Rogue Genesia Weapons List and Strength Ranking: Choose Your Best Weapon Way
Rogue Genesia has a wide variety of weapons, many of which overlap their functions, resulting in competition among them. It is difficult to tell which spear or spear is better, or which upgrade route should the gunman choose based on the description on the soul card alone.
More complex is the evolutionary system: a weapon itself may be mediocre, but when combined with other weapons, it can obtain a more powerful weapon and release the weapon bar at the same time. To sort out these, we rank the various weapons in the game by strength, versatility, and rarity.
Rogue: Genesia's weapons are not exactly the same. Hero-level weapons are usually more powerful than the extraordinary-level weapons of the same type. However, hero-level weapons are also more difficult to obtain, making it harder to obtain the mastery talent that makes you have hero-level weapons at the beginning of a game.
We rate weapons based on their performance in their effective areas, their effectiveness, and their ability to function independently. Multiple challenges in the game require you to complete a game with only a single weapon .
The S-class weapon has performed well from level one and has a useful evolutionary route to strengthen its advantages.
arms | Role | Useful upgrades | Remark |
---|---|---|---|
Magic Elf | All-round | Projectile speed increases hit rate. | This weapon is completely autonomous and therefore can be placed in any configuration . It deals huge damage and easily evolves into a more powerful version, with damage increasing with the number of projectiles. |
Magic Stick | Single damage | Fractal Buff increases damage and range at the same time. | The magic wand has a strong active talent , making it a good starting weapon. The barrage of the small projectile will re-target the new enemy when an enemy dies, so no shooting is wasted. |
Shaman Staff | Clear monsters | Combine with magic wands and blend their advantages. | Staff is not unique in mechanics, but high firing rate, high damage and penetration projectiles do not require special mechanisms to work. |
crossbow | Boss/Elite Monster | It benefits more from the extra projectile than most weapons. | The crossbow always aims at the enemy with the highest health and has enough penetration to ignore any flesh shields, so it will continue to damage bosses and elite monsters. It can compete with some fusion weapons in terms of original damage . |
Class A weapons either perform well early in the game or fit well into the full configuration, and other weapons can make up for their weaknesses.
arms | Role | Useful upgrades | Remark |
---|---|---|---|
Crystal Sword | Early game | The scope upgrade makes it practical for longer. | This weapon provides double experience when killed, making it a great choice to start the game . The disadvantage is that you aim with the mouse, so other weapons may rob you of the kill. |
Explosive bottle | Clear monsters | Range upgrades to increase the explosion radius. | The bottle can evolve in three different directions based on your other weapons, making it versatile. Later in the game, its damage begins to drop, and the visual chaos that continues to explode will make it harder for you to defend yourself . |
Thunder Staff | harm | Range upgrade allows you to use it outside of melee range. | The Thunder Staff deals huge damage, but has a worse range than most melee weapons . With an active stance, it can tear the boss and elite monsters apart. |
Frozen Nova | harm | The rate of fire needs to increase the consistency of this weapon. | For its part, the weapon is limited by its low rate of fire . As part of the full configuration, it becomes an effective and powerful weapon against single targets and enemy groups. |
Blood Siphon | treat | Range extension allows you to control more targets at the same time. | This weapon has a slightly more range than most melee weapons and deals decent range damage, plus it has life-stolen effects that other weapons don't have . However, if you already have cards and artifacts that provide healing, it is not that useful. |
bow | harm | Any improvements to rate of fire, damage or penetration will help the bow. | The bow is a less rarity weapon, but its performance exceeds its rarity . It can't match the full synergy, but it can compete with almost every other weapon. |
These weapons are not bad, but you won't choose them immediately every time you see them. Use them when you have the right upgrades to realize their potential . Since most of them focus on clearing monsters , you will need to save space for more focused weapons.
