Palworld Best Weapons Tier List (1.0): Every Gun Ranked

By Published ~9 min

The complete Palworld 1.0 weapons tier list: every weapon ranked SS to B with attack values and tech levels, the best pick for each class and situation, the Pal-specific weapons, what 1.0 changed, and the order to build them in.

The best weapon in Palworld 1.0 depends on what you are killing, but if you want one answer: the Mechanical Bow at Technology Level 67 has the highest per-shot damage in the game at roughly 20,000 attack, on the cheapest ammo, making it the premier boss-killer. The Beam Launcher (Level 80, ~14,000 attack) is the top AoE payload, and the Plasma Rifle (Level 78) is the best all-round firearm thanks to arcs that chain between enemies. This tier list ranks every weapon SS to B, but the single most important thing to understand first is that a weapon's attack number only means something inside its own class - and that is where most tier lists go wrong. Here is the full ranking, the best pick for every class and situation, and the order to build them in.

1.0 raised the level cap to 80, added a new endgame weapon tier at Technology levels 67 to 80, and bumped your equipped weapon slots to five - so you can carry a specialized answer for every phase of a fight.

Weapons Tier List at a Glance

Tier
Weapons
Verdict
SS
Mechanical Bow, Beam Launcher, Plasma Rifle
The endgame damage kings - each best in its lane
S
Prototype Shotgun, Heavy Assault Rifle, Laser Sword, Beam Scatter, Drone Launcher
Excellent, class-leading, worth the craft
A
Combat SMG, Tactical Grenade Launcher, Rocket Launcher, Laser Gatling Gun
Strong situational picks and solid mid-tier firearms
B
Enhanced Lily's Spear, Metal Bat, Assault Rifle, Pump-Action Shotgun
Reliable bridge weapons on the way up

This ranks weapons by how much they carry endgame combat. For the crafting recipes and ore chain behind the top tier, see our new weapons and gear guide, and rank the Pals themselves in our Pal tier list.

How to Read Weapon Attack (the Trap Most Lists Miss)

Before the rankings, the one rule that makes this list honest: attack is only comparable within a weapon class. A bow's single arrow, a rocket launcher's blast, and a rifle's rapid fire all display as "Attack", but they land completely differently. The Mechanical Bow reads 20,000 and the Plasma Rifle reads 1,860 - yet both are SS-tier, because the bow fires one huge arrow while the Plasma Rifle fires a fast stream that chains between targets. One big number is not automatically better than a small one.

Two other factors reshape real damage output: ammo cost and fire rate. A weapon with lower per-shot attack but a high fire rate and cheap ammo can out-damage a bigger number in practice. So compare a rifle to a rifle and a shotgun to a shotgun, weigh the ammo drain, and ignore anyone ranking a bow above a rifle purely because the attack number is larger.

SS-Tier: The Endgame Damage Kings

Three weapons sit at the top, each the best in its own lane:

Weapon
Attack
Tech Lv
Why it is SS-tier
Mechanical Bow
~20,000
67
Highest per-shot damage and the cheapest ammo - the best boss-killer, and the first endgame weapon to chase
Beam Launcher
~14,000
80
The top raw-damage AoE payload; clears whole enemy camps, but ammo eats Paloxite Ingots
Plasma Rifle
~1,860
78
The best all-round firearm; its arcs chain between enemies for huge sustained crowd damage

The Mechanical Bow is the standout pickup because it arrives earliest of the three (Level 67) and its arrows cost only Soralite Ingot, so it drops high-level bosses without draining your metal stockpile. The Beam Launcher and Plasma Rifle hit harder in absolute terms but lean on Paloxite ammo, so they are what you graduate to once you are farming the World Tree.

S-Tier: Class-Leading Picks

These are excellent weapons that lead their category without quite topping the damage race:

  • Prototype Shotgun (Level 69) - the best ammo economy in the game, burning far fewer rounds than the automatic rifles while still hitting hard up close.
  • Heavy Assault Rifle (Level 70) - the most dependable all-around firearm, great when you want consistent output over a gimmick.
  • Laser Sword (Level 73) - the best melee weapon at ~2,000 attack, and it needs no ammo, so it fills a slot with zero upkeep and no Paloxite cost.
  • Beam Scatter (Level 75) - the top close-range energy shotgun, the first weapon to require Paloxite, devastating when you close the distance.
  • Drone Launcher (Level 77) - deploys up to nine autonomous drones that fire on nearby enemies while you focus elsewhere, the best hands-off crowd control.

