The best weapons in Crab Champions , rank .

Crab Champions is a rogue - like crab shooter where you meet as a crab with grave contempt for other crab , ants , and jumbo floating skulls . As idiotic as that may fathom , it is a blast of an experience with fluid movement systems , slews of weapons , and anincredible soundtrack listto boot .

While your probability of have the right perks on every run is n’t guaranteed , you get to take your weapon of choice before you venture out on each of your crab - killing spree . Of naturally , not every weapon system is made adequate . Therefore , I ’ve made a ranked list of all the weapon system in Crab Champions for your perusal .

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Weapons Tier List for Crab Champions

All Weapons in Crab Champions, ranked

arm in Crab Champions are obtained by amass Keys you gain from defeating bosses at the end of each biome . You need three keys to unlock a random arm from the Key Totem in the Hub Island , and you may only unlock a new weapon once per political campaign . With that in mind , below you ’ll determine the best weapons in Crab Champions , ranked .

S Tier

The Minigun is maybe the best gun in the game . Its massive magazine size ensures you’re able to mow down hordes of enemy without needing to arrest ardour for a reload . It make significant benefit from perks that increase damage and vital chance , as well as artillery mods that add bonus missile and elementary scathe .

The Blade Launcher apace shoots disk - shaped blades at objective . The projectiles from this weapon pierce through enemies , and the fire pace is adequate . If you’re able to feel a spot on the map where enemies only breed and attack you from one focussing , the Blade Launcher will ensure you cheese through levels with ease .

The Orb Launcher is as controversial as they come . It throw a reputation for being one of the bad weapons in the game , but is now an absolute beast after receiving hefty buffs in recent update . The slow projectile fastness of this weapon is its only drawback ; partner off it up with perks for increased fire pace and projectile speed , and mod to add bonus projectile and elemental effects for the best setup .

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A Tier

The Crossbow fires seven arrow - comparable projectiles that spread out in a cone shape . It deal great damage , and can even fire automatically . Due to