Cernos: Despite bows are mostly considered very powerful, Cernos is not. The fact that it deals mostly Impact damage renders it very ineffective against anything but Corpus-heavy missions, where Toxin is a better damage type anyway. Don’t be mistaken, it still can be used to some extent in end-game content, but it will require very heavy modding and it will be generally extremely inferior to both Dread and Paris Prime.
MK1-Paris: The worst of the three Paris variants, but still actually rather usable. Like other bows, it comes with rather high charge damage and excellent crit chance and crit damage. It is also very accurate, allowing for easy headshots which further multiply with the constant critical hits the weapon will deliver. The only real downside is, like with all bows and also the Lanka, its need to be charged. When Formaed enough, it can be used successfully even against very high leveled enemies.
Snipetron: The retired sniper rifle and the basic variant of the famous Snipetron Vandal. It comes with good critical hit chance, but with weak crit damage, status chance, damage and extremely long reload time. If you can constantly score headshot on your foes, it will wreak havoc, but it will still underperform severely when compared to other sniper rifles.
Miter: The ripper of the WarFramer is a very, very niche weapon. It has 50% status proc chance on every strike, even the basic, uncharged ones, which is making it good for elemental builds. If it didn’t have all three physical damage types and instead had an innate elemental combination, it would be the best weapon in the game. However, it has them and thus tends to underperform, often delivering the unwanted procs at the wrong time. Damage of the charged disc is rather nice, but suffers from long charging time and incapability to crit, which makes it inferior to almost every bow in the game. Generally speaking, the Miter is a crossover between a bow and an assault rifle, and even though it is one of my most favourite weapons in the game, I have to agree that it doesn’t quite work out. Once in the past it had something along the lines of 750 charge damage, which actually made it usable, but that was merely a bug and it is gone now.
View Snipetron Vandal List▾▾
Snipetron Vandal: The exclusive version of the standard retired Snipetron, packing increased damage, critical hit chance and damage and status chance. However, as with most snipers, it will begin to underperform heavily later into the game as the enemies begin to swarm the players, making it increasingly hard to hit the weakspots and punishing the weapon’s poor fire rate even more. It still is better than its basic variant by a great margin, though.
Hind: The Grineer version of the Burston fires five rounds in a single pull of the trigger, offering potentially increased DPS but severely punishing missed shots. It however packs a rather large magazine, so one can fire up to thirteen bursts without the need to reload. The damage per bullet is somewhat good, but not too much, and the practically non-existent critical hits also do not really help in any way. With only 10% status chance, the baguette can still be used in T4s to an extent, but do not expect any miracles from it.
Tigris: On the first sight, the Tigris certainly looks like Tier 5 material – it comes with excellent damage, critical hit damage and status chance. However, when you examine this shotgun more closely, you will realize that it is not as good as it is pretending to be. The critical damage is almost entirely nullified by non-existent crit chance and the weapons suffers heavily from its long reload time (well, two seconds are not exactly too long on their own, but Tigris empties its clip in a single second, which means that you will spend two thirds of the time reloading the weapon instead of actually firing it). The best use for Tigris is to take down heavy enemies with a massive spike of damage, relying on a powerful secondary like the Angstrum to clear crowds of weaker foes. This tactic is however somehow hindered by the fact that most of the damage is dealt as Slash type, which does not really perform well against most durable enemies in the game.
Boltor: Although its Prime variant is probably the most powerful weapon in the game in the terms of sheer damage output, the Boltor by itself is subpar to it in every way and is not really that distinctive. Its stats are not that exceptional for a rifle and it is not hitscan. However, the damage spread is mainly focused on Puncture, which allows it to stay somewhat effective even late into the game.
Dera: Dera is an exceptional rifle in the sense that it is perfectly accurate. However, that is about the only thing it shines at. It has low damage, almost cannot crit, is very ammo inefficient, has rather long reload time and cannot really proc elemental effects reliably, making it a poor choice overall for just about everything. It actually lies somewhere between tiers 2 and 3, but firing barrages of blaster bolts at groups of enemies feels so good that I decided to put it into the latter one.
Tetra: Coming with slightly above-the-edge damage and large magazine at the cost of being almost unable to deliver a critical hit, the Tetra rifle is only allowed to be in the Tier 3 thanks to its rather large amounts of Puncture damage. The status chance of this weapon is not really good either.
