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Apocalypse Rising 2 tier list artwork showing primary firearms ranked for August 2026

Last checked: August 20, 2026

Apocalypse Rising 2 Tier List (August 2026) — Best Guns Ranked

By Money Lord — Founder & Editor | Updated: August 20, 2026

This ranks the 61 primary firearms in Apocalypse Rising 2 and nothing else — not the 32 secondaries, not the melee, not the event guns. The reason is arithmetic. This game has fixed weapon stats and a flat 100 health pool, so shots-to-kill is a number you can calculate rather than argue about, and we show the calculation for every gun below.

2,1927-day median CCU
179.3MTotal visits
61Primary firearms
86.1%Approval rating

Verified via the Roblox API on August 20, 2026 (universe 358276974, place 863266079): 179,300,130 visits, 255,757 likes against 41,159 dislikes, 30 players per server, created June 11, 2017. The player count is the median of 23 radar readings from August 14–20, which ranged 1,443 to 3,151 — a snapshot could have been off by 44%.

Table of Contents

  1. How We Ranked These Guns
  2. S Tier — Best Primaries
  3. A Tier — Excellent Primaries
  4. B Tier — Good, With A Catch
  5. C Tier — Situational
  6. D–F Tier — Leave It On The Ground
  7. Best Primary In Each Loot Class
  8. Five Stats The Wiki Hasn't Caught Up On
  9. What We Didn't Rank, And Why
  10. All 61 Primaries — Full Stat Table
  11. More Apocalypse Rising 2 Guides
  12. Frequently Asked Questions
Check the wiki page title before you trust any AR2 number. The Fandom wiki hosts both games, split only by an "(Apocalypse Rising 1)" or "(Apocalypse Rising 2)" suffix, and the original uses different columns entirely. The AR1 M1911 reads 19 damage and 190 DPS; the AR2 M1911 is 25 body, 38 headshot, 510 RPM. AR1 also carries a CZ-75 and a Model 625 Revolver that do not exist in the sequel.

How We Ranked These Guns

Most Roblox tier lists are opinion because most Roblox games make them so — rolled stats, level scaling, damage attachments. Apocalypse Rising 2 has none of that. We checked each assumption first.

  1. Health is flat. The Gameplay page states players start with 100 Health, and never mentions armour, vests or plate carriers.
  2. Attachments never touch damage. The Attachments page contains the word "damage" zero times; optics, barrels and underbarrels move tracers, Infected aggro, range, aim speed and recoil.
  3. One cartridge per gun, no rolled or level-scaled stats, and the Weaponry page states skins do not affect the stats of any weapon.

That makes two numbers computable. Bullets-to-kill is BTK = ceil(100 ÷ BD) and time-to-kill is TTK = (BTK − 1) × 60 ÷ RoF seconds, since the first bullet lands at time zero and you only wait out the gaps.

Worked example on the M14: base damage 27, so 100 ÷ 27 is 3.7, rounded up to 4 bullets; at 700 RPM that is 3 × 60 ÷ 700 = 0.257 seconds. Every TTK here was computed that way, so you can re-run any row.

Three stats we deliberately ignore. The wiki's Trivia section confirms Handling (aim speed) is hidden, and damage falloff is unpublished. We also drop Velocity: the master tables and the individual pages disagree badly, the AUG reading 3580 in one and 4670 in the other. A November 2025 patch raised all muzzle velocities by 30–90%, and the master table looks pre-buff.
The shotgun asterisk, stated once. All five 12-gauge primaries share 56 body and 72 headshot damage, and that is the full pellet spread landing, not per pellet. The two-shot kill holds only inside Full Damage Range, 120–180 studs depending on the gun. Any list putting shotguns atop a raw TTK ladder without that sentence is misleading you.

We didn't build this from community consensus, because there isn't one. The most-viewed ranking is QwikshotJuz's 33-minute video from August 18, 2025; the most recent is Gleppu's June 19, 2026 list, framed explicitly as a new player's take. Written lists are worse — itemlevel.net still displays "Updated Nov 3, 2023" and mixes slots, putting the Snake's MAC-10 machine pistol in the same S tier as the L96A1 sniper.