A-Tier: Strong Situational Weapons

Solid picks that shine in specific roles or bridge you toward the top tier:

  • Combat SMG (Level 68) - the first serious firearm of the endgame tier, a good all-rounder before you reach the heavier guns.
  • Tactical Grenade Launcher (Level 72) - fires twelve grenades back-to-back with a fast reload, excellent AoE for grouped enemies and adds.
  • Rocket Launcher - the classic high-damage AoE option, still the go-to for clearing raid adds like Xenolord's before you have a Beam Launcher.
  • Laser Gatling Gun - continuous sustained fire, strong for whittling down a boss's health bar over a long fight.

Best Weapon by Class

If you main one weapon type, here is the top pick in each:

Class
Best weapon
Attack
Tech Lv
Bow
Mechanical Bow
~20,000
67
Rocket Launcher
Beam Launcher
~14,000
80
Assault Rifle
Plasma Rifle
~1,860
78
Shotgun
Prototype Shotgun / Beam Scatter
High
69 / 75
Melee
Laser Sword
~2,000
73
SMG
Combat SMG
Mid
68
Grenade Launcher
Tactical Grenade Launcher
AoE
72

Note that the top-tier ranged weapons are crafted at the Ancient Workbench from Soralite and Paloxite, and every one unlocks with regular Technology Points - none cost Ancient Technology Points, which are reserved for gadgets and structures.

Best Weapon by Situation

Because you can equip five weapons at once, the smart loadout mixes answers rather than stacking one type. Match the tool to the job:

Situation
Best weapon
Why
Killing bosses and raids
Mechanical Bow
Massive per-shot damage on cheap arrows, no metal drain
Clearing crowds and camps
Beam Launcher
Huge single-blast AoE wipes grouped enemies
Sustained multi-target fights
Plasma Rifle
Electric arcs chain between enemies for continuous AoE
Hands-off crowd control
Drone Launcher
Deploys up to nine autonomous drones that fire while you focus elsewhere
Close range
Beam Scatter / Prototype Shotgun
Multiple projectiles shred anything up close
Melee build
Laser Sword
2,000 attack, no ammo, no Paloxite upkeep
Best ammo economy
Prototype Shotgun
Burns far fewer rounds than the automatic rifles

A well-rounded endgame loadout is the Mechanical Bow for single-target damage, the Beam Launcher or a Rocket Launcher for AoE, the Plasma Rifle for sustained fights, a shotgun for close range, and the Laser Sword as a free-upkeep melee slot. Against typeless endgame bosses, attack-boosting accessories help more than any elemental choice.

Pal-Specific Weapons

Three weapons require you to have captured a specific Pal before you can craft them:

Weapon
Tech Lv
Requires
Notes
Enhanced Lily's Spear
68
Captured Lily
A strong mid-to-late melee bridge; craftable at an Advanced Workshop
Bastigor's Hammer
73
Captured Bastigor
Heavy melee option for players who caught the Feybreak Alpha
Jetragon's Missile Launcher
79
Captured Jetragon
A top-tier launcher gated behind the fastest legendary mount

Jetragon's Missile Launcher is the highlight - a top-tier launcher, though it is gated behind catching Jetragon, the fastest legendary in the game. Where to find these legendaries is in our legendary locations guide.

What 1.0 Changed for Weapons

The 1.0 update reshaped the arsenal, and older guides are now full of stale information. The key changes:

  • Level cap raised to 80, opening a new "ancient" energy weapon tier at Technology levels 67 to 80.
  • Five equipped weapon slots (up from the old limit), via two new Extra Weapon Holsters, so you can carry a full toolkit.
  • Dedicated Fire Arrow and Poison Arrow weapons were removed - compatible bows now switch arrow type instead. Any guide still listing them as separate weapons is out of date.
  • The Repair Kit was removed - Handiwork Pals now auto-repair your gear.
  • Schematics control rarity. Unlocking a weapon's tech gives the Common version; Uncommon through Legendary require a matching Schematic held in your inventory, and the Legendary version can nearly double a weapon's stats.

Because 1.0 broadly rebalanced recipes, treat any unverified Early Access damage number with suspicion - always check the in-game tooltip.

