A loadout in Deep Rock Galactic is three decisions: a primary, a secondary, and a throwable. Each class has a different number of options in each slot, and the wiki lists all of them. Knowing every option is what lets you build for the mission rather than copying someone else’s build.
All weapons and equipment below come from the class pages on the Deep Rock Galactic Wiki.
How many options each class gets
| Class | Primaries | Secondaries | Throwables |
|---|---|---|---|
| Scout | 3 | 3 | 4 |
| Engineer | 2 | 3 | 5 |
| Gunner | 2 | 3 | 3 |
| Driller | 3 | 3 | 4 |
The Engineer has the most throwable choices at five, and the Gunner the fewest at three. Every class has exactly three secondary options.
Complete weapon lists
| Class | Primary weapons | Secondary weapons | Equipment |
|---|---|---|---|
| Scout | Deepcore GK2, M1000 Classic, DRAK-25 Plasma Carbine | Jury-Rigged Boomstick, Zhukov NUK17s, Nishanka Boltshark X-80 | Grappling Hook, Flare Gun, “Fox” Armor Rig |
| Engineer | “Warthog” Auto 210, Cryo Cannon | Deepcore 40mm PGL, Breach Cutter, Shard Diffractor | Kursite Crystalarium, LMG Gun Platform, “Owl” Armor Rig |
| Gunner | “Lead Storm” Powered Minigun, “Thunderhead” Heavy Autocannon | “Bulldog” Heavy Revolver, BRT7 Burst Fire Gun, Armskore Coil Gun | Zipline Gun, Shield Generator |
| Driller | CRSPR Flamethrower, Cryo Cannon, Corrosive Sludge Pump | Subata 120, Experimental Plasma Charger, Colette Wave Cooker | Reinforced Power Drills, Satchel Charge, “Mole” Armor Rig |
Every throwable, and what it actually does
| Class | Throwable | Effect |
|---|---|---|
| Scout | Inhibitor-Field Generator | Slows enemies and increases the damage they take |
| Scout | Cryo Grenade | Applies freeze; can potentially freeze most enemies instantly |
| Scout | Pheromone Canister | Covers enemies in pheromones so other enemies attack them |
| Scout | Voltaic Stun Sweeper | Attacks enemies up to 9 times, stunning and electrocuting |
| Engineer | L.U.R.E. | Holographic dwarf decoy that distracts enemies |
| Engineer | Plasma Burster | Creates 4 explosions per grenade |
| Engineer | Proximity Mine | Explodes only when a medium or larger enemy enters its trigger zone |
| Engineer | S.S.G. | Unleashes a swarm of friendly Shredders |
| Gunner | Sticky Grenade | Sticks to enemies for improved accuracy |
| Gunner | Incendiary Grenade | Creates a fire explosion |
| Gunner | Cluster Grenade | Launches several mini-grenades on explosion |
| Driller | Impact Axe | Tossed, deals impact damage |
| Driller | High Explosive Grenade | Functions as a standard frag |
| Driller | Neurotoxin Grenade | Detonates into a toxic gas cloud that explodes if ignited |
| Driller | Springloaded Ripper | Travels in a straight line, damaging enemies and looping on terrain |
Two entries deserve to be underlined. The Scout’s Voltaic Stun Sweeper hits up to 9 times, which is more individual hits than any other throwable in the game — making it the strongest single-target control option available. The Engineer’s Plasma Burster produces 4 explosions per grenade, which is the highest explosion count on one throw.
Best loadout for Scout
Primary — M1000 Classic if you want ranged precision, Deepcore GK2 for general use, DRAK-25 Plasma Carbine for sustained fire. The Scout’s kit is built around reaching things others cannot, so pair whichever you pick with the Grappling Hook.
Secondary — Nishanka Boltshark X-80 for a ranged option, Zhukov NUK17s for sustained damage, Jury-Rigged Boomstick for close burst.
Throwable — Voltaic Stun Sweeper for control (9 hits, stun and electrocution), or the Inhibitor-Field Generator when your team needs damage amplification, since it both slows enemies and increases the damage they take. The wiki notes the IFG was originally the Scout’s unique grenade before Update 24.
Role — light and intel. The Flare Gun is the Scout’s real contribution to every mission: you cannot fight what you cannot see.
Best loadout for Engineer
Primary — “Warthog” Auto 210 for general use, Cryo Cannon for freeze control.
Secondary — Breach Cutter for line damage, Deepcore 40mm PGL for area burst, Shard Diffractor for sustained beam damage.
Throwable — Plasma Burster for raw output (4 explosions per grenade), or the Proximity Mine for area denial, since it only triggers on medium-or-larger enemies and therefore never wastes itself on swarmers.
Role — area control. The LMG Gun Platform and the Engineer’s mine options let one dwarf hold a corridor that four dwarves could not hold standing in the open.
Best loadout for Gunner
Primary — Autocannon when you cannot afford to lose your weapon: the wiki states it is not susceptible to overheating and is much better against swarms. Minigun for burst damage and control, with its 30% stun chance per shot and 10 Kinetic damage.
Secondary — “Bulldog” Heavy Revolver for burst (one upgraded shot can kill a Grunt on a weak spot), BRT7 when you need sustained backup fire while the Minigun cools.
Throwable — Sticky Grenade for accuracy against big targets, Cluster Grenade for crowds.
Role — front-line damage and team safety via the Shield Generator. See best Gunner build for the full overheat math, which is the class’s defining mechanic.
Best loadout for Driller
Primary — the Driller is described as equipped to control large hordes at close range, and all three primaries do it differently: CRSPR Flamethrower incinerates, Cryo Cannon freezes, Corrosive Sludge Pump melts.
Secondary — Subata 120, Experimental Plasma Charger or Colette Wave Cooker for longer-range combat, which is what the Driller otherwise lacks.
Throwable — Neurotoxin Grenade for area denial (its gas cloud explodes if ignited — a genuine combo with the Flamethrower), or Impact Axe for reusable single-target damage.
Role — crowd control and terrain. The wiki’s description of the Satchel Charge is “clearing rocks, bugs, or scouts”, which is both accurate and a warning.
Matching a loadout to the mission
The right loadout changes with mission type, and two examples make the point:
- Swarm-heavy objectives (Salvage, Point Extraction) favour non-overheating sustained weapons — the Autocannon on Gunner, area options on Engineer.
- Single large targets (Elimination) favour burst and stun — the Minigun’s 30% stun chance, the Scout’s 9-hit Voltaic Stun Sweeper.
For the mission catalogue itself see the missions guide, and for what you are actually fighting see the creatures guide. Weapon modifications and overclocks that change these picks are in the upgrades guide and overclocks guide, class fundamentals in the classes guide, and gear specifics in the equipment guide.