S Tier — Best Primaries in Apocalypse Rising 2

S tier is where a low bullet count, a fast rate of fire and ammunition you can keep feeding it all meet. That last clause is what separates this from a spreadsheet sort.

SPAS-12 — Police, 2 BTK, 0.188s

Two shots, an 8-round tube and 320 RPM. The other four 12-gauges match its damage but not its capacity and cycle speed: the Coach Gun holds two shells, the Auto-5 five, and the pump-action Maverick 88 and Model 590 fire at 65 and 72 RPM. It also posts the game's only 100% hipfire rating and a 9% recoil figure, the lowest of any primary.

M14 — Surplus Green, 4 BTK, 0.257s

The fastest four-bullet kill running on common ammunition. It fires 7.62mm NATO, shared by ten primaries, takes 20 or 30-round magazines, and does it in full auto. The August 13 patch rebalanced its recoil to cut visual kick.

UMP45 and M1 Thompson — .45 ACP, 4 BTK, 0.257s

Identical on paper at 25 body damage, 31 headshot, 700 RPM. Both drink .45 ACP, listed in 50-round boxes shared with eight other weapons — the easiest cartridge to stay stocked on. The Thompson takes 50-round magazines; the UMP45 caps at 25 but spawns in Police cases, far more common than Tan Surplus crates.

AKM — Soviet, 4 BTK, 0.293s

The best all-rounder in the Soviet loot class, at 15 primaries the largest in the game. Four bullets, 615 RPM, magazines up to 75 rounds. Its cousin the AK-47 is a hair slower at 600 RPM for the same bullet count.

A Tier — Excellent Primaries

AS Val — the fastest non-shotgun kill in the game

25 body damage at 830 RPM gives a 0.217-second four-bullet kill, quicker than anything that isn't a 12-gauge. It misses S tier for one reason: 9mm Subsonic is RARE-class ammo shared with only the VSS Vintorez and OTs-14 Groza. Find a box and it's the best gun you'll hold; run dry and it's a paperweight.

Auto-5 — the best gun of your first ten minutes

A two-shot kill at 300 RPM with five in the tube, sitting in the Civilian loot class. Fresh spawns start with a Snubnose revolver and a Pocket Knife, and the Auto-5 is the strongest thing they can find in a house rather than a military crate.

Patriot — 900 RPM and a 100-round magazine

The fastest-firing primary outside the Boomstick. The trade is real: five bullets instead of four, auto-only fire, and an Attach column reading N/A — no optic, no suppressor, no grip. Its own page lists 850 RPM against the table's 900, moving its TTK from 0.267 to 0.282 seconds.

L96A1 and M40A1 — the two dedicated snipers

Both deal 40 body and 60 headshot damage, the highest headshot value on any non-shotgun primary — three body shots or two headshots, which the L96A1's own page confirms in prose. Their TTKs of 3.00 and 3.43 seconds look dreadful because rate of fire dominates the formula, which is why a TTK ladder is a starting point rather than a verdict.

The rest of A tier

FAL, AK-47, M60 and RPK all land a four-bullet kill at 0.300 seconds. MP5 and M16A1 match that time on five bullets, the MP5 compensating with 800 RPM and Police-crate availability. AUG, L85A1 and M4A1 close the tier at 0.304–0.320, all on plentiful 5.56mm NATO.

B Tier — Good, With A Catch

M1919A6 and PKM — demoted purely on ammo economy

Both are four-bullet, 650 RPM belt-fed guns with 100-round capacity and a 0.277-second TTK — fifth-best in the game on raw arithmetic. Then you read the Ammunition page. The M1919A6 feeds .30-06 Springfield, whose cans have no known random-event spawns and whose boxes hold 20 rounds, the smallest in the game.

The PKM is worse. Its 7.62mm Rimmed cans are described by the wiki as "by far the rarest type of Soviet ammunition can", with other calibres prioritised over them, "making actually locating this item next to impossible". A 100-round belt you can't refill is a one-fight weapon.