View Mutalist Quanta List▾▾
Mutalist Quanta: The Infested version of the Quanta continuous beam weapon, it come with two firing modes, each fit for different situations. During common encounters, one should use the primary fire to deal with weaker enemies, although the damage of the weapon is mediocre when used this way. If any heavy makes its way towards the wielder, it is recommended to use the secondary mode, producing a large sphere of infested tissue which explodes on contact or after nine seconds, dealing rather high damage to all enemies in a short radius and applying the Radiation elemental damage type effect to them. It is also possible to use an orb close to the ground as a small personal invincibility device, although it will still explode in a short while and damage the player, possibly downing them in the process.
Vulkar: Once regarded as one of the worst weapons in the game, the Vulkar in its current state is actually pretty similar to the pre-buff Vectis. Only major difference here is the one which makes it pretty much useless in high-end missions - most of its damage comes from Impact physical type, which is only useful against heavy Corpus flooding, and groups of enemies are not exactly what you want to encounter with a sniper rifle. Either way, punch through is a must, as with all snipers.
Hek: An exceptionally powerful shotgun named after the infamous Councillor Vay Hek. It has the narrowest spread of all shotguns and comes with great damage, critical hit damage and status chance. However, as the critical hit chance is rather low, the crit damage might go to waste. Hek’s main role should be taking down heavy targets, with which will help its mainly Puncture type damage output, while having a secondary like the Angstrum which will clear weaker enemies. The Grineer shotgun stands somewhere between the tiers 3 and 4, but it ultimately fell down because of its damage falloff.
Strun: Although the damage of this shotgun (and especially its burst DPS) is rather good and it even got buffed recently, it still suffers from low amount of crits and very long reload time, making it unsuitable for engaging anything apart from massive targets which require instant spikes in damage to be taken down. The weapon’s potential in this manner is however somewhat lowered by its spread and damage falloff, two flaws which weight down most of shotguns. Also, even though the damage is distributed, the Impact type still comes on top and that further reduces the weapon’s efficiency.
Gorgon: This Grineer machine gun once used to be the best Market rifle, before being ultimately replaced by Soma and then severely harmed by Damage 2.0. It fulfils the role of a true machine gun, with very high fire rate and magazine size, low accuracy and reduced damage per shot. In the current state of the game, it is probably best suited for defenses, since it has rather long spool time before achieving the maximum fire rate, thus making it ill-suited for Survivals and similar game modes which require inconstant fire. Also, its sound got nerfed.
Sobek: The first full-auto shotgun has actually rather low fire rate of 2.5 rounds per seconds. It shares its accuracy with the Hek, which makes it somewhat useable at longer ranges, although the damage falloff still hurts greatly. It comes with great crit damage, though the chance to actually deliver a critical hit is rather low and should not be considered reliable. Same goes with the status chance, although the possibility to achieve a proc is slightly larger.
Flux Rifle: The fallen queen of all the rifles, once absurdly overpowered when using the rainbow elemental build. When the Damage 2.0 struck, the weapon got an extreme indirect nerf and fell from the God-Tier long way down to the Tier 3. The problem with Flux right now is that it retained the weaknesses it always had (limited range, low crit stats, high ammo inefficiency), but lost most of its once so immense damage potential. It however keeps its perfect accuracy and can still be used against infested to some degree.
Boar: The Tenno auto-fire shotgun is much weaker than its Prime variant, but still can be very useful for crowd control, if damage is not the main priority in the primary weapon slot, thanks to its rather high spread. The common 20% status chance among shotguns present on the weapon can and should be further boosted to support this strategy, locking the rooms and allowing powerful secondaries like the Marelok to do their job more effectively. However, the DPS of the Boar should not be underestimated as well, as it is among the greatest from most of the assault rifles, at least when shooting from point blank distance. The ultimate reason why the weapon falls short off Tier 4 is the damage falloff and the fact that most damage it deals is sported in the Impact physical damage type.
Acrid: Once the absolute queen of all weapons in the game, massacring everything with its insanely high DoT a good base damage, the Acrid got butchered when Damage 2.0 went live, receiving an immense indirect nerf thanks to no longer being able to perform a full-rainbow build. It still can do somewhat good, but with low status chance and no crit, just the little-over-average base damage won’t be enough to justify its new weaknesses.
Spectra: The pocket version of the Flux Rifle is quite similar to it, except for the different damage type (Spectra deals Puncture, while Flux deals Slash). Also, the smaller gun has lower DPS and slightly lower status chance, not being really suited for lategame thanks to its rather low damage output. It can be still used as a status weapon to an extent, though.