arms | Role | Useful upgrades | Remark |
---|---|---|---|
The Halo of Death | Clear monsters | Frost Spirit applies the slowdown effect to all enemies that may hit you. | This weapon causes good damage in a vast area, but requires range upgrades to not become a burden . It also needs a second weapon to deal with bosses and elite monsters. |
Fire ring | Clear monsters | With enough range upgrades, it will hit nearly all enemies on the screen. | The fire ring has the same function as the halo, but has a wider range and higher damage, which reflects its higher rarity. |
Meat cutter | Clear monsters | The number and size of the projectiles will greatly enhance this weapon. | The meat cutter has good penetration and range damage, but requires a lot of upgrades to feel good. |
Arcane beam | Target damage/removal of monsters | Power upgrade is the main way to enhance this weapon. | Meat Cutter Reversal: Its penetration and range damage feels more useful when you don't upgrade permanently. It doesn't benefit as much as most property modifiers . |
Boomerang | Clear monsters | Any upgrades to damage and projectile count will help. | Boomerang projectiles are hard to notice in the background, but they will silently deal damage to enemy groups and weaken the enemy's health so that your better weapon can work . |
Shuriken | Clear monsters | Penetration doubles the damage of the thrown star to the group. | Shuriken's damage is always high, but its disadvantage is that it aims at the weakest enemies. Most enemies killed by shuriken are already easily killed by other things, exaggerating its damage statistics . |
Nothing bitter | Clear monsters | The number of projectiles can mitigate the impact of their random aiming. | Kwabs always cause damage, but rarely do damage where you need it. Their defensive weakening makes them very useful in some configurations. |
Throw a knife | Target damage | The sprint upgrade is already very useful, and it happens to have also improved the throwing knife. | Only throwing a knife while you sprint, this makes them difficult to use early in the game. Without any form of automatic shooting , these weapons are difficult to use, but still do good damage. |
These weapons have special mechanisms that limit their use. Trying to use them well usually requires sacrifices elsewhere .
arms | Role | Useful upgrades | Remark |
---|---|---|---|
Worm glands | Clear monsters | Range upgrades and firing rate can compensate for the randomness of its aiming. | Leaving damage areas on the ground is only beneficial if you fight in the same location for a long time . This becomes valuable if you have a crossbow or other upgrade that requires you to stand still. |
Wind Blade | Clear monsters | Despite being a sword, it benefits from projectile upgrades rather than melee enhancements. | This sword only attacks horizontally, which makes it difficult to use in most cases . It does not gain additional strength to make up for this weakness. |
Long gun | Target damage | The knockback improvements help manage the design scope of this weapon. | What's special about this weapon is that it only deals appropriate damage to enemies at the edge of its range. This ideal range will vary according to your upgrade , making the spear difficult to use. |
Class D weapons cannot show their own characteristics. After obtaining all other desired weapons, they can serve as a way to fill the eighth weapon bar .
arms | Role | Useful upgrades | Remark |
---|---|---|---|
thorns | defense | Healing is combined with the weapon's built-in damage reduction effect. | A weapon that will only be activated when you are attacked, and it is not great unless you have a combination that somehow gives you immortality. It comes with a defensive upgrade , but its damage never exceeds medium levels. |
Samurai sword | harm | There are two evolutionary paths for the Katana to justify the cost of using it. | For a hero-level melee weapon, you expect more. Even in a dedicated melee configuration, it is surpassed by more common alternatives when it comes to combating single targets and large groups. |
Spear | Target damage | With enough fire rate, you can pretend you are holding a bow or a shaman staff. | The spear is quite inconspicuous in terms of attributes and visual effects. Nothing can help it stand out. Manual aiming will only determine the fate of becoming the worst weapon in the game, as it competes with many better alternatives . |
The gunman uses another weapon system . The starting pistol can evolve in three different directions along a linear path: sniper rifle, shotgun, and automatic rifle.
Weapon Type | grade | Useful upgrades | Remark |
---|---|---|---|
Automatic rifle | A | These weapons are nearly impossible to build incorrectly, benefiting from any improvements to damage and fire rate. | These weapons have the best consistency early in the game and maintain this high level of performance. |
Sniper rifle | B | Focus on getting ammunition efficiency improvements, especially tactical loading cards that allow you to functionally ignore all loading time. | Sniper weapons are weak in the early stages of the game, but can compete with automatic weapons after they are established. |
Shotgun | C | Range upgrades help them fight against enemy groups. | Shotguns focus on controlling crowds, but when you have cascading effects of high-fire rates, penetrating projectiles, and a variety of non-weapon cards, squads of weak enemies rarely pose a threat. |
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