The rest: M249 SAW, M249 Paratrooper, AKS-74U, XM177, AC-556, M2 Carbine and Operator M4A1 are five-bullet automatics at 0.320–0.343s. G3 and M1918A2 BAR manage four bullets at only 500 RPM. M21, M1 Garand, SVT-40, SKS and Model 44 cluster at four bullets in 0.41–0.44s. The Coach Gun and Boomstick kill in two shots, then reload.

C Tier — Situational

Fourteen guns. The Mini-14, M3A1, MAT-49 and MP 40 need four or five bullets at 450–600 RPM, a step behind the S-tier submachine guns on identical or worse ammunition. The PP-19 Bizon is the only primary needing six body shots, at 19 damage, though a 64-round magazine partly covers for it.

FAMAS and M16A2 share a problem: 22 body damage at just 490 RPM, a 0.490-second kill from guns that look like assault rifles and perform like carbines. MSG-90, PSG-1 and Dragunov all sit at 32 damage and 350 RPM for 0.514s — scoped rifles that are neither fast up close nor a two-headshot kill. Camp Carbine, Maverick 88 and Model 788 Carbine close the tier.

D–F Tier — Leave It On The Ground

Six primaries, all failing the same way: a rate of fire so low that one miss ends the engagement. The lever-action Model 94 and Model 94 Ranger fire at 85 and 90 RPM for a four-bullet kill — a two-second commitment.

The bolt-actions are worse. The Mosin-Nagant M44 needs 2.79 seconds, the Model 788 four flat, and the M1903 Springfield and Mosin-Nagant PU both take 4.29 seconds at 28 RPM — the slowest kills in the game.

Best Primary In Each Loot Class

Loot class decides where a gun spawns, so this is the question that matters while you're looting. Each row is the fastest-killing primary in that class.

Loot classPrimariesFastest primaryBTKTTK
Soviet15AS Val (RARE)40.217s
Civilian9Coach Gun20.150s
Special Forces9FAL40.300s
Surplus Tan7M1 Thompson40.257s
Police5SPAS-1220.188s
Surplus Green5M1440.257s
Military3M249 SAW50.343s
Military/Police2M2140.419s
Civilian/Surplus Tan2M1 Garand40.419s
Civilian/Police1Model 788 Carbine33.429s

The Civilian row is the useful one. The Coach Gun and Auto-5 are the only two-shot kills a fresh spawn finds without touching a military area, which is why our Apocalypse Rising 2 survival and loot guide points new players at houses before crates.

Five Stats The Wiki Hasn't Caught Up On

The master tables were last edited August 14, 2026, one day after the Soviet Takeover patch. That edit refactored links and fixed magazine capacities but changed no damage or recoil value, so five balance changes are missing. We go with the changelog wording over the stale number.

WeaponStat table still saysAugust 13 changelog says
Mosin-Nagant M4445 headshot damageNow deals up to 53 headshot damage, with reduced aimed accuracy, slightly reduced range and lower max damage at range
M1479% recoil controlRecoil rebalanced to cut excessive visual kick "while keeping it just as challenging to control"
M2180% recoil controlRecoil slightly increased
PSG-1 and MSG-9075% recoil control eachRecoil slightly decreased on both
Maverick 8865 RPMFirerate slightly increased

One matters for ranking. A 53-damage headshot moves the Mosin-Nagant M44 from three headshots to two, a real promotion for a gun we otherwise place in D tier, so treat that row as provisional.

Where the wiki's two layers disagree. We spot-checked 23 individual weapon pages against the master tables. Shots-to-kill matched on every one; rate of fire disagreed on exactly two, the AUG (790 vs 720) and the Patriot (900 vs 850); velocity on most. Two copy-paste errors to ignore: the M21's page opens its Obtainment section with "The M14 can be found in the following places", and the M1919A6's infobox calls its cartridge "7.62 Springfield" while the Ammunition page files it under .30-06 Springfield.

