There are over fifty weapons in Deep Rock Galactic: Survivor, which makes a weapon-by-weapon tier list both enormous and obsolete the moment the game is patched. What does not go stale is why certain kinds of weapon hold up as a dive gets harder — so this guide ranks the archetypes, then lists every weapon so you can see which bucket yours sits in.
Which archetype to build around — ranked
The test is simple: enemy density rises across five stages while the correct play is increasingly to keep moving. Does the weapon still work while you are running away?
If you want one rule: take something that leaves damage on the ground behind you. Everything else in this ranking is a variation on how much the weapon needs you to be facing the right way.
This ranks archetypes, not individual weapons. Balance passes move specific guns around; they do not change the fact that a ground zone keeps working while you run and a single-target shot does not.
Every weapon by class
| Class | Weapons |
|---|---|
| Scout | Deepcore GK2, M1000 Classic, Zhukov NUK17, Jury-Rigged Boomstick, Drak-25 Plasma Carbine, Nishanka Boltshark X-80, TH-0R Bug Taser, Voltaic Stun Sweeper, Arc-Tek Cryo Guard, Cryo Grenade |
| Gunner | "Lead Storm" Powered Minigun, "Thunderhead" Heavy Autocannon, "Bulldog" Heavy Revolver, BRT7 Burst Fire Gun, ArmsKore Coil Gun, "Hurricane" Guided Rocket System, Seismic Repulsor, Firefly Hunter Drone, Tactical Leadburster, Incendiary Grenade |
| Engineer | LMG Gun Platform, "Warthog" Auto 210, Deepcore PGL, "Stubby" Voltaic SMG, LOK-1 Smart Rifle, Breach Cutter, Shard Diffractor, Plasma Burster, Voltaic Shock Fence, Hi-Volt Thunderbird, Shredder Swarm Grenade |
| Driller | Subata 120, CRSPR Flamethrower, Cryo Cannon, Corrosive Sludge Pump, Colette Wave Cooker, Experimental Plasma Charger, Impact Axe, Krakatoa Sentinel, K1-P Viper Drone, High Explosive Grenade, Neurotoxin Grenade |
| Demolisher | Dragonstorm Incinerator, Twincoil Arc Burster, Slither Drones, Chimera Fragcannon, E1M1 Caustic Scattergun, Kaisong Scissor Ray, Springloaded Ripper, Toxic Sludge Spreader, Voltaic Field Generator, Proximity Mines, Carrier Drone |
Your class mod decides part of this before you dive
Several class mods restrict or steer which weapon families you are offered, which means the weapon decision starts on the loadout screen rather than mid-dive.
| Class mod | What it gives you access to | What that implies |
|---|---|---|
| Weapons Specialist | All projectile weapons | Broad directional-volume access — the flexible default |
| Demolitionist | All explosive weapons, +20% explosion radius | Commits you to the explosive-area archetype, and makes it better than it is for anyone else |
| Interrogator | All fire and acid weapons, +100% status damage, -30% damage | Commits you to persistent-area status weapons. Outside them you are simply playing at 70% damage |
| Strong Armed | Throwables, +20% weapon range | Commits you to the throwable archetype, which sits mid-table on its own |
| Maintenance Worker / Operator | Construct and drone support | Makes the B-tier drone archetype genuinely viable rather than merely playable |
The class mods tier list covers the full ranking, but the short version for weapons is that Interrogator and Demolitionist are declarations, not bonuses. Pick them knowing what you will be shooting for the next five stages.
Why commitment beats choice
This is the part that matters more than any ranking above.
Overclocks land at weapon level 6, 12 and 18, and they are the real power spikes — the level 18 Unstable options change how a weapon behaves. Weapon levels come from putting shop money and upgrades into that specific weapon.
So the arithmetic is unforgiving. Spread your spending across three weapons in a five-stage dive and you may finish with three weapons around level 5, holding zero overclocks. Put the same money into one and you finish around level 12, holding two.
Picking up a better weapon mid-dive resets you to the bottom of that weapon's level track. At stage two this usually means arriving at stage five with nothing. The Tinkerer class mod is the exception, since its weapons start at level 3.
The practical consequence is that the archetype ranking above is a tiebreaker, not a mandate. A committed C-tier weapon at level 12 with two overclocks will outperform an S-tier weapon at level 5 every time. Pick from the top of the list when the game gives you the choice, then stop choosing.
Bringing it together
Take something that leaves damage behind you as you move, because that is what a rising horde punishes you for lacking. Take directional volume or explosive area as the reliable alternative. Treat drones, throwables and single-target weapons as choices that want a class mod supporting them.
Then, whichever you took, feed it. The overclock guide covers what to pick at each breakpoint — but you only get to make those choices if you stopped spreading your money first.