Table of Contents
With 15 weapons available in FragPunk, choosing the right gun can be just as important as picking a meta Lancer, such as Zephyr. Unlike other tactical shooters where you might be locked into specific weapons, FragPunk allows any Lancer to use any weapon, giving you complete freedom to find your perfect loadout.
In this FragPunk weapon tier list, I'll rank all weapons from S-tier to C-tier based on factors including damage output, fire rate, effective range, magazine capacity, and overall versatility. Remember that you can only use a weapon twice before it becomes unavailable (unless you pick it up from fallen enemies), so knowing alternatives is essential. Now, without wasting any more time, let's dive right into the best weapons in FragPunk.
FragPunk Weapon Tier List

Here's how all weapons in FragPunk currently rank. While the game is generally well-balanced, some weapons provide distinct advantages in versatility, damage, or ease of use.
Best FragPunk Weapons
Fever (Assault Rifle)

The Fever is arguably the most reliable primary weapon in FragPunk. It features high headshot damage with a controlled rate of fire, making it deadly in the hands of accurate 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 excels at medium to long-range engagements but remains viable at close range as well. With headshot damage of 91 up to 25 meters, it can eliminate enemies in just a few well-placed shots. The Fever's relatively low recoil pattern makes it easier to control during sustained fire compared to some other options.
What makes the Fever stand out is its consistency across all maps and situations. Whether holding angles on defense or pushing sites on offense, it provides reliable performance. The only real downside is its slightly slower fire rate compared to the Discipline, but this is offset by its higher damage per shot.
Resolver (Sniper Rifle)

The Resolver is probably the best long-range weapon in FragPunk. This sniper rifle delivers one-shot kills to the head at any range and can even one-shot to the body at closer distances.
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 |
With 300 damage on headshots within 17 meters (260 beyond that), the Resolver commands respect on any sightline. Its body shots deal 150 damage up close, making it one of the few weapons that can eliminate a full-health player with a single non-headshot.
The main trade-off for this power is its slow fire rate of just 40 rounds per minute and a relatively slow ADS (aim down sight) time. This makes the Resolver less forgiving than other options – if you miss your shot, you're likely in trouble before you can chamber the next round.
The Resolver excels when holding long angles or defending sites where you can pre-aim common entry points. It's less effective when you need to be mobile or take multiple quick shots. For players with steady aim who prefer a methodical, position-based playstyle, the Resolver is the ultimate power weapon.
Mad Dog-S (Submachine Gun)

The Mad Dog-S combines impressive damage with a high fire rate, making it one of the strongest in close to mid-range engages. Despite being classified as an SMG, it remains effective at surprisingly long distances.
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 |
What sets the Mad Dog-S apart from its SMG counterpart (the Clampdown) is its damage profile. It deals significantly higher damage per shot while maintaining good values even at long distances. This consistency makes it versatile enough to serve as a primary weapon throughout entire rounds.
The Mad Dog-S strikes an ideal balance between controllability and damage output. It's forgiving enough for newer players while rewarding accuracy with quick eliminations. The respectable magazine size ensures you can take on multiple opponents without reloading.
Movement speed is another advantage, as SMGs allow faster movement than assault rifles or heavier weapons. This extra mobility can make the difference in close engagements or when rotating between positions.
The Mad Dog-S shines in the hands of aggressive players who like to take fights at close to medium range. It pairs particularly well with mobile Lancers like Corona or Zephyr who can close distances quickly.
Meat Maker (Shotgun)

The Meat Maker is the ultimate close-quarters solution, capable of one-shot kills with well-placed shots. This pump-action shotgun fires 11 pellets per shot, each dealing significant damage.
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 close range (0-10m), a headshot with all pellets connecting would deal a devastating 275 damage – far more than needed to eliminate any opponent. Even body shots at close range deal enough damage to kill in a single shot if most pellets connect.
What distinguishes the Meat Maker from the Boom Broom (the other shotgun) is its overall damage over the range. While still primarily a close-range weapon, the Meat Maker maintains respectable damage out to medium distances, allowing you to challenge opponents beyond what they might expect from a shotgun.
The trade-off comes in its slower fire rate, meaning each shot must count. Missing a shot leaves you vulnerable during the pump action, making positioning and surprise critical to success with this weapon.
The Meat Maker excels in close-quarters areas of maps, particularly when defending tight spaces or pushing through doorways. For players who enjoy decisive, high-impact engagements and aren't afraid to get up close, the Meat Maker delivers unmatched stopping power.
Discipline (Assault Rifle)

