Navigating Megabonk’s expansive arsenal demands strategic selection. This evaluation categorizes armaments by effectiveness, helping players prioritize upgrades for competitive dominance.
Combat Tool Hierarchy
Weapons are ranked based on versatility, synergy potential, and scaling efficiency across builds. Top-tier options excel universally, while lower tiers require niche strategies or offer minimal returns.
Ranking | Armaments |
---|---|
D | Chunkers, Mines, Black Hole |
C | Sword, Space Noodle, Poison Flask, Tornado |
B | Wireless Dagger, Bone, Axe, Slutty Rocket, Shotgun, Frostwalker, Dragon’s Breath, Hero Sword, Blood Magic |
A | Revolver, Flamewalker, Bow, Katana, Firestaff, Lightning Staff, Dexecutioner, Corrupted Sword |
S | Aura, Bananarang, Sniper Rifle, Dice, Aegis |
Elite Combat Tools
Armament | Attributes |
---|---|
Aegis | + Optimal defense through damage negation + Counterattacks via shockwaves – Limited efficacy against boss strikes |
Dice | + Critical-focused progression enhancer + Permanent crit chance escalation |
Sniper Rifle | + Superior ballistic penetration + Scalable DPS through fire rate boosts |
Bananarang | + Area denial through projectile proliferation + Synergizes with recovery mechanics |
Aura | + Omni-directional crowd control + Effortless scaling through enhancement synergies |
Secondary Options
Armament | Attributes |
---|---|
Corrupted Sword | + Adaptive damage based on health + Automated targeting system |
Dexecutioner | + Continuous beam potential – Unidirectional limitation |
Lightning Staff | + Multi-target electrical discharge – Incompatible with critical builds |
Firestaff | + Hybrid single/AoE incendiary attacks – Ineffective against dense swarms |
Katana | + Exceptional damage multipliers + Crowd-clearing versatility |
Bow | + Penetrating projectile mechanics – Manual targeting requirement |
Flamewalker | + Passive area denial via fire trails – Mobility-dependent effectiveness |
Revolver | + Ricochet-capable projectiles + Critical enhancement foundation |
Situational Picks
Armament | Attributes |
---|---|
Blood Magic | + Hybrid offensive/sustain capability – Slow progression curve |
Hero Sword | + Substantial melee force – Restricted directional coverage |
Dragon’s Breath | + Initial domination through burns – Late-game viability issues |
Frostwalker | + Crowd immobilization – Character-specific dependency |
Shotgun | + Close-quarters supremacy – Current technical flaws |
Slutty Rocket | + Auto-targeting missiles – Requires specific enhancements |
Axe | + Multi-enemy impact potential – Slow operational tempo |
Bone | + Multi-target bouncing capability – Mobility constraints |
Wireless Dagger | + Swarm management potential – Early resource intensity |