Content warning

The rankings below are recommendations, not an official balance tier list. Map generation, monster composition, difficulty modifiers, keeper choice, and your accuracy can change the result substantially.

The answer before the background

Our recommendation

For most runs, Artillery is the best overall weapon because its mortar handles groups and its anti-air gun covers flying enemies. Sword is the strongest high-skill option, especially with Long Stab, Javelin, and Stab Bomb Delivery. Laser is the best beginner weapon because it is precise and easy to control. Tesla is the best specialist choice when you can build around Electro Orbs and charged-shot timing. For equipment, prioritize one strong transport or mining gadget, then add crowd control such as Stun Laser, Shockwave Hammer, or Spire rather than taking several overlapping damage tools.

A practical weapon tier list

There is no single winner for every player or mode, but the following ranking is a useful starting point. Artillery belongs in the top tier for players who can manage its slower rotation and indirect mortar aim. It has two weapons in one dome: an anti-air gun for flying threats and a mortar for explosive area damage. The two systems can also be used together, which gives it unusually high damage potential.

Sword is also top tier, but its value depends more heavily on positioning and timing. Its blade can slice nearby enemies, stab distant targets, and use a shield pad to block or reflect projectiles. It is less forgiving early in a run, yet its damage and defensive options scale extremely well.

Laser is reliable rather than dominant. It is unlocked by default, has straightforward controls, and rewards careful targeting. Its weaknesses are a smaller health pool, expensive upgrades, and limited crowd control. Tesla sits between a specialist and a late-game powerhouse: its reticle and charging delay are awkward at first, but Electro Orbs can create excellent area denial once upgraded.

  • S tier recommendation: Artillery for broad coverage; Sword for high-skill damage and defense.
  • A tier recommendation: Tesla after Electro Orb investment; Laser for consistency and accessibility.
  • Do not treat the ranking as a strict rule for assignments, prestige, or unusual modifiers.
  • The official update history confirms that weapon supplements are part of the modern upgrade system, including Double Laser, Stab Bomb Delivery, Deafening Blast, and Perfect Timing.
WeaponBest atMain drawbackBest supplement or path
ArtilleryMixed waves and late-game damageSlow early rotation and tricky mortar aimingDeafening Blast; choose Swift Reload or Quadruple Shell according to accuracy
SwordClose-range damage and projectile defenseLimited early ranged reach; requires practiceStab Bomb Delivery with Javelin or Long Stab
TeslaCharged burst and area controlSlow reticle and weak early tempoPerfect Timing with Electro Orb upgrades
LaserSimple precision and beginner-friendly controlLower health and weaker crowd controlDouble Laser after building enough movement and power
Verified versus recommended

The weapon roles, upgrade branches, and supplements are documented in the current community reference. The tier placement is editorial advice based on coverage, scaling, and ease of use rather than a developer-published ranking.

Best equipment pairings by build

The strongest loadouts usually solve two different problems. Your dome weapon handles waves, while your other equipment improves mining, transport, or emergency control. Taking several automatic weapons can look attractive, but it often leaves the keeper slow, overburdened, or unable to bring enough resources home.

For a general-purpose mining build, pair Artillery or Laser with Teleporter, Lift, or Resource Packer. Teleporter is the best choice when the mine is spread out and you can place the portal near valuable chambers. Lift is better for repeated resource traffic because it continuously supports transportation. Resource Packer is especially useful when you prefer to mine manually and carry several resources at once.

For a combat-heavy build, combine Sword or Artillery with Stun Laser, Shockwave Hammer, Spire, or Auto Cannon. Stun Laser is the safest general-purpose defensive gadget because it automatically targets enemies and buys time against fast threats. Shockwave Hammer is more hands-on but can interrupt enemies near the dome. Spire is valuable when projectiles are the main danger, particularly in runs with many ranged monsters.

For a mining-first build, use Suit Blaster, Probe, Prospecting Meter, or Blast Mining alongside a dependable weapon. Suit Blaster clears compact rock quickly, Probe reveals nearby resources and chambers, and Prospecting Meter reduces wasted digging when you know you need iron. Blast Mining is powerful when caves are dense, but its charges and production time make it less universally useful than a transport tool.

Primary gadgets should support the weapon rather than compete with it. Shield is a dependable defensive choice for fragile weapons. Repellent can create extra preparation time, but it asks for more deliberate wave planning and is less immediately useful to new players.

  • Safe default: Artillery, Teleporter, Stun Laser, and Probe or Prospecting Meter.
  • Beginner default: Laser, Shield, Lift, and Suit Blaster.
  • Aggressive melee: Sword, Resource Packer, Stun Laser, and Probe.
  • Area-control specialist: Tesla, Lift, Shockwave Hammer, and Prospecting Meter.
Build goalWeaponEquipment priorityWhy it works
First clearsLaserShield, Lift, Suit BlasterSimple aiming and forgiving logistics
Fast miningArtilleryTeleporter, Probe, Resource PackerStrong wave coverage while minimizing travel time
Melee masterySwordStun Laser, Resource Packer, ProbeCrowd control and carrying support cover sword's risks
Area controlTeslaLift, Shockwave Hammer, Prospecting MeterElectro Orbs and timed bursts defend multiple lanes
Do not copy a build blindly

A transport gadget can outperform a damage gadget if it gives you one extra upgrade before the next wave. In practice, economy often determines whether a weapon reaches its important power spike.