The Discipline is a lighter, faster-firing alternative to the Fever in the assault rifle category. While it sacrifices some damage per shot, it compensates with a higher rate of fire and slightly better handling.
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 |
With its higher fire rate, the Discipline excels in consistent damage output and is more forgiving of missed shots than its counterpart. While the headshot damage is lower than the Fever, the weapon's controllable recoil makes landing multiple hits quite achievable.
The Discipline features slightly faster movement speed (4.6 m/s vs 4.5 m/s with the Fever) and comparable ADS time, giving it an edge in reactivity during sudden encounters. These small advantages add up in a game where split-second decisions matter.
This assault rifle performs exceptionally well at medium ranges but remains viable in both close quarters and long-range engagements. Its versatility makes it suitable for virtually any map or situation, though it does demand more shots on target than some S-tier alternatives.
The Discipline is perfect for players who prefer consistency over raw power and who engage in frequent firefights rather than one-tap eliminations. It pairs well with almost any Lancer and works in nearly any team composition.
My Way (Light Machine Gun)

My Way is the best option in the LMG category. Unlike the Ghost Pepper, it doesn't require a spin-up time before firing, making it significantly more responsive in sudden engagements.
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 |
With a consistent fire rate and impressive headshot damage, the My Way can eliminate opponents quickly and efficiently. Its relatively manageable recoil allows for sustained fire, while its moderate magazine size provides enough ammunition for extended fights.
What puts the My Way in S-tier is its balance of LMG power with reasonable mobility. While still slower than assault rifles, it offers better movement than its LMG counterpart while maintaining excellent damage output and suppression capabilities.
The My Way excels at holding angles, defending sites, or providing cover fire for teammates. Its combination of respectable ADS time and immediate full fire rate makes it much more versatile than traditional LMGs in other tactical shooters.
A-Tier Weapons
A-tier weapons are strong contenders that excel in specific situations or require more skill to maximize their potential.
Bad Reputation (Marksman Rifle)

The Bad Reputation is a hard-hitting semi-automatic marksman rifle that rewards skilled players. With high headshot damage, it can eliminate opponents with just two well-placed shots at any range.
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 |
What makes this weapon shine is its potential for quick two-tap eliminations. Body shots deal massive damage up close, meaning just three hits anywhere on the body will take down an opponent. Its semi-automatic firing mechanism allows for quick follow-up shots when needed.
The weapon's drawbacks include a smaller magazine size than its counterpart (the Bad Moon-S) and a slower fire rate. These limitations make it less forgiving of missed shots, but the higher damage per hit compensates for players with accurate aim.
The Bad Reputation excels at medium to long ranges where you can leverage its precision and damage, though it remains viable in closer engagements if you can land your shots. Its ADS time puts it in the middle of the pack 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 |
Its very fast ADS time means you can snap onto targets with minimal delay. The Clampdown's main limitations are its effective range (damage drops off considerably past 10 meters) and its magazine size, which can be depleted quickly due to the rapid fire rate. Recoil management becomes important during extended bursts, though it's been improved since the beta.
This SMG offers excellent movement speed while equipped, making it perfect for aggressive, fast-paced playstyles. It excels in close-quarters scenarios and when pushing sites, allowing you to clear tight spaces effectively. It pairs exceptionally well with mobile Lancers like Zephyr, Corona, or Serket who can close distances quickly.
Bad Moon-S (Marksman Rifle)

The Bad Moon-S offers a faster-firing alternative to the Bad Reputation in the marksman rifle category. With its increased fire rate, it's more forgiving of missed shots and offers a higher damage output.
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 |
Where this weapon truly shines is in its ease of use and larger magazine capacity. The additional five rounds per magazine allow for more sustained fire and multiple engagements without reloading. Its built-in silencer also provides a slight stealth advantage.
The trade-off comes in damage output. Headshots deal 108 damage at close range (compared to the Bad Reputation's 154), meaning you'll always need at least two hits to eliminate an opponent. Body shots require four hits rather than three, demanding more consistent accuracy.
The Bad Moon-S excels at medium ranges where its faster fire rate and larger magazine can be leveraged effectively. Its quick ADS time keeps it responsive in varied engagement scenarios.
This marksman rifle is perfect for players who prefer volume of fire over raw damage per shot, or who are still developing their precision aim. It's particularly effective when holding angles where multiple opponents might appear in succession.
Highlife (Sniper Rifle)

The Highlife is a more mobile, faster-handling option in the sniper category. While still delivering one-shot headshots at any range, it trades some damage consistency for improved handling and fire rate.
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 |
With a significantly higher fire rate (compared to the Resolver's 40) and faster ADS time, the Highlife allows for more aggressive sniping. This responsiveness makes it better suited for active repositioning and taking multiple shots in succession.
The main drawback is its damage profile. Beyond 25 meters, body shots drop to 100 damage, meaning you'll need follow-up shots against full-health opponents.
An interesting feature of the Highlife is its hipfire pattern, which fires three shots in a vertical line. This can occasionally secure unexpected close-range kills when you don't have time to scope in.
Boom Broom (Shotgun)