Ballistica: This gorgeous crossbow sidearm is only powerful by its looks. With subpar damage per shot (both normal bursts and charged arrows, considering the latter need to be charged in the first place), mediocre critical hit stats (actually very bad for a weapon which is supposed to a be a bow) and low status chance, the Ballistica will underperform heavily in high levels, although its mainly Puncture damage might help to stay usable a little bit longer.
Lex: As a powerful pistol capable of taking enemies down from long distances, the Lex can substitute a sniper rifle, although it will be less effective in doing its job. With very high damage per shot for a secondary weapon and relatively good critical hit stats (damage is great, but chance is somewhat mediocre), it still can’t compete with top-tier sniping weapons along the lines of Vectis or Lanka. Its lack of status doesn’t really help either.
Aklex: A much underrated weapon, commonly considered useless, but in fact, it can be made quite viable. With great critical hit stats for a secondary weapon, high damage per shot and only a small accuracy drop in comparison to its solo variant, the Aklex can still effectively work as a pocket sniper rifle and will usually do its job rather well, except when facing groups of very powerful foes.
MK1-Kunai: Ironically, the starter throwing knives are actually equal to their more common counterpart, since they possess almost entirely identical stats apart from critical hit chance and damage, in which the MK1 version triumphs. The other difference is the base damage, in which the standard version wins by mere 5 points.
Magnus: Another sniping pistol, the Magnus is very similar to the Lex in terms of both use and damage output. While the damage of this weapon is slightly lower than the Lex’s, it has much greater fire rate and better crit stats, making both heavy pistols just about equal. In the end, it is the higher status chance which swings the weights in the Magnus’s favour.
View Sicarus Prime List▾▾
Sicarus Prime: Sacrificing its crit stats to up its damage, status chance, accuracy, magazine size and fire rate, the Sicarus Prime is a viable upgrade to the classical burst-fire pistol. With half of its damage shifted from Impact into Puncture and Slash (in comparison to its new-age-cousin) the weapon will perform a little better late into the game when armour starts to matter very much.
Akmagnus: Transcending the normal solo version of the sniping pistol in every regard (except for one second longer reload speed), there is basically no reason to not use this weapon over the basic variant, as it retains all of its advantages and adds almost none disadvantages.
Lex Prime: Very similar to the akimbo version of the standard Lex, the primed version sports higher overall stats, triumphing especially in critical hit chance, critical hit damage and status proc chance. With high accuracy and great peak damage output, the Lex Prime is well suited to dub for a sniper rifle, eliminating dangerous targets from safe distance.
View Twin Gremlins List▾▾
Twin Gremlins: Designed to be used as a pair (the solo Gremlins has not come out as of yet), these Grineer akimbo nailguns are best used from close distance, as the projectiles have travel time and thus are not hitscan. The weapon sports rather high base damage, but it cannot reliably crit and thanks to its equal damage type spread is unsuitable for faction-oriented builds, making it less useful when the lategame approaches.
Kunai: With high base Puncture damage per knife and extremely fast reload speed, the Kunai can be used as an effective close-to-mid-range weapons. Their damage output tends to be rather high when modded properly and their ballistic behaviour makes them ideal for hitting enemies behind cover, even without punch through mods equipped. Also, like with all projectile weapons with momentum, the dead bodies will fly backwards for a short while, possibly damaging their allies and further reducing the need for punch through to be utilized.
Akstiletto: These mainly Impact damage focused dual-wielding automatic pistols offer slightly higher damage output than the Twin Gremlins (less damage per shot, but twice the fire rate), while still maintaining a lot better ammo efficiency than the Twin Vipers. Basically, the gun can be considered a crossover between the two other weapons, utilizing the strengths of both, making it more flexible than either of them.
Hikou: Basically the same weapon as the Kunai. While these throwing stars offer only half the damage (well, technically it is 56.6%), it has double the fire rate and magazine size, making them just about equal in most scenarios (both weapons opt for the Puncture damage type). However, even though the Hikou wins in the terms of DPS by 6.6%, they are two times less ammo efficient than the Kunai, making them ultimately the subpar choice.
Cestra: Basically a minigun wielded as a secondary, this Corpus weapon is especially effective against Grineer and other armoured foes, as it deals mainly Puncture physical damage. While the damage on its own isn’t as impressive as this of other similar weapons, the high fire rate coming with it will make the weapon usable through most of the game’s content.
