Antewise

Deep Rock Galactic Best Loadout for All 4 Classes

Updated 28 Oct 2026 Source deeprockgalactic.fandom.com class pages By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

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

ClassPrimariesSecondariesThrowables
Scout334
Engineer235
Gunner233
Driller334

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

ClassPrimary weaponsSecondary weaponsEquipment
ScoutDeepcore GK2, M1000 Classic, DRAK-25 Plasma CarbineJury-Rigged Boomstick, Zhukov NUK17s, Nishanka Boltshark X-80Grappling Hook, Flare Gun, “Fox” Armor Rig
Engineer“Warthog” Auto 210, Cryo CannonDeepcore 40mm PGL, Breach Cutter, Shard DiffractorKursite Crystalarium, LMG Gun Platform, “Owl” Armor Rig
Gunner“Lead Storm” Powered Minigun, “Thunderhead” Heavy Autocannon“Bulldog” Heavy Revolver, BRT7 Burst Fire Gun, Armskore Coil GunZipline Gun, Shield Generator
DrillerCRSPR Flamethrower, Cryo Cannon, Corrosive Sludge PumpSubata 120, Experimental Plasma Charger, Colette Wave CookerReinforced Power Drills, Satchel Charge, “Mole” Armor Rig

Every throwable, and what it actually does

ClassThrowableEffect
ScoutInhibitor-Field GeneratorSlows enemies and increases the damage they take
ScoutCryo GrenadeApplies freeze; can potentially freeze most enemies instantly
ScoutPheromone CanisterCovers enemies in pheromones so other enemies attack them
ScoutVoltaic Stun SweeperAttacks enemies up to 9 times, stunning and electrocuting
EngineerL.U.R.E.Holographic dwarf decoy that distracts enemies
EngineerPlasma BursterCreates 4 explosions per grenade
EngineerProximity MineExplodes only when a medium or larger enemy enters its trigger zone
EngineerS.S.G.Unleashes a swarm of friendly Shredders
GunnerSticky GrenadeSticks to enemies for improved accuracy
GunnerIncendiary GrenadeCreates a fire explosion
GunnerCluster GrenadeLaunches several mini-grenades on explosion
DrillerImpact AxeTossed, deals impact damage
DrillerHigh Explosive GrenadeFunctions as a standard frag
DrillerNeurotoxin GrenadeDetonates into a toxic gas cloud that explodes if ignited
DrillerSpringloaded RipperTravels 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.

Frequently asked questions

What is the best loadout in Deep Rock Galactic?

There is no single best — it depends on class and mission. Every class has 2-3 primaries, 3 secondaries and 3-5 throwables, and the right combination changes with whether you are fighting a swarm or a single large target.

How many throwables does each class have?

Engineer has 5, Scout and Driller have 4 each, and Gunner has 3.

Which throwable hits the most times?

The Scout's Voltaic Stun Sweeper, which attacks enemies up to 9 times while stunning and electrocuting them.

Which grenade produces the most explosions?

The Engineer's Plasma Burster, at 4 explosions per grenade.

What are the Gunner's weapons?

"Lead Storm" Powered Minigun and "Thunderhead" Heavy Autocannon primaries; "Bulldog" Heavy Revolver, BRT7 Burst Fire Gun and Armskore Coil Gun secondaries.

What are the Driller's primaries?

CRSPR Flamethrower, Cryo Cannon and Corrosive Sludge Pump — incinerate, freeze or melt at close range.

Does the Neurotoxin Grenade combo with anything?

Yes. It detonates into a toxic gas cloud that explodes if ignited, which pairs directly with the CRSPR Flamethrower.

More Deep Rock Galactic guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.