The Boom Broom offers a fully automatic alternative to the Meat Maker in the shotgun category. With a higher fire rate, it allows for quick follow-up shots that can be crucial in hectic close-quarter engagements.
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 |
Each shot fires 8 pellets, with headshots at close range dealing 22 damage per pellet. While this doesn't match the one-shot potential of the Meat Maker, the automatic firing pattern makes it more forgiving and allows for quick adjustments during fights.
The Boom Broom features slightly better handling characteristics, including a faster ADS time and marginally better movement speed. These small advantages can make a difference in reactive close-range scenarios.
Where this shotgun falls short is in effective range and single-shot damage potential. It requires more pellets to connect for a kill and suffers from greater damage falloff at distance compared to the Meat Maker.
The Boom Broom is perfect for players who prefer a more forgiving shotgun experience that doesn't punish missed shots as severely. It pairs excellently with aggressive, mobile Lancers like Corona, Zephyr, or Axon.
Ghost Pepper (Light Machine Gun)

The Ghost Pepper is a traditional LMG with a massive magazine capacity and sustained fire capabilities. Unlike the My Way, it features a spin-up mechanic where the fire rate increases from 600 to 800 rounds per minute after continuous firing.
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 |
What makes this weapon stand out is its impressive headshot damage and its ability to maintain continuous fire for extended periods. The large magazine allows you to suppress areas, control space, and take on multiple opponents without reloading.
The main drawbacks include slower movement speed, longer ADS time, and the delay before reaching maximum fire rate. These factors make it less responsive in sudden engagements and reduce mobility around the map.
The Ghost Pepper excels at holding angles, defending planted bombs, or providing suppressive fire while teammates rotate. Its high damage output makes it deadly when pre-aiming common angles or when enemies are forced to push into your line of fire. It works best with Lancers who can provide additional information about enemy positions, such as Sonar or Kismet, allowing you to pre-aim before encounters.
B-Tier Weapons
Vicious (Pistol)

The Vicious is the high-damage option in the pistol category. With high headshot damage at close range, it's one of the few secondary weapons capable of one-shot kills.
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 |
This pistol's strength lies in its raw stopping power. Body shots deal significant damage at close range, meaning just two hits can eliminate an opponent. The trade-offs come in its lower fire rate and smaller magazine size. These limitations mean you must make your shots count, as missing can be punishing in the middle of a firefight.
Cure-All (Pistol)

The Cure-All offers a balanced approach in the pistol category with its combination of decent damage and higher fire rate. It features a unique hipfire mechanic that fires three bullets in a spread pattern, making it more forgiving in close-quarters panic situations.
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 |
With a higher fire rate than the Vicious, the Cure-All allows for quicker follow-up shots. Headshots require two well-placed hits for an elimination. Body shots need three hits at close range, which is achievable given the weapon's controllable recoil.
This pistol strikes a middle ground between the high damage of the Vicious and the automatic fire of the Cold Shoulder. It's a good all-purpose backup for any Lancer or primary weapon combination.
C-Tier Weapons
C-tier weapons have significant limitations that make them less desirable than other options in most situations.
Cold Shoulder (Pistol)

The Cold Shoulder is the only fully automatic pistol in FragPunk, offering a high fire rate. This makes it more forgiving than other pistols when your aim isn't perfect, as you can adjust your shots during continuous fire.
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 |
Where this weapon falls short is in damage output. Headshots deal only 46 damage at close range (dropping to 40 at distance), meaning you'll need 3-4 headshots to eliminate a full-health opponent. Body shots are even less effective at 23 damage, requiring 5 hits for a kill. This pistol's main limitation is its small magazine size relative to its fire rate.
Which FragPunk Melee Weapon is Better?
While not ranked in the main tier list, melee weapons deserve mention for their situational utility.
Standard Blitzer (Dagger)
The Standard Blitzer is one of two knife options in FragPunk. It features three attack types with varying damage and range profiles.
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 charged attack also provides a dash length of 1.6-3.3 meters, making it useful for quick repositioning. The Blitzer has slightly lower damage than the Striker but swings marginally faster.
Standard Striker (Dagger)
The Standard Striker is the alternative knife option with three similar attack types but slightly different damage and range values.
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 |
Like the Blitzer, it features a dash length of 1.6-3.3 meters with charged attacks. The Striker deals slightly more damage per hit but swings a bit slower.
Both knives can secure one-hit kills with backstabs, making them valuable for stealth approaches, particularly with Lancers like Zephyr. The charged attack's movement utility also makes knives useful for repositioning even when not used as weapons.
Conclusion
FragPunk's weapon balance is one of its strengths, with each gun offering advantages and disadvantages. Your weapon choice should complement both your Lancer selection and your personal playstyle.
The S-tier weapons offer the most versatility and raw effectiveness, but A-tier options can be equally dangerous in the right situations or hands. Even B and C-tier pistols have their moments when used appropriately as secondary options.
What's your favorite weapon in FragPunk? Do you prefer raw damage, fire rate, or handling? The beauty of the game's weapon system is that there's something for every playstyle and preference.