Palworld Mobile Weapons Tier List
Every weapon ranked from S-Tier (godly) to D-Tier (bench it). Find the best weapon for every stage of your Palworld Mobile journey.
Last updated: June 11, 2026
Reading time: 10 min
Category: Combat
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How We Rank Weapons
Palworld Mobile offers over 20 weapons spanning melee, bows, crossbows, pistols, rifles, shotguns, rocket launchers, and special utility tools. Our tier list evaluates each weapon on four criteria:
- Damage output — Base damage, fire rate, and headshot multiplier.
- Resource cost — How much the weapon costs to craft versus its performance.
- Availability — How early you can unlock and craft the weapon.
- Versatility — How well the weapon performs across different content (exploration, boss fights, PvP, base defense).
Weapons are rated for the current June 2026 meta. Tier lists are inherently subjective to your playstyle — a weapon you love might rank lower here, and that is fine. Use this as a guide, not gospel. If you prefer fast melee combat over ranged sniping, adjust accordingly.
Tier definitions: S-Tier weapons are best-in-slot and worth rushing. A-Tier weapons are excellent alternatives. B-Tier weapons get the job done but have clear drawbacks. C-Tier weapons are niche or outclassed. D-Tier weapons should be replaced as soon as possible.
Important: Weapon damage numbers scale with your character level, Pal buffs, and equipped armor sets. The rankings assume level-appropriate gear and no external buffs for a fair comparison.
S-Tier — Overpowered
S-Tier weapons define the meta. They deal exceptional damage, are efficient to craft for their power level, and excel in virtually every combat scenario. If you can craft an S-Tier weapon, do it immediately.
Assault Rifle
Gun
Late
DMG: 42
Mag: 30
Fire Rate: Auto
The undisputed king of Palworld Mobile combat. High damage, full-auto fire rate, and excellent accuracy at medium range. Burns through ammo quickly but nothing clears a Syndicate camp faster. Ideal for all content including tower bosses and world bosses. Pairs perfectly with the Pal Metal Helmet for headshot builds.
Rocket Launcher
Gun
Late
AOE
DMG: 250
Mag: 1
Fire Rate: Single
Massive single-target and area damage. One-shots most standard enemies and chunks bosses for enormous damage. Slow reload is the only downside. Carries 2-3 rockets per inventory stack. Best used as a secondary weapon for opening a fight or clearing clustered groups of high-level Pals.
Legendary Crossbow
Ranged
Mid
DMG: 135
Mag: 1
Fire Rate: Slow
The Legendary Crossbow outperforms most early guns. Its shot deals massive single-target damage and ammunition (Crossbow Bolts) is cheap to craft. Silent too — great for stealth catching. Can carry you from level 25 all the way to level 45 before you absolutely need a gun upgrade. The common variant is B-Tier; the Legendary version is S-Tier.
A-Tier — Excellent
A-Tier weapons are powerful options that either fall slightly short of S-Tier in raw stats or have a minor drawback that prevents them from being best-in-slot. They are still fantastic choices and worth crafting.
Handgun
Gun
Mid
DMG: 52
Mag: 8
Fire Rate: Semi
Your first firearm and an excellent one. The Handgun offers reliable damage, cheap ammo (Handgun Ammo uses standard gunpowder), and solid accuracy. A headshot machine. Falls off a bit in the late game against armored targets but is a must-craft in the mid-game transition. The Handgun + Shield combo is a popular PvP loadout.
Shotgun
Gun
Mid
DMG: 18×5
Mag: 4
Fire Rate: Semi
Devastating at close range. Each pellet hits separately, so landing all 5 pellets deals 90 damage before headshot multipliers. Excellent for clearing dungeons and fighting large Pals like Mammorest where you can get in close. Weak at range — pellet spread is significant beyond 15 meters.
Sword (Pal Metal)
Melee
Late
DMG: 95
Combo: 3 hits
Special: Charge attack
The Pal Metal Sword is the best melee weapon in the game. Its charged attack lunges forward and deals double damage, making it excellent for closing distance against ranged enemies. Never runs out of ammo. Essential for conserving gunpowder during long exploration sessions. The Pal Metal Sword+ (Legendary variant) drops from the Paladius boss.
Musket
Gun
Mid
DMG: 110
Mag: 1
Fire Rate: Single
Sniper-like precision with enormous single-shot damage. Slower than the Crossbow to reload but hits harder per shot. Ideal for players who like to pick off enemies from range before they close in. One-shots low-level Pals, making it a great catching aid when you need precise damage.
B-Tier — Solid
B-Tier weapons are workhorses. They will not top any DPS charts, but they are reliable, easy to craft, and will carry you through the content if you invest in them. Many B-Tier weapons have cheap ammunition, which matters more than raw damage in long play sessions.