What to buy in each stage

Early stage runs are decided by reliability. Buy the first meaningful weapon upgrade before chasing expensive specialist branches, then improve movement, rotation, or aiming enough to cover the whole dome. Keep at least one iron reserve for repairs or an emergency defensive purchase. With Sword, early blade speed or a practical stab upgrade is usually more useful than rushing the deepest damage branch.

During the mid game, choose one clear identity. Artillery players should decide whether they are building the mortar or anti-air side first, while still buying enough rotation to respond to attacks near the dome. Sword players should choose between sustained slicing and long-range stabbing. Laser players should balance power with movement speed so the beam can reach targets before they cross the dome. Tesla players should prioritize Electro Orb rather than spending every resource on raw shot power.

In the late game, supplements become the deciding factor. Double Laser improves coverage but splits firepower. Stab Bomb Delivery adds area damage and can be combined with Javelin. Deafening Blast turns Artillery's mortar into a crowd-control tool. Perfect Timing rewards players who can fire Tesla precisely as it recharges. These are powerful, but the correct choice depends on whether your problem is damage, projectiles, or enemies reaching the dome.

Upgrade equipment only after identifying the bottleneck. If monsters die but you cannot return resources, buy transport. If resources are plentiful but ranged enemies overwhelm you, buy Spire or Stun Laser. If one wave repeatedly reaches the dome, improve crowd control before adding another mining upgrade.

  • Early: secure basic weapon power, then buy mobility or aiming support.
  • Mid: commit to one weapon branch instead of spreading iron across every option.
  • Late: select the supplement that fixes your largest remaining weakness.
  • Before a difficult wave, favor defensive control over a small theoretical damage increase.
StagePriorityCommon mistake
EarlyReliable damage, movement, and one economy toolBuying several gadgets before the weapon can clear waves
MidA defined weapon branch and transport efficiencySplitting upgrades between incompatible damage plans
LateWeapon supplement, health, and emergency controlIgnoring projectiles or crowd control because damage looks high
Current-version note

The modern game includes weapon supplements and expanded gadget choices from A Keeper's Duty. Older guides that rank equipment without these systems may not describe the current Steam experience accurately.

Best choices for specific problems

Choose Artillery when waves contain a mixture of grounded and flying enemies, or when you are comfortable aiming mortar shells. Its anti-air gun removes one of the most common weaknesses of explosive weapons. Choose Sword when you enjoy active defense and can keep the blade moving while using the shield pad against projectiles.

Choose Laser for a first clear, a controller session, or any run where you want the least complicated weapon. It is also a good fallback when you do not yet know which upgrade path the map will support. Choose Tesla when you can plan around charge timing and want persistent zones that punish enemies approaching through the same route.

For the equipment slot, choose Teleporter when distance is the problem, Lift when volume is the problem, and Resource Packer when carrying capacity is the problem. Choose Probe when you need information immediately, Prospecting Meter when you want a steady iron-finding tool, and Suit Blaster or Blast Mining when the mine itself is slowing the run.

Finally, remember that automatic gadgets are not interchangeable. Auto Cannon adds independent damage, Stun Laser adds time and control, and Spire specifically answers projectile threats. Pick the one that covers what your chosen weapon does poorly.

  • Best for beginners: Laser plus Shield and Lift.
  • Best for mixed enemy waves: Artillery plus Teleporter and Stun Laser.
  • Best for skilled aggressive players: Sword plus Resource Packer and Spire or Stun Laser.
  • Best for planned area denial: Tesla plus Lift and Shockwave Hammer.
  • Best for difficult mining maps: Any reliable weapon plus Probe, Teleporter, or Suit Blaster.
Uncertainty to keep in mind

Community testing and player preference do not always agree, especially for Tesla and Sword. Their ceilings are high, but their results depend more on execution than Laser or Artillery.

Common questions

What is the best weapon for a first run?

Laser is the easiest starting recommendation because its aiming is direct and its behavior is predictable. Pair it with Shield, Lift, and a mining tool until you learn wave timing and resource routes.

Is Sword better than Artillery?

Sword can be better for a skilled player who uses slicing, stabbing, and projectile reflection confidently. Artillery is more broadly useful because it combines mortar area damage with an anti-air weapon, so it is the safer general recommendation.

Should I always take Stun Laser?

No. Stun Laser is an excellent general defensive gadget, but Spire is better when projectiles are the main threat, while Teleporter or Lift can be more valuable when your economy is the real weakness.

What is the best weapon tier list for prestige or assignments?

Use Artillery or Sword as the strongest general candidates, then adjust for the assignment rule. A modifier that reduces time may favor Artillery's coverage, while a defensive or close-range challenge may favor Sword. Do not assume a normal-run ranking transfers unchanged.

Which Tesla upgrade should I buy first?

Electro Orb is the key specialist upgrade because it adds persistent area damage and control to fully charged shots. Improve reticle speed or shot power when you are missing targets or failing to clear threats, but do not delay the orb path without a specific reason.

What we checked

Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.