Roblox Rivals Weapons Tier List
A community-consensus ranking of 46 Roblox Rivals weapons into S/A/B/C tiers. RIVALS publishes no damage numbers, so nothing here is a fabricated stat — every placement traces to real creator and player opinion, openly labeled verified or reported.
The tier list
All 46 ranked weapons, grouped S to C. Frames are neutral by design — tier and confidence show only as small colored markers.
Meta-defining. Cited as best-in-class by multiple creators — these win games on their own kit.
2-round burst Contraband SMG whose slow/freeze effect locks enemies down for guaranteed follow-ups; named the single best primary by multiple creators despite being hard to obtain.
Free default primary repeatedly called the best all-rounder: low recoil, fast TTK and consistent damage at every range, viable from beginner to top ranked play.
Highest single-shot damage with one-shot headshot potential; dominates open maps and long sightlines, though the heavy move-speed penalty leaves it weak up close.
Prime primary with the fastest practical fire rate; melts enemies at close-mid range and rewards good tracking aim, a top aggressive pick.
Best mobility melee; its forward dash (4s cooldown) reliably closes gaps and repositions mid-fight, the cornerstone of aggressive rush loadouts.
Unique bullet-deflect ability turns gunfire back on the shooter; a high-skill defensive melee that creates counter-attack openings and anchors gun-melee hybrid play.
Strong, reliable picks that hold up in ranked. Rarely a wrong choice.
Best secondary in the game; fast-firing pocket-AR that pairs with any primary to cover close-range gaps and reload windows, also the recommended first purchase.
AOE-blast secondary that clears corners and can out-damage some primaries at range; strong on clustered maps, though one source rates it inconsistent.
One-shot potential up close that dominates tight indoor maps, but effectiveness drops off sharply past mid-range so it is heavily map-dependent.
Cheap (25 Keys) burst primary excelling at hit-and-run; a budget side-grade to the AR, though a March 2026 nerf cut its body damage.
High burst-damage secondary with a fan-fire option that punishes missed pushes; rewards strong aim but unforgiving on misses versus the safer Uzi.
Mobile sniper alternative with no damage dropoff and a move-speed bonus; a niche stealth/ranged pick for ranked, rated A by one source and B by another.
Fastest-cooldown secondary with effectively infinite ammo; excellent sustained tracking damage for finishing low-health targets despite a Season 3 equip-speed nerf.
Unique energy-based primary that moved up after a Season 3 damage buff (15 to 20); a fresh meta-relevant option per recent patch notes.
Solid, situational weapons. Effective in the right hands or on the right map.
Fast, mobile melee with strong raw TTK and great value, but lacks the deflect/dash abilities of Katana and Scythe so it is outclassed in competitive play.
High skill-ceiling charge-based primary that rewards precise leading; changed to a projectile in Update 20, making it more consistent but lower-peak.
Cheap area-denial explosive for flushing cover and movement tech (rocket-jumping); a support pick whose move-speed penalty and self-damage cap its dueling value.
Sustained-fire Prime primary that shreds groups and holds angles on open maps, but the spin-up time and heavy move-speed penalty make it situational.
Area-denial utility that blocks corridors and forces repositioning; strategic in team modes and on small maps, though rated essential by one source.
High-damage melee with a spin AoE attack; a solid situational close-range option that falls short of the ability-defined top melees.
Reliable self-sustain utility that extends fights and long engagements; a staple of all-rounder and endgame loadouts.
Crowd-control utility whose multi-second freeze sets up guaranteed follow-up kills; sources split sharply, rated S by some and bottom-tier by another.
Hybrid melee-ranged weapon; versatile in skilled hands but its Season 3 nerf redistributed power, and sources disagree widely (S to B).
Strong frontal defense against projectile-heavy teams, but highly situational since explosives, melee and flanks bypass it.
Free reliable explosive utility for area damage; a default-loadout staple, rated a solid tactical option.
Disruption utility that blinds enemies to set up engages (e.g. Flashbang into Permafrost); useful but situational.
New Season 3 melee with a ranged throw and knockback; a versatile ranged-melee hybrid still settling into the meta.