Afuris: Coming with impressive DPS and mainly Puncture damage, the weapon should be in Tier 4, if not for its vast ammo inefficiency, very long reload time and bad accuracy. Not considering reloading, the weapon is capable of depleting its ammo in ten seconds of constant fire, making it very ill-suited for prolonged fights. Basically, the best way to use the Afuris is similar to the main use of Twin Vipers – as a provider of the peak of damage necessary to devastate more powerful targets, but useless against large groups of weaker enemies (alternatively, this can be countered by employing the punch through mechanic, although that will cost a mod slot and lower the overall damage).
AkZani: These machine pistols are to Akstiletto what Hikou is to Kunai. They feature lower damage, but much higher fire rate, resulting in higher overall DPS with reduced ammo efficiency. Additionally, AkZani have higher critical hit damage, but lower critical hit chance. Also, they lack severely in status, resulting in overall similarly effective weapons.
Twin Vipers: The famous dual-wield machine pistols are best used for quick bursting down of the high-priority targets, letting the floods of weaker foes to be dealt with a powerful primary like the Penta or the Amprex. When modded correctly, almost nothing can withstand the full clip-sized burst, or at least not until very late into the T4 Survival. What casts the Vipers away from Tier 4 is however the fact that you will spend two times as long as firing the guns with reloading them and their mainly Impact damage output, making them good against shields but not so good against virtually everything else. They still come really close, though.
View Rakta Ballistica List▾▾
Rakta Ballistica: The weakest out of the Syndicate weapons and also almost exactly the same weapon as the standard counterpart. Rakta has higher Impact damage and less Puncture damage (which actually makes it worse than the common variant) and higher fire rate and magazine size. Also, it is beautiful.
Fang: Coming with multiple strikes per button hit and rather high damage output if used properly, the Fang is best suited for fighting against a single foe, as their damage shines best in 1v1. Since they don’t stagger at all, using them against multiple foes without some sort of powerful support (like Trinity) is a very bad idea, since you will be subjected to heavy fire without a way to retaliate other than attempting to kill all of them faster than they kill you.
View Ether Daggers List▾▾
Ether Daggers: These retired daggers come with almost identical stats to the Dual Skana, although with slightly less damage on slide attacks and more swings per button hit on normal strikes. Basically, the weapon is simply a crossover between slide-attack weapons and normal-attack weapons, combining strengths of both (but still remaining rather weak, mostly due to it not being meant to be an endgame weapon).
Dark Sword: Although this weapon lacks proper damage output, it partially makes up for it with its innate Radiation damage with assured proc on finishers (the more common 10% status chance paired with it is still low though) and Toxin damage on jump attacks, which make the weapon rather versatile. It falls somewhere in between the tiers 2 and 3, but closer to the third tier, all things considered, mostly thanks to the fact that it can equip the Crimson Dervish stance and surpass its lack of damage to an extent this way.
Kogake: With better base damage than its weaker cousin Obex and slightly weaker critical hit chance, the Kogake generally outclasses the Obex and can be used effectively as a finisher weapon, as using the attack causes a flurry of very rapid hits, dealing close to 230 base damage. However, as its main physical damage type is still Impact, the weapon will suffer against anything but heavily-shielded enemies and thus is generally not too good to be employed in late-game missions.
Sheev: With very high base damage for a dagger-type weapon, great status chance and innate Fire proc on jump attacks, this moonblade/khopesh knife should be in a great spot. However, it is vastly hindered by its horrendously low attack speed and inability to reliably score a critical hit pushes them down to somewhere between the tiers 3 and 4. Also, a good tip is to actually only use the Sheev as a quick-melee weapon, because that way, you can partially mitigate its very slow attack speed.
Glaive: The Melee 2.0 system hurt this throwing disc very hard. In the old times, it actually used to be a fairly effective weapon substituting for secondaries when they ran out of ammo (primaries, apart from Flux, suffered heavily during that period and the release of Lethal Torrent made secondaries, especially Acrid, much better than most primary weapons). With the new system, it was given some new mods to make up for its lost power and the ability for it to explode was added, but that still does not really justify the huge indirect nerf it received. However, Stealth 2.0 is upon us (well, not exactly upon us, as it will take few more updates to get there), so the disc might actually get a buff again. Maybe.
