Tier List

SharkBite 2 Weapon Tier List

Hitscan workhorses first. Party launchers last.

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Weapon Tier List

Guns decide whether a survivor lobby chips a shark or deletes it. They also decide whether a solo jet ski can shoot while turning. This list ranks shop armory items for public Standard. Event launchers get a footnote. Raw DPS and prices sit on the weapons catalog. Kill tactics sit on how to kill the shark.

S tier

Shark Blaster (12,000, ~52 DPS, 15 fire rate) — the automatic you aim like a hose. Recoil is low, reload is 1.5s, and it works from a moving ski. Rocket Launcher (8,000, ~57 DPS, 80 dmg) — best burst if you can lead. Five rockets can change a Meg’s mind. Misses are expensive. Together they are the “we are actually trying” pair.

A tier

Thompson (1,500, ~37 DPS) — the real starter legend. Full-auto, cheap, good enough to finish Great White. Buy this before any 6,000 novelty. Harpoon (4,000, 30 dmg, laser accuracy) — A on a stable deck, B on a solo ski. Minigun (16,000) — magazine for days, tiny bullets; A if you can stay on target. Cursed Crossbow (7,000) — sniper energy without Ray Gun’s tax. Ray Gun (20,000, ~79 DPS) — paper S, practical A because of price and the fact that dead players do not deal 79 DPS.

B tier

Rifle (400) — first upgrade from Flintlock, still valid. Laser Crossbow (5,000). Coconut Launcher (6,000) — arc shots, lobby comedy, real damage if you land. Double-Barreled Flintlock (3,000) — burst and recoil. RPG (1,200) — baby Rocket. Water Pistol / Summer Water Pistol — surprising DPS on a meme body; B if you already have aim.

C tier

Paintball Gun (700), Bubble Gun (450), Water Balloon Launcher (1,000) — they shoot, they do not scare a Meg. Flintlock (free) — tutorial. Event eggs, gifts, and ice snipers: C unless the event number is broken (some egg launchers publish wild DPS; treat those as patch-risk).

D tier

Buying a second meme launcher while you still use Flintlock. Flare Gun as a “weapon.” It marks teammates; it does not kill sharks. Mines are utility, not a tiered primary.

Turrets are a different list

Builder and shop turrets follow the equation on the builder guide. A Large Laser can be S on a Frigate and useless if you stacked six of them. Pirate Cannon’s immunity to the equation makes it A as a part, not as a hipfire gun.

Pairing guns with boats

Jet skis want hitscan (Thompson, Blaster). Yachts want Rockets and Harpoons. Subs want whatever you can fire between dives. Read the boat list before you buy a projectile gun for a hull that never sits still. Solo players should not main Harpoon until they have a driver from how to survive.

Spend order

  1. Rifle if you are broke, else Thompson.
  2. Rocket or Harpoon when you have a crew.
  3. Blaster when 12,000 is not your entire net worth.
  4. Minigun or Ray Gun as toys after Wildfire, not before.

Codes will not drop Blaster. They will drop Teeth toward Thompson. Use the planner so a 20,000 Ray Gun does not eat a month of Teeth farming.

Patches can retune DPS. If your client disagrees with this page, the client wins and the changelog is the next stop.

Frequently Asked Questions

Frequently Asked Questions

Quick answers for SharkBite 2 rounds, codes, and shop spends.

What is the best gun in SharkBite 2?

Shark Blaster for moving fights. Rocket Launcher for burst on a stable deck. Thompson is the best cheap gun.

Should I skip Thompson for Rocket?

Only if you already have a driver and can aim projectiles. Most solos should buy Thompson first.

Is Flintlock usable?

For the first rounds, yes. Replace it as soon as Rifle or Thompson is affordable.

Do event guns beat the shop?

Sometimes for a season. Most are C-tier souvenirs. Check the catalog numbers before you spend event currency.