New Season 3 mobility utility for pulling to surfaces or yanking enemies; a strong tactical movement option per the latest patch.
Movement utility enabling vertical plays; a solid tactical pick on maps with verticality.
Grants a team-wide speed boost; a situational-but-useful support utility.
Proximity explosive trap; situational area control for defending angles.
Delayed-detonation explosive charge; a strong tactical option for area damage and traps.
Contraband primary rated niche and map-dependent; usable but not a defining pick in the current meta.
Niche or outclassed by current consensus. Playable, but you are fighting uphill.
Continuous close-range DoT that crushes corridors on tight maps, but its very short reach makes it situational and easily kited; sources split A to C.
Highest-DPS melee with a built-in speed boost for rushes, but called slow and predictable, landing it in the lower situational tier.
Splash primary needing high skill to arc shots; outclassed by other AoE options for most players.
Free default melee buffed to 35 damage with a double jump; viable in skilled hands per one source but a last-resort option per others.
Highest single-hit melee damage, but the extremely slow swing makes it nearly impossible to land hits in competitive play.
Niche close-range secondary; usable but outclassed by the Uzi and other secondaries.
Average/niche secondary that works in specific moments but falls off against skilled opponents.
Fast-attacking melee for aggressive rushers; a situational pick rated mid by the community.
Movement-tech melee with limited combat value; outclassed by real combat options outside of niche movement use.
Low overall impact, described as outshined by alternatives in the current meta.
Situational vision-denial utility for escapes; niche compared to combat-enabling utilities.
Free default secondary; a decent backup for beginners but outclassed by the Uzi and Revolver.
Random-effect utility that is fun but unpredictable and unreliable for competitive play.
Current meta
The live meta is Season 3 ("The Fame Season") on the Update 20 "Collapse" balance baseline (April 24, 2026), with a Summer Update / 2nd Anniversary patch on June 27, 2026. Close-to-mid-range aggression with strong mobility dominates ranked; long-range picks stay viable on open maps.
- —Assault Rifle — damage 13→12, fire rate 0.11s→0.10s (net-neutral, smoother tracking).
- —Energy Rifle — damage 15→20 (significant buff; moved up the meta).
- —Burst Rifle — body damage 20→18 (reduced close-range lethality).
- —Gunblade — swordsmanship 50→35, shots 8→12 (power redistributed).
- —Bow — changed from hitscan to projectile; charge multipliers rebalanced.
- —Energy Pistols — equip cooldown 0.45s→0.60s + slight damage cut.
- —Fists — damage 30→35 (now situationally viable).
- —New Season 3 weapons — Spear (melee + ranged throw) and Grappler (mobility utility).
These numbers are quoted only as reported balance context from sources. They are not used to compute tiers — tiers are community-opinion consensus only.
Unranked weapons
7 weapons had no usable community signal — no source discussed them clearly enough to place. We do not invent tiers: there is simply not enough community data to rank them yet.
Best loadouts
Three archetypes built around the S-tier picks above. See the full loadouts guide for ability pairings.
Long-range control
SniperHold angles and pick from distance. Build around an S/A sniper like the Heavy Sniper and pair with Grapple Hook for elevated lines.
Close-range aggression
RusherGet in their face and punish. Lead with an S-tier primary like Permafrost, then close gaps with the Scythe dash for melee finishes.
All-round ranked
FlexThe safe default: the S-tier Assault Rifle covers every range, backed by the Katana to deflect shots while you push.
Sources
The 8 community and creator rankings this consensus is built from.
- DungeonPath — RIVALS Weapon Tier List (Season 3 / Update 20)
- BloxGuidesGG — RIVALS Weapon Tier List & Map Guide (2026)
- Earnaldo — RIVALS Tier List (March 2026)
- U7BUY — Roblox Rivals Weapon Tier List (April 2026)
- BloxSpot — RIVALS Tier List 2026: Best Weapons & Loadouts
- RobloxCalc — RIVALS Weapon Tier List (Season 3)
- Reddit r/RivalsRoblox — community weapon tier list thread
- TierMaker — ROBLOX Rivals Weapons community rankings