Furax: Like most other Fist-type weapons, the Furax comes with extremely low range, mediocre base damage and high critical hit stats. Also like other similar weapons, it is only worth using for its powerful ground finisher. Thanks to its slightly higher attack speed, the Furax beats its cousin Kogake by a small margin. It still deals Impact damage, though, making it not really all that well suited for late.
View Ceramic Dagger List▾▾
Ceramic Dagger: This dagger is unimpressive in every way, except for its incredible coptering capabilities (it’s basically just like the old Zoren), making it best used as a mobility tool. It should actually be in Tier 2, but thanks to this special added value, it made it into the higher tier. It is also worth noting that it comes with high percentage of Puncture damage and zero Slash damage, making it somewhat more effective against highly-armoured enemies than other similar blades.
Ankyros: Having all the basic advantages and disadvantages of a fist weapon, mostly great critical hit stats, it should be a decent weapon. However, it is vastly hindered by its very low range, so it falls into the Tier 3 without any doubt. Also, only 10% status chance does not really help either (it is not bad though).
Ether Sword: Coming with only Slash physical damage type in reasonable amounts and being capable of hitting only a single target, the sword member of the Ether family should fall into the Tier 2, if not being for its ability to always proc Radiation status, meaning that it can be useful for crowd control to a limited extend.
Venka: The first claw weapon in the game is basically a weaker version of the Dual Ichor without base elemental damage. Venka sports slightly higher damage, but, even though it is supposed to act as a critical hit weapon, its crit stats are not optimal and cannot really reliably provided the necessary damage output. Also, as mentioned earlier, the greatest flaw of the weapon in comparison to the Ichor is its lack of elemental damage, which makes it less suited against basically everything.
Mire: An interesting sword, packing an additional 10% of its base damage as Toxin elemental damage type. Other than this and the fact that it has a very high chance to proc Toxin on its slam attack, the weapon is not really exceptional in any way. Despite the innate elemental damage, it has too low status chance to make a good use of it regularly, so its use is limited to standard slashing. As with every sword, it can equip the immensely powerful Crimson Dervish stance, so it can be actually useful in some scenarios.
Heat Sword: Sporting reasonable status chance and rather high base damage for a longsword, the Heat Sword falls somewhere in between the tiers 3 and 4. Despite its ability to almost always proc Heat damage on jump attacks, it still is closer to the Tier 3, mostly due to the fact that its base damage is physical, not elemental, and thus the eventual status procs are hindered.
Jaw Sword: This weapon has OP looks and is often used thanks to them. Other than that, it comes with rather high base damage and its own exclusive mod, Blade of Truth (which you have to grind really hard for, as the Syndicate Standing is rather long-taking task to acquire). It used to be a whole lot better, as it dealt mostly Puncture physical damage, but that changed with Update 13, so, sadly, the weapon is now only mediocre.
Dual Ether: Slightly higher-than-average base damage and great slide attack damage. Other than that, the weapon can actually stagger on every hit (although this might be a bit gimmicky), so it can be used successfully against heavy targets to keep them from dealing damage. Other than that, the Dual Ether swords are fairly average and due to that, even though they come close to it, they don’t reach the Tier 4.
View Dual Heat Swords List▾▾
Dual Heat Swords: With only slightly (exactly 1 point) higher damage than the solo variant of the weapon and half the status proc chance (and slightly higher stamina consumption, although that is rather insignificant), the dual variant generally loses to the single sword, except when slide attacks are employed, as that the only area where this weapon can truly shine (it still gets outclassed by Kronen like everything else).
Nikana: One of the weaker weapons in Tier 3. It has somewhat good base damage and critical hit damage, but suffers from low crit and status chance. However, the greatest (indirect) strength of the weapon is that it builds into the famous Dragon Nikana, which is so much more powerful and awesome.
Skana Prime: One of the most exclusive items to exist, only owned by the Founders who helped the game in the beginning. It comes with good base damage, but that’s about all it has. Almost every other stat is either mediocre or downright bad, making the weapon only worth it for its rarity and great looks. It is worth noting that it can make a good use of Bright Purity, the Skana-exclusive New Loka faction mod. However, the mod is very hard to acquire and does no add that much to justify Tier 4 for the weapon. It comes close though.
Kama: Kama has high base damage. And that’s about it. It comes with higher-than-usual attack speed as well, but that is, thanks to its virtually non-existent status and crits almost a wasted stat. Basically, Kama is just a big curved dagger with appropriately higher range, even though it actually is a machete-type weapon.