Best weapons
Sniper for boss windows, SMG for proc-heavy movement builds, assault rifle for crowds, pistol for handling. There is no published damage table, so any exact DPS ranking is guesswork.

There is no damage table to copy here, because the game does not publish one and the damage numbers in the modification screen are relative bars rather than values. What can be ranked is fit: which weapon does which job, and which ones stop working when the arena gets crowded.
The short list
| Role | Weapon | Why |
|---|---|---|
| Boss damage | Sniper Rifle | Single-hit damage with high critical returns; the only weapon that does not care about volume of fire |
| Crowd clear | Assault Rifle | The default answer to a full arena, and the cheapest to bring online early |
| Movement builds | SMG | High fire rate and high proc chance reward continuous fire while moving |
| Flex / starter | Pistol | Best handling stat in the game, and the fastest way to learn the module system |
| Burst windows | Anything with a burst fire mode | Fire mode mods are per-weapon since ASCENSION, so a burst mod on an SMG is a real build |
Why the sniper is the best boss weapon
Boss fights are about windows. You dodge a pattern, the boss exposes something, you get four seconds. In four seconds an assault rifle does a solid amount of damage and a sniper does one enormous hit with a critical multiplier on top.
The sniper arrived with ASCENSION plus four new chassis, and it is the weapon Daniel named as his favourite at the time. That is not a balance argument, but the design intent is visible: the sniper exists to reward reading a pattern rather than holding a trigger.
The trade is real. A sniper in a crowded arena is a liability, because the enemies that kill you are the ones beside you, not the ones in your scope.
Why the SMG is the best movement weapon
The SMG's identity, from the HARD RESET dev diary: "fast, aggressive, and perfect for movement-heavy builds". Mechanically that means a high fire rate and a high proc chance, which matters because most module effects are chance-based per hit.
More hits per second means more procs per second. Chain Reaction, Critical Wounds, elemental inflictions and Laceration all scale with how often you hit, not how hard. The SMG is the delivery system for those effects.
The cost is control. It has a recoil pattern you have to manage, and it wants you close enough that the pattern matters.
The pistol is not a beginner trap
The pistol has the highest handling in the roster, which makes it the best weapon for learning the modification screen. Handling governs how fast the weapon comes up and settles, and on a game built around dash-and-fire, a weapon that is already up when you land is worth more than a weapon with a bigger number.
Two of the strongest module combinations in the game also fit a pistol better than a rifle: a ricochet engine on a high-handling weapon lets you keep moving while the bullets do the work, and a critical-damage build gets more out of a weapon you can fire accurately in the air.
What to avoid
Spreading modules across two weapons. Slots are per weapon and modules are lost at the end of a run. Two half-built weapons lose to one finished one every time.
Taking a sniper into a fragmented zone. Side areas are close-quarters by design. The sniper's weakness is proximity, and fragmented zones are nothing else.
Ignoring fire mode mods because they sound boring. Since ASCENSION, single-fire mode can genuinely convert an automatic weapon into a rifle, and burst fire can turn an SMG into something with reach. These are the cheapest build changes in the game.
The honest caveat
This is a role ranking, not a tier list. The game's balance has been rewritten in every major update — the assault rifle got a damage and reload buff in the demo rework, the Marksman's reload went up and its damage came down in September 2025, and entire fire mode families were re-tuned in June 2026. Any list that claims to know the exact DPS order is either datamining or guessing.
What survives patches is the shape: sniper for windows, SMG for procs, rifle for crowds, pistol for handling.
The gun modding page covers the module side, and the builds page puts these into complete shells.
How the roles change in the endgame
The Chaos Terminal changes the ranking, because its modifiers change what an arena looks like. Modifiers that increase enemy count favour the ricochet and crowd-control engines; modifiers that increase enemy health favour the sniper and melee scaling.
That is the argument for keeping two weapons configured rather than one: the terminal is where a single-weapon player runs out of answers. If you are pushing Chaos Rating, the weapon you never use is the one you will want on the modifier that punishes your main.
The chassis question
A chassis can move a weapon between roles. Handling-heavy chassis make a rifle behave like a pistol; damage-heavy chassis make an SMG hit like something slower. The game shipped sixteen chassis with the Chaos Terminal, four with the sniper in ASCENSION, and seven in the Supporter's Pack.
The practical advice is to match the chassis to the engine rather than to the weapon's reputation: a ricochet engine wants fire rate and magazine size, a critical build wants accuracy, and a handling build wants the weapon to be up before you land from a dash.
_Figures checked 4 November 2026 against official HARD RESET and ASCENSION announcements and Steam store screenshots._

