2 Player Raid Tycoon Weapons Tier List
S–B rankings for every stage — what to buy, what to unlock at rebirth, and what to skip early.
How this tier list works
2 Player Raid Tycoon weapons unlock through cash pads, rebirth milestones, and optional gamepasses. Rankings below prioritize practical progression for pub matches: time-to-kill in hallways, ease of cutting entrance power, and value relative to factory spend. A gamepass Rocket can be “strong” and still B-tier for beginners if it delays Auto Collect and lasers.
Criteria:
- S — Buy or unlock ASAP for the stage; defines your power spike.
- A — Excellent, situationally best; buy after S needs are met.
- B — Usable filler, vanity, or gated behind passes/rebirths you should not rush.
Pair this page with How to Raid, How to Defend, and Rebirth.
Early game (Rebirth 0)
| Tier | Weapon | Notes |
|---|---|---|
| S | Shotgun (~$2k) | First real raid tool; deletes entry fights |
| S | Loadout Cabinet (when available) | Keeps guns after normal deaths |
| A | Upstairs rifles | Better approach fire once Shotgun is owned |
| A | SMG (~$8k) | Strong mid-range spray for corridors |
| B | Pistol (free) | Tutorial only — replace immediately |
| B | Gamepass Flamethrower / Rocket | Powerful but optional; do not skip walls/Auto Collect for them |
Early loadout tip: Shotgun primary for interiors, rifle/SMG for outdoor peeks while cutting power. Redeem codes so the $2k Shotgun does not stall Automatic Dropper.
Mid game (banking for Rebirth 1)
| Tier | Weapon / tool | Notes |
|---|---|---|
| S | AK pad / best cash rifle available | Stabilizes both raid and hold |
| S | Airstrike charges | Softens stacked defenders |
| A | SMG | Still excellent if AK pad is expensive on your patch |
| A | Partner duo guns | One close, one mid — see Players |
| B | Extra vanity pads | Anything that delays $2M Uplink + $5M cash |
Your “weapon” priority in this band is sometimes not a gun — it is owning Airstrike Uplink and preserving liquidity for rebirth. A shiny third rifle that leaves you $4.8M stuck is a trap.
Post Rebirth 1–2
| Tier | Weapon / unlock | Notes |
|---|---|---|
| S | Sniper (Rebirth 1) | Exterior power-box peeks and roof punishment |
| S | Treadmill (R1) | Active income while vault is safe |
| A | TURRET 40 (R2) | Defense spike that persists through later rebirths |
| A | Second Loadout slot (R1) | Carry Shotgun + Sniper after deaths |
| B | Dual-wield fantasies | Wait for later dual unlocks |
Sniper does not replace Shotgun indoors. Classic kit: Sniper for approach, Shotgun for vault rooms.
Post Rebirth 3–5
| Tier | Weapon / unlock | Notes |
|---|---|---|
| S | Minigun (R3 + ~$10M pad) | Suppression monster for sieges |
| S | Third Loadout slot (R3) | True flexible kits |
| A | TURRET 105 (R4) | Heavy automated defense |
| A | Dual Pistols (R5) | Strong when slots and movement sync |
| B | Minigun without paying the pad | “Unlocked” ≠ purchased |
Minigun buyers should already have Auto Collect muscle memory and a defended vault; the $10M pad is a raid magnet if your lasers are fiction.
Late rebirth tools (6+)
| Tier | Unlock | Notes |
|---|---|---|
| S | Bomber Uplink (R6) | Changes how you break camps |
| A | Pumpjack chain (R7–10) | Economy scaling |
| A | Predator Missile path (R7+) | High-end strike option with extra requirements |
| A | Riot Shield (R11) | Entry utility |
| A | Dual SMG (R13) | Late spray power |
| B | Chasing R13 before stable defense | Trophy hunting while bags walk out |
Late unlocks amplify good habits; they do not replace factory discipline.
Loadout templates
Raider template
- Primary: Shotgun or SMG for interiors
- Secondary: Rifle / Sniper for power box and extracts
- Utility: Airstrike reserved for contested cracks
- Rule: Never leave home if defender role is empty
Defender template
- Primary: Shotgun / SMG for hallway holds
- Secondary: Rifle for entrance peeks when power is cut
- Utility: Guard tickets pre-rolled; turret arcs preset
- Rule: Answer power-down before chasing mid-map kills
Solo template
- Guns: Shotgun + best rifle you can afford
- Economy: Auto Collect mandatory before long raids
- Defense: Walls + laser + at least two guards
- Rule: Short raids only; abort if vault ping goes hot
Gamepass weapons placement
Flamethrower, Rocket Launcher, and similar passes sit in A for raw power and B for progression value. If you already own them, use them to clear rooms and deny doors. If you do not, you can reach Rebirth 1–3 on cash guns without feeling broken. Never skip Getting Started basics to force a pass purchase.
Tier list FAQ mindset
Meta shifts when STRAY FRAME ships bunker, bomber, or missile updates (Updates). Re-evaluate:
- Did a new roof pad change siege distance?
- Did guard HP or laser timing change?
- Did a code flood the server with Airstrikes?
S-tier is “best for your next hour,” not an eternal monument.
Related reading
- How to Raid — apply the kits.
- How to Defend — pair guns with lasers/guards.
- Rebirth — unlock timing table.
- Guides Hub — full tutorial list.
- Scripts — if you are researching automation risks (read the disclaimer).
Frequently Asked Questions
Quick answers to the most common questions.
What is the best early weapon?
The Shotgun around $2k is the early S-tier upgrade over the free Pistol for both raiding and defending hallways.
When should I unlock the Sniper?
Sniper comes with Rebirth 1. Use it for exterior peeks and power-box angles while keeping a close-range gun for interiors.
Is Minigun worth $10M?
Yes once Rebirth 3 is done and your vault is defended. Pay the rooftop pad only when the purchase will not leave you helpless for the next raid wave.
Are gamepass weapons required?
No. Flamethrower and Rocket are strong optional tools. Cash and rebirth guns carry normal progression.
How often is this tier list updated?
After major combat or unlock patches. Check Updates for bomber, bunker, and missile changes that shift siege priorities.