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To succeed in raids in Arena Breakout: Infinite, you need to be aware of your environment and communicate well with your team. However, since this is an extraction shooter, having good weapons is just as important as strategy.
There are many weapons to choose from in the game, and it takes time to test them all. Based on your preferences and playstyle, some weapons will suit you better than others. Here’s a guide to the top weapons, ranked from best to worst.
Understanding Tiers
Weapons are divided into four categories: Tier S, A, B, and C. Tier S includes the strongest and most effective guns, even if they aren’t the cheapest. Tier A features very good weapons with minor drawbacks. Tier B includes decent guns that are worth trying out. Tier C is best avoided altogether.
(Note: The list considers all game modes and whether the weapon is viable without modifications or requires full customization.)
Tier S Weapons
| Weapon | Type | Reason |
|---|---|---|
| AEK | Assault Rifle | Recently buffed for better control, effective at close range. |
| AK12 | Assault Rifle | Known for its excellent recoil control. |
| H416 | Assault Rifle | Cheaper now, great for long-range with strong overall performance. |
| MA41 | Assault Rifle | Strong and accurate, though it has some recoil issues once mastered. |
| M24 | Bolt-Action Rifle | Has extremely fast bullets, making it very powerful. |
| SVDS | Marksman Rifle | Fast firing and hits targets quickly. |
| U191 | Marksman Rifle | Very low recoil, highly reliable. |
| P90 | Submachine Gun | Possibly the best close-range weapon in the game. |
Note: The weapons within each tier are listed alphabetically by type, not by strength.
Tier A Weapons
| Weapon | Type | Reason |
|---|---|---|
| AK-102 | Assault Rifle | Good recoil and spray, decent price, but not quite S-tier. |
| AN-94 | Assault Rifle | Strong overall, good recoil control when firing automatically. |
| AUG | Assault Rifle | High fire rate and power, but with noticeable recoil. |
| CZ 807 | Assault Rifle | Offers great value for its price. |
| F2000 | Assault Rifle | Provides solid power for the cost. |
| T03 | Assault Rifle | Needs a higher fire rate to be ranked higher. |
| T191 | Assault Rifle | Good for close combat, especially hip fire. Expensive. |
| Mosin | Bolt-Action Rifle | Budget-friendly, decent for beginners. |
| SVTU | Carbine | Can get a one-hit headshot with a single red ammo bullet. |
| M110 | Marksman Rifle | Excellent for its class, but not as versatile as the SVDS. |
| Deagle | Pistol | One of the best pistols in the game. Also includes the G-Eagle. |
| USAS-12 | Shotgun | Best shotgun for secondary use—great in close ranges. |
| Vector 45 | Submachine Gun | Recoil-free and effective for close-quarters. |
| Vector 9 | Submachine Gun | Similar performance to the Vector 45, with minor differences. |
Tier B Weapons
| Weapon | Type | Reason |
|---|---|---|
| ACE31 | Assault Rifle | Slightly more spray, but still a solid choice. |
| AKM | Assault Rifle | Well-balanced in power and fire rate. |
| AMB-17 | Assault Rifle | Could be better; recoil challenges may make it less appealing. |
| AR-57 | Assault Rifle | Powerful but struggles at long range because of recoil. |
| FAL | Assault Rifle | Affordable, but low fire rate keeps it from higher rankings. |
| MCX | Assault Rifle | Good secondary option, ideal for close combat. |
| MDR | Assault Rifle | Very cheap, worth trying if you’re on a budget. |
| SCAR-L | Assault Rifle | Expensive and slow fire rate but comfortable to handle. |
| T951 | Assault Rifle | Affordable and reliable among budget options. |
| SJ16 | Bolt-Action Rifle | Pricey with poor ergonomics, but packs a punch with red ammo. |
| M16 | Carbine | Good if you manage its fire rate well. |
| SA85M | Carbine | Average at best—lacks notable strengths. |
| Mk14 | Marksman Rifle | Expensive ammo, but very powerful. |
| VSS | Marksman Rifle | Buffed recently but recoil and cost keep it lower in the list. |
| T05 | Pistol | Handy for tight situations, quick to draw, but not very powerful. |
| M870 | Shotgun | Works well at close range, similar to other shotguns but with fewer features. |
| MP5 | Submachine Gun | Good beginner SMG, affordable. |
| Uzi | Submachine Gun | Effective for close-range secondary fire. |
Tier C Weapons
| Weapon | Type | Reason |
|---|---|---|
| AKM | Assault Rifle | Low fire rate, weak overall. |
| AK-74N | Assault Rifle | Very weak, lowest fire rate. |
| AKS-74U | Assault Rifle | Possibly the weakest of its type. |
| G3 | Assault Rifle | Low power and fire rate. |
| PCC-9 | Assault Rifle | Poor performance overall. |
| SG550 | Assault Rifle | Better options available in this category. |
| M14 | Carbine | Not the worst, but weak compared to other carbines. |
| SKS | Carbine | One of the worst in the game. |
| RPK-16 | Light Machine Gun | Not particularly weak, but not cost-effective; better choices exist. |
| CZ 52 | Pistol | Generally useless and not recommended. |
| MPX | Submachine Gun | Poor recoil at long distances, not ideal as secondary. |
| PP19 | Submachine Gun | Better to save your money for other SMGs. |
| T79 | Submachine Gun | Very inaccurate and with limited firing range. |
This guide provides a comprehensive overview of the best options available in Arena Breakout: Infinite, simplifying weapon choices based on performance and value.