What We Didn't Rank, And Why

The wiki documents 122 weapon entries across 22 stat tables, 115 obtainable today. Ranking all of them in one article produces a list where nothing is comparable to anything else.

  1. 15 standard melee weapons and 2 event melee. Melee damage isn't a fixed property. Several deal multi-hit combo strings — Steel Longsword 45x3, Abomination Claws 20+20+40+30, Frost Longsword 40+60x2 — and a Sharpening Stone utility changes how many hits a kill takes. There's no honest common axis.
  2. 32 secondaries. They compete for a different inventory slot against a different set of guns, so folding them into a primary ladder is the mistake most AR2 lists make.
  3. The AN-94 and 4 other event or VIP firearms. The AN-94 is tied to the Soviet Takeover event, which the Roblox virtual-events API dates from August 13 to September 8, 2026, and its limb damage fields read "TBA". A gun with an expiry date doesn't belong in an evergreen ranking.
  4. 7 cut weapons, including the M14 DMR, which no longer spawns. The M14 DMR, the M21 and the M14 are three different guns; only two of them exist.

Apocalypse Rising 2 also has no code system. Its 134-entry changelog running back to July 2017 contains zero instances of "redeem", "promo code" or "code system". Several trackers publish AR2 codes anyway; our Apocalypse Rising 2 codes page has the full negative evidence.

One caveat on every BTK number here. Health Boosters grant 25 temporary health points and the Military version 35, absorbing damage before your real health bar, so against a boosted opponent a four-bullet gun can need five or six.

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All 61 Primaries — Full Stat Table

Sorted by bullets-to-kill, then time-to-kill. BD and HD are body and headshot damage per shot; BTK is body shots to kill against 100 health; TTK is the gap between first shot and killing shot.

WeaponRarityLoot classAmmoBDHDRoFBTKTTKTier
Boomstick Coach GunSPECIALSPECIAL12 Gauge Buckshot56 ×272 ×21000020.006B
Coach GunCivilian12 Gauge Buckshot567240020.150B
SPAS-12Police12 Gauge Buckshot567232020.188S
Auto-5Civilian12 Gauge Buckshot567230020.200A
Model 590Police12 Gauge Buckshot56727220.833B
Maverick 88Civilian12 Gauge Buckshot56726520.923C
Mosin-Nagant M44Soviet7.62mm Rimmed34454332.791D–F
L96A1Special Forces7.62mm NATO40604033.000A
M40A1Military7.62mm NATO40603533.429A
Model 788 CarbineCivilian/Police7.62mm NATO34543533.429C
Model 788Civilian.44 Magnum35553034.000D–F
M1903 SpringfieldCivilian/Surplus Tan.30-06 Springfield35552834.286D–F
Mosin-Nagant PUSoviet7.62mm Rimmed35552834.286D–F
AS ValRARESoviet9mm Subsonic253283040.217A
M1 ThompsonSurplus Tan.45 ACP253170040.257S
M14Surplus Green7.62mm NATO273370040.257S
UMP45Police.45 ACP253170040.257S
M1919A6Surplus Tan.30-06 Springfield273365040.277B
PKMRARESoviet7.62mm Rimmed273365040.277B
AKMSoviet7.62mm Soviet253161540.293S
AK-47Soviet7.62mm Soviet253260040.300A
FALSpecial Forces7.62mm NATO273360040.300A
M60Surplus Green7.62mm NATO273360040.300A
RPKSoviet7.62mm Soviet253260040.300A
G3Special Forces7.62mm NATO273350040.360B
M1918A2 BARSurplus Tan.30-06 Springfield273350040.360B
M1 CarbineRARESurplus Tan.30 Carbine253548040.375B
M3A1Surplus Tan.45 ACP253145040.400C
Mini-14Civilian5.56mm NATO253245040.400C
SKSSoviet7.62mm Soviet294144040.409B
M1 GarandCivilian/Surplus Tan.30-06 Springfield324543040.419B
M21Military/Police7.62mm NATO324543040.419B
Model 44Civilian.44 Magnum334541040.439B
SVT-40Soviet7.62mm Rimmed324541040.439B
VSS VintorezRARESoviet9mm Subsonic304340040.450C
DragunovRARESoviet7.62mm Rimmed324835040.514C
MSG-90Special Forces7.62mm NATO324235040.514C
PSG-1Special Forces7.62mm NATO324835040.514C
Model 94 RangerCivilian.357 Magnum31449042.000D–F
Model 94Civilian.44 Magnum33458542.118D–F
PatriotSPECIALSPECIAL5.56mm NATO212790050.267A
M16A1Surplus Green5.56mm NATO222980050.300A
MP5Police9mm Parabellum212880050.300A
AUGSpecial Forces5.56mm NATO222979050.304A
L85A1Special Forces5.56mm NATO222977550.310A
AC-556Police5.56mm NATO222975050.320B
M2 CarbineRARESurplus Tan.30 Carbine233275050.320B
M4A1Special Forces5.56mm NATO222975050.320A
Operator M4A1SPECIALSPECIAL5.56mm NATO222975050.320B
AKS-74URARESoviet5.45mm Soviet212773550.327B
M249 ParatrooperRAREMilitary5.56mm NATO222970050.343B
M249 SAWMilitary5.56mm NATO222970050.343B
XM177Surplus Green5.56mm NATO222970050.343B
AK-74RARESoviet5.45mm Soviet222965050.369B
RPK-74MRARESoviet5.45mm Soviet222965050.369B
MAT-49Surplus Green9mm Parabellum212660050.400C
MP 40Surplus Tan9mm Parabellum212655050.436C
FAMASSpecial Forces5.56mm NATO222949050.490C
M16A2Military/Police5.56mm NATO222949050.490C
Camp CarbineCivilian9mm Parabellum223145050.533C
PP-19 BizonRARESoviet9mm Soviet192465060.462C

