Searching for a “best weapon tier list” in SteamWorld Heist II runs into a problem the game created on purpose: there is no fixed class.
Equip a bazooka and your steambot is a Boomer. Equip a shotgun and they are a Flanker. Swap the gun mid-campaign and the class changes with it, while every skill you already learned stays unlocked and can be re-equipped for Cogs.
So the question is never “which weapon is best.” It is which weapon type gives the ability you need, and which steambot should hold it.
The six weapon types and what each one actually gives you
| Weapon | Job | Innate | Learned |
|---|---|---|---|
| Melee hammer | Brawler | Starts every turn with armour, heals off melee kills | Heals off gun kills too; reposition after a kill |
| Bazooka | Boomer | Can blow up any cover in the level on command | Fire the main weapon twice in a turn; extra use of every utility item |
| Handgun | Engineer | Fires twice per action; buffs nearby allies; can build new cover | Grants a teammate an extra turn; Burn on hit |
| Sniper rifle | Sniper | Full aim line; removes aim sway for the rest of the turn | Passives that reward standing still; Smoke Out makes them untargettable |
| SMG / repeater crossbow | Reaper | Extra shot on kill; team damage buff | Instantly kill any single non-boss enemy and teleport to it |
| Shotgun | Flanker | Can attack after spending both actions on movement | Extra action on loot pickup; attacks pierce for the rest of the turn |
Read that table as a list of problems each class solves, not as damage numbers:
- Cannot reach the objective? Flanker — two moves and still shoot.
- Enemy behind cover you cannot flank? Boomer — delete the cover.
- One dangerous non-boss body in the way? Reaper — instant kill, and you teleport onto the corpse.
- Getting shot at from across the map? Sniper — Smoke Out and stop being a target.
- Need one more action this turn? Engineer — grant a teammate an extra turn.
- Running out of bodies? Brawler — heals itself off kills and starts every turn armoured.
The rare weapon ladder, per class
Rare weapons come in tiers, and each class has one per tier. This is the progression you are actually tracking:
| Tier | Brawler | Boomer | Engineer | Sniper | Reaper | Flanker |
|---|---|---|---|---|---|---|
| 1 | Point Break | Queen’s Launcher | Aggie’s Special | Skelectric | Crossbow | Double Shotgun |
| 2 | Sunderer | Rampage | Holepuncher | Blue Steel | The Visitor | Prototype Shotgun |
| 3 | Razor Gear | Big B. | Hexed Aura Gun | Deliverance | The Stapler | Discharger / Katana |
| 4 | Mjolner | The Laser Pointer | Tri-Shooter | Deadshot | Chrono Blaster | Slugshot Tumbler |
| 5 | The Spartan | Burning Grenade Launcher | Piercing Handgun | Matchstick | Siphoning Crossbow | Squarer |
| 6 | Atomic Hammer | Atomic Launcher | Atomic Handgun | Atomic Sniper Rifle | Atomic SMG | Atomic Shotgun |
Two things worth extracting from it:
The Atomic tier covers all six classes. There is no class left behind at the top, which is the design telling you to keep every weapon type available rather than committing.
The Katana is a hidden, missable Tier 3 Flanker weapon in Shiner’s Cove. Miss it and it is gone. If you are collecting, that is the one rare weapon on the list where the mistake is permanent.
The combos that break the game
Because skills transfer, the strongest builds are not “best weapon in class” — they are accuracy given to high-volume weapons, and volume given to high-damage weapons.
The documented examples:
- Reaper SMG + Sniper’s perfect accuracy. SMGs are the least accurate weapon type in the game. Give one the Sniper’s accuracy skill and the normally spray-and-pray Reaper becomes a precise killer that also gets a free extra shot on every kill.
- Sniper + stacked damage buffs. A sniper can pile multiple damage-boosting abilities together, and with cooldown reduction can delete an entire squadron of boss-tier enemies in a single shot.
- Brawler + repositioning. Once a Brawler learns to reposition after kills, it crosses half the stage in one turn and crushes whatever it reaches.
The reason this works is that accuracy and action economy are multipliers, and raw damage is not. A shotgun that hits three times at half accuracy is worse than a handgun that hits twice at full accuracy, unless you fix the accuracy.
The one class that got promoted between games
In the first Heist, snipers were too slow — the game’s constant time pressure punished a class that wants to stand still. Heist II reduced that pressure and added objectives that reward patience, and the result is that snipers went from the weakest unit type to the best.
If you played Heist 1 and wrote snipers off, that judgement is out of date. Standing still is now a strategy, not a mistake.
What the star rankings gate
Missions are scored in stars, and star rankings unlock plot progression and special shops. That means the “best weapon” question is partly circular: better weapons come from better ranks, and better ranks come from playing the objective rather than farming kills.
Practical consequence: do not clear the map. Take the objective, take the loot you were sent for, and leave. A three-star run with half the enemies alive is worth more than a one-star run that killed everything.
The submarine is a separate weapon system
Worth separating, because the ship has its own slots:
- Top mount is the only one that fires in all directions — keep something on it permanently, even after you switch the rest to torpedoes.
- Front torpedo tubes one-shot Rattler submarines when they first appear in Arctica. Swap to them the moment they unlock.
- Top Laser (East Caribbean) has shorter range and lower DPS than the Top Machine Gun but never reloads, and is close to mandatory for the final naval battle and the hard optional fights.
- Micro Torpedoes on the side mounts matter for volume, specifically to counter the Atomic projectiles in the Deep Sea.
Related guides
- Heist 2 best crew — who should hold which weapon
- Heist 2 best jobs — the skill combinations behind these builds
- Heist 2 walkthrough — where each rare weapon sits
- Heist 2 Katana — the missable one, in detail
- Heist guide — the first game’s fixed classes
- SteamWorld games ranked — where both Heists sit