapon, known for its large ammunition storage and ability to maintain prolonged bursts of fire. Unlike the My Way, it has an unique mechanism that boosts its firing speed. After persistent shooting, the fire rate escalates from 600 to 800 rounds per minute.

Ghost Pepper Stats Value
Weapon Type Light Machine Gun
Fire Rate 600-800 rounds/min (spin-up)
ADS Speed 0.29 seconds
Firing Mode Automatic
Damage Profile 0-35m 35-60m
Head 98 87
Body 28 25
Limb 26 23

This weapon truly shines with its exceptional headshot power and sustained firing capacity over long periods. Its generous magazine size enables you to keep enemy zones under control, manage spaces effectively, and handle numerous adversaries, all without frequent interruptions for reloading.

This weapon has some disadvantages such as slower mobility, a prolonged aim-down-sights (ADS) duration, and a delay before achieving maximum firing speed. These aspects make it less agile in quick encounters and limit its maneuverability across the map.

The Ghost Pepper shines in maintaining positions, safeguarding planted explosives, and offering covering fire while team members switch positions. Its impressive damage capacity makes it lethal when anticipating typical attack angles or when opponents are compelled to advance into your line of sight. It functions optimally with Lancers who can share intelligence about enemy locales, such as Sonar or Kismet, enabling you to pre-aim in preparation for confrontations.

B-Tier Weapons

Vicious (Pistol)

The Vicious stands out as the high-damage choice among pistols. It inflicts substantial headshot damage at short distances, making it one of the rare secondary weapons that can deliver fatal blows in a single shot.

Vicious Stats Value
Weapon Type Semi-Auto Pistol
Fire Rate 250 rounds/min
ADS Speed 0.18 seconds
Firing Mode Semi-Automatic
Damage Profile 0-8m 8-25m 25-60m
Head 150 143 133
Body 73 70 65
Limb 65 63 58

As a devoted enthusiast, I’d say this firearm packs a serious punch when it comes to raw stopping power. Up close, each body shot delivers a substantial impact, often requiring only two hits to take down an adversary. However, the price for such potency is a slower rate of fire and a smaller ammunition capacity. This implies that every bullet needs to count, as missing during a shootout could prove costly.

Cure-All (Pistol)

The Pistol of All Remedies provides a well-rounded performance within its pistol class, offering reasonable damage output and increased firing speed. Distinctively, it incorporates an exclusive hipfire mechanism that discharges three bullets in a dispersed pattern, providing leeway for more forgiving close-quarter scenarios when you’re in a panic.

Cure-All Stats Value
Weapon Type Semi-Auto Pistol
Fire Rate 333 rounds/min
ADS Speed 0.15 seconds
Firing Mode Semi-Automatic
Hipfire Mode Triple-shot spread
Damage Profile 0-20m 20-60m
Head 70 64
Body 35 32
Limb 29 27

Compared to the Vicious, the Cure-All boasts a faster firing speed, making it easier to take swift successive shots. To achieve an elimination, headshots demand two precise strikes, while body shots at close range need three hits – a feat made possible due to the weapon’s manageable recoil.

As a gamer, I find this sidearm to be an ideal compromise – it delivers the substantial damage equivalent to the Vicious, yet boasts the swift, continuous firing like the Cold Shoulder. It serves as a versatile secondary option, perfect for bolstering any Lancer or primary weapon setup I might opt for in my gaming adventures.

C-Tier Weapons

Lower-grade weaponry comes with substantial restrictions, making it a less appealing choice compared to alternative options in the majority of scenarios.

Cold Shoulder (Pistol)

In the game FragPunk, The Cold Shoulder stands out as the sole semi-automatic handgun that operates automatically. Its rapid-fire capability sets it apart, making it more lenient compared to other pistols when your aim isn’t spot-on. This is because you can easily modify your shots while continuously firing.

Cold Shoulder Stats Value
Weapon Type Automatic Pistol
Fire Rate 600 rounds/min
ADS Speed 0.19 seconds
Firing Mode Automatic
Damage Profile 0-20m 20-60m
Head 46 40
Body 23 20
Limb 19 17

This gun lacks in the area of damage it inflicts. Close-range headshots give 46 points of damage, but that drops to 40 at longer ranges, so you usually need 3 or 4 headshots to defeat a fully healthy opponent. Body shots are even less potent, dealing just 23 damage, which means you’ll need to land 5 body shots for a kill. The main disadvantage of this pistol is that its magazine size is quite small compared to its firing speed.

Which FragPunk Melee Weapon is Better?

Although they may not be top-tier choices in standard rankings, melee weapons are worth noting due to their usefulness in specific scenarios.

Standard Blitzer (Dagger)

Among the weapon choices in FragPunk, I’m particularly fond of the Standard Blitzer – one of the two knives available. This versatile tool comes equipped with three distinct attack styles that offer different levels of damage and reach.

Standard Blitzer Stats Value
Weapon Type Melee Dagger
Attack Range 2-3.7m (varies by attack)
Dash Length 1.6-3.3m (charged attack)
Attack Type Common Damage Backstab Damage Range
Slash 50 100 2.0m
Stab 75 150 2.0m
Charge 100-150 166-250 2.1-3.7m

The aggressive strike additionally offers a range between 1.6 to 3.3 meters, which makes it practical for swift maneuvering. The Blitzer possesses slightly less impact than the Striker, but it strikes with a slightly quicker pace.

Standard Striker (Dagger)

An Alternative Knife Option, known as the Standard Striker, features three comparable attack styles, yet the damage and reach vary subtly.

Standard Striker Stats Value
Weapon Type Melee Dagger
Attack Range 2.25-3.7m (varies by attack)
Dash Length 1.6-3.3m (charged attack)
Attack Type Common Damage Backstab Damage Range
Slash 60 120 2.25m
Stab 80 160 2.25m
Charge 100-150 166-250 2.1-3.7m

Similar to the Blitzer, it sports a dash range of approximately 5.2 to 10.8 feet, delivering charged assaults. The Striker inflicts slightly higher damage per strike but does so at a slightly slower pace.

Two knives are highly beneficial for stealth strategies because they can deliver one-shot kills with backstabs. This feature is especially useful with Lancers such as Zephyr. Moreover, the knives’ ability to aid movement during charged attacks makes them versatile tools even when not used offensively.

Conclusion

In the game FragPunk, the weapon balance stands out as a key advantage, as every firearm provides unique benefits and drawbacks. To maximize your performance, it’s essential to choose weapons that align with your preferred Lancer and your individual gaming approach.

As a fervent enthusiast, I’d say the top-notch weapons truly shine with their versatility and raw power, yet, in the right circumstances or skillful handling, even the A-tier options can pack a punch. Sometimes, B and C-tier pistols surprise us with their effectiveness when used tactically as secondary choices.

Which weapon do you find most appealing in FragPunk? Are you more inclined towards high base damage, rapid-fire capabilities, or ease of control? The charm of the game’s weapon system lies in its versatility, catering to a wide range of playstyles and preferences.

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2025-03-12 14:45