Stat source: the 22 weapon templates behind the Weaponry (Apocalypse Rising 2) page on the community wiki, read August 20, 2026, last edited August 14, 2026. All 22 were created by a single editor in April 2026, who has made almost every edit since, so treat them as one well-kept source rather than ground truth. BTK and TTK are ours. Game link: Apocalypse Rising 2 on Roblox.

More Apocalypse Rising 2 Guides

A build-name observation, offered as an observation. The Dualpoint Interactive group's public place list includes "ALiS Takeover 1" (July 27, 2026) and "Alis Takeover 2" (August 19, 2026). ALiS is the studio's internal build prefix, and ALiS Beta, ALiS Easter and ALiS Halloween Build 2025 each appeared two to six weeks before their public events. Nothing has been announced.

Frequently Asked Questions

What is the best gun in Apocalypse Rising 2?

The SPAS-12. All five 12-gauge primaries deal 56 body damage, so every one of them kills in two shots, but the SPAS-12 is the only one that pairs that with an 8-round tube and a 320 round-per-minute rate of fire — 0.188 seconds between the first hit and the kill. That two-shot figure assumes the full pellet spread lands inside Full Damage Range, which the community wiki puts at 150 studs for this shotgun. Past that distance the pellets drop off and the shot count climbs.

How many weapons are in Apocalypse Rising 2?

122 entries across the community wiki's 22 stat tables, of which 115 are obtainable today. That breaks down as 61 primary firearms, 32 secondaries, 15 standard melee weapons, 5 event or VIP-server firearms, 2 event melee weapons and 7 cut weapons that no longer spawn. The game's Roblox description claims "over 100 different guns and melee weapons", and we counted the tables on August 20, 2026 to confirm that is accurate rather than marketing.

Should I use the AN-94 in Apocalypse Rising 2?

Only while it lasts. The AN-94 arrived with the Soviet Takeover update on August 13, 2026 as a limited event firearm, and the Roblox virtual-events API we read on August 20, 2026 gives the event an end time of September 8, 2026. It sits behind a consumable Key that opens the Soviet Command Trailer in Salem, it feeds on RARE-class 5.45mm Soviet ammunition, and the wiki still lists its limb damage as TBA. We left it out of the ranking for those reasons.