Fine Bow
Ranged
Early
DMG: 30
Mag: 1
Fire Rate: Charged
Your first real weapon after the Stone Club. The Fine Bow is cheap to craft, arrows cost almost nothing (2 Wood = 10 Arrows), and it lets you hunt from a safe distance. Essential for early Pal catching. The charged shot headshot multiplier is surprisingly high for a starter weapon.
Three Shot Bow
Ranged
Early
DMG: 22×3
Mag: 1
Fire Rate: Charged
Fires three arrows in a spread pattern. Excellent against large targets where all three arrows hit. Less effective against small, fast Pals. A great bridge weapon between the Fine Bow and the Crossbow. Uses standard Arrows so ammo is never an issue.
Crossbow (Common)
Ranged
Mid
DMG: 85
Mag: 1
Fire Rate: Slow
The common version of the Crossbow. Still a solid weapon — significantly more damage than any bow and ammo is still cheap to craft. The slow reload is the main drawback. Upgrading to the Legendary version is a massive jump, making the common version feel weak in comparison.
Spear
Melee
Early
DMG: 28
Combo: Thrust
Range: Long
The Spear has the longest reach of any melee weapon, letting you hit enemies safely from outside their attack range. Great for early-game kiting. The charge attack is a lunging thrust that can close distance or hit fleeing Pals. Falls off hard in the mid-game when guns become available.
C-Tier — Situational
C-Tier weapons are usable but outclassed. You might find a niche use for them, but in most scenarios a higher-tier weapon will serve you better. They are typically early-game tools that do not scale well or late-game weapons with crippling drawbacks.
Stone Club
Melee
Early
DMG: 18
Combo: 3 hits
Range: Short
Your starting weapon. Gets the job done against Lamballs and Chikipis but should be your first upgrade. Low damage, short range, and slow swing speed make it painful to use beyond the first 30 minutes of gameplay. Replace with a Fine Bow or Spear as soon as you craft a Primitive Workbench.
Bat
Melee
Early
DMG: 22
Combo: Swing
Knockback: High
The Bat has high knockback, which can be useful for pushing enemies off cliffs or creating space. Damage is mediocre and the swing animation is slow. Meme-tier weapon that is fun to use but not practical. The knockback can actually be a downside when trying to finish off a Pal for capture.
Dagger
Melee
Early
DMG: 16
Combo: 4 hits
Speed: Fast
Fast attack speed and a 4-hit combo make the Dagger feel smooth. The damage per hit is very low, though, and you expose yourself to counterattacks during the long combo animation. The backstab bonus damage when attacking from stealth is interesting but rarely practical in the thick of combat.
Old Bow
Ranged
Early
DMG: 18
Mag: 1
Fire Rate: Charged
The Old Bow is strictly worse than the Fine Bow in every way. Lower damage, longer charge time, shorter range. It exists as a tutorial weapon and should be dismantled or stored as soon as you have access to the Fine Bow blueprint. Only use this if you have literally no other ranged option.
D-Tier — Avoid
D-Tier weapons are traps. They cost too much to craft, deal too little damage, or are completely outclassed by alternatives available at the same technology level. Unless you are collecting every weapon for completion, skip these entirely.
Frag Grenade
Special
Mid
DMG: 80
AOE: 5m
Fuse: 3s
The Frag Grenade sounds great on paper but is clunky in practice. The 3-second fuse means enemies often walk out of the blast radius. The throw arc is hard to judge, and friendly fire can hit your own Pals. The Rocket Launcher fills the same AOE niche infinitely better. Skip grenades entirely.
Incendiary Grenade
Special
Mid
DMG: 40 (DoT)
AOE: 4m
Duration: 8s
Creates a fire zone that deals damage over time. The damage is too low to matter against most enemies, and fire-immune Pals (Foxparks, Suzaku, etc.) are completely unaffected. Useful only as a zoning tool in extremely niche PvP scenarios. Crafting cost is not worth the inventory slot.
Stun Baton
Melee
Mid
Utility
DMG: 12
Stun: 2s
Duration: 1.5s
The Stun Baton is designed for capture builds — it stuns Pals on hit, increasing catch rate. The problem is that its damage is so low that you need to hit a Pal 20+ times to weaken it, and the stun duration is too short to actually throw a Sphere before the Pal recovers. Outclassed by Ice-type Pal freeze skills for capture setups.
Weapon Progression Path
Following the optimal weapon progression path saves you resources and keeps your damage output high at every level. Here is the recommended upgrade order:
Level 1-10: Stone Club (starter) → Fine Bow. The Fine Bow is your first major power spike. Craft it before anything else. Skip the Old Bow entirely — it is a noob trap.