Which Weapons to Build First

You will not have the materials for the whole roster at once, so build in this order:

Priority
Slot
Why
Mechanical Bow (67)
First endgame craft
Best damage-to-cost; drops bosses without draining metal
Prototype Shotgun (69) / Combat SMG (68)
Firearm backbone
Ammo-efficient close and mid range while you save materials
Laser Sword (73)
Melee slot
No ammo cost - fills a weapon slot for free upkeep
Plasma Rifle (78) / Beam Launcher (80)
Endgame finishers
Save Paloxite for these; they carry the hardest content

The Mechanical Bow is the single best first craft at Level 67 - its damage-to-cost ratio is unmatched and it carries you through the approach to the World Tree. Save your Paloxite for the Plasma Rifle and Beam Launcher, since Paloxite only comes from ore mined inside the World Tree and every top weapon competes for it. Reaching those levels is the real gate, which our leveling guide covers.

Ammo and Materials

The hidden cost of the top tier is upkeep. Bow arrows are by far the cheapest ammo, needing only Soralite Ingot per craft, while the beam and plasma pools pull from your ingot stockpile every batch - the Beam Launcher alone burns six Paloxite Ingots per ammo batch. That is why the Mechanical Bow stays relevant even at the endgame: it deals top damage without the resource strain. Stockpile Ancient Civilization Cores (from Alpha Pals, Oil Rig chests, and dungeon bosses) and Paloxite before you commit to the Level 80 weapons, or you will finish the tech unlock and still be unable to craft.

Weapon Tips and Common Mistakes

  • Do not rank across classes by attack number. A bow's 20,000 and a rifle's 1,860 are not comparable - fire rate and ammo cost decide real damage.
  • Build the Mechanical Bow first. Best damage-to-cost in the game and the earliest endgame weapon at Level 67.
  • Mix your five slots. Carry single-target, AoE, sustained, close-range, and a free-upkeep melee rather than five of one type.
  • Keep a Laser Sword for zero-ammo upkeep. It fills a slot without ever draining Paloxite.
  • Save Paloxite for the finishers. The Plasma Rifle and Beam Launcher compete for it, so do not waste it on interim crafts.
  • Chase Legendary Schematics. A Legendary version of a weapon can nearly double its stats over the Common one.
  • Bring status damage to bosses. Poison and burn scale off max HP and outperform raw attack on huge health bars.
  • Ignore stale Early Access numbers. 1.0 rebalanced recipes and removed the Fire and Poison Arrow weapons - verify in the tooltip.

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FAQ

What is the best weapon in Palworld 1.0?

The Mechanical Bow (Technology Level 67) has the highest per-shot damage at roughly 20,000 attack on the cheapest ammo, making it the best boss-killer and the first endgame weapon to build. The Beam Launcher (Level 80) is the top AoE payload at ~14,000 attack, and the Plasma Rifle (Level 78) is the best all-round firearm. Which is best depends on what you are fighting.

Why is the Plasma Rifle SS-tier if its attack is lower than the bow?

Because attack is only comparable within a weapon class. The Mechanical Bow fires one huge arrow (20,000), while the Plasma Rifle fires a fast stream at ~1,860 per shot that chains electric arcs between enemies. The rifle's fire rate and multi-target arcing give it huge sustained damage the raw number does not show, so both are top-tier for different roles.

What is the highest-damage weapon in Palworld?

By raw per-shot attack, the Mechanical Bow at ~20,000 tops the entire roster. The Beam Launcher is the highest-damage AoE weapon at ~14,000 with a large-area explosion. Both unlock in the endgame tier - the bow at Level 67, the Beam Launcher at the level 80 cap.

Which weapon should you build first in Palworld 1.0?

The Mechanical Bow at Level 67. Its damage-to-cost ratio is the best in the game - arrows need only Soralite Ingot, so it drops high-level bosses without draining your metal. Follow it with an ammo-efficient firearm like the Prototype Shotgun, a Laser Sword for free melee upkeep, then save Paloxite for the Plasma Rifle and Beam Launcher.

What is the best melee weapon in Palworld?

The Laser Sword at Technology Level 73, with 2,000 base attack. It replaces the older Beam Sword outright and needs no ammunition, so it fills a weapon slot with zero upkeep and none of the Paloxite drain that the endgame firearms carry.

How many weapons can you equip in Palworld 1.0?

Five, up from the old limit, thanks to two new Extra Weapon Holsters added in 1.0. That lets you carry a specialized answer for each phase of a fight - single-target, AoE, sustained fire, close range, and a melee slot - rather than committing to one weapon type.

Did Palworld 1.0 remove any weapons?

Yes. The dedicated Fire Arrow and Poison Arrow weapons were removed - compatible bows now switch arrow type instead. The Repair Kit was also removed, since Handiwork Pals auto-repair gear now. Older guides still list these, so treat unverified Early Access weapon info with caution.

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