Level 10-20: Three Shot Bow or Spear. Both are cheap to make and offer different playstyles. The Spear is better for aggressive melee players; the Three Shot Bow is better for safe ranged combat.
Level 20-30: Crossbow (common). This is the biggest power jump in the early game. The Crossbow out-damages every bow and has the same cheap ammo. Pair it with a Shield for survivability.
Level 30-40: Handgun → Shotgun → Musket. Pick based on your playstyle. The Handgun is the most versatile. The Shotgun dominates dungeons. The Musket excels at open-world sniping.
Level 40-50: Assault Rifle → Pal Metal Sword. The Assault Rifle is your primary. The Pal Metal Sword is your backup for ammo conservation. Craft both as soon as you unlock the corresponding technology.
Endgame: Legendary Crossbow (if you find it) → Rocket Launcher (for burst). The Rocket Launcher is expensive to feed but nothing beats its opening burst damage against tower bosses and legendary Pals.
| Level Range |
Primary Weapon |
Secondary Weapon |
Tier |
| 1-10 |
Fine Bow |
Stone Club |
B |
| 10-20 |
Three Shot Bow / Spear |
Fine Bow |
B |
| 20-30 |
Crossbow |
Spear |
A |
| 30-40 |
Handgun |
Crossbow |
A |
| 40-50 |
Assault Rifle |
Pal Metal Sword |
S |
| Endgame |
Assault Rifle |
Rocket Launcher |
S |
Pro Tip: Always carry two weapons — one ranged primary and one melee secondary. The melee weapon saves ammunition and is silent for stealth approaches. In dungeons, swap to a Shotgun for tight corridors and close-range Pal spawns.
Best Weapon Per Game Stage
Different stages of Palworld Mobile demand different weapons. Here is the quick-reference pick for each major content type:
S
Exploration
Assault Rifle — versatile range, ammo efficiency, quick reload for unexpected encounters.
S
Tower Bosses
Rocket Launcher + Assault Rifle — open with rockets, finish with sustained AR fire.
A
Dungeon Crawling
Shotgun — tight corridors and grouped enemies make the spread devastating.
A
Pal Catching
Legendary Crossbow — precise damage control to weaken without killing.
A
Base Defense
Shotgun / Assault Rifle — depends on range. Shotgun for close walls, AR for towers.
A
PvP
Handgun + Shield — mobility, quick shots, and the Shield blocks return fire.
B
Resource Gathering
Pal Metal Sword — infinite durability, fast swing, no ammo cost for clearing nodes.
S
World Bosses
Assault Rifle — sustained DPS from a safe distance with headshot accuracy.
Key Crafting Materials
Crafting the right weapons depends on having the right materials stockpiled. Here are the critical resources you need for each weapon tier:
- Early Weapons (Bow, Spear, Club): Wood, Stone, Fiber, Paldium Fragments. These are everywhere — gather aggressively.
- Mid Weapons (Crossbow, Handgun, Shotgun): Metal Ingots (smelt Iron Ore at a Furnace), Polymer, Gunpowder (Charcoal + Sulfur). Start mining Iron Ore and Sulfur as soon as you have a Pickaxe.
- Late Weapons (Assault Rifle, Rocket Launcher, Pal Metal Sword): Pal Metal Ingots (smelt Paldium Fragments + Ore), Carbon Fiber, High Quality Pal Oil, Ancient Civilization Parts. Farming Ancient Civilization Parts requires clearing dungeons and defeating bosses.
For a complete breakdown of where to find each material, check our Material Locations guide. The Items & Crafting guide has the full list of all weapon blueprints, their technology level requirements, and exact material costs.
Weapon durability is another factor to consider. Guns degrade with use but can be repaired at a Weapon Workbench using the same materials used to craft them. Keep spare Repair Kits in your base storage so you can fix weapons between dungeon runs. Pal Metal weapons have the highest durability and are the most cost-effective to repair.
Finally, do not ignore weapon attachments. The Silencer (for Handguns and Assault Rifles) dramatically improves stealth catching. The Extended Magazine (Assault Rifle) increases magazine size from 30 to 45. The Scope attachment turns the Musket into a true sniper rifle. Check the Crafting Guide for attachment blueprints and unlock conditions.
Pro Tip: Refined Alloy weapons (unlocked at Technology Level 40+) are slightly weaker than Pal Metal equivalents but cost half as much to craft. If you are short on Ancient Civilization Parts, Refined Alloy weapons are a budget-friendly alternative that still perform well against all content up to level 50.
This tier list will evolve as Pocket Pair releases balance patches and new weapons. We update our rankings every month and whenever a major update drops. Bookmark this page and check our Patch Notes for the latest weapon balance changes. If you disagree with a ranking, or if you have found a build that makes a low-tier weapon shine, reach out through our Contact page — we update the list based on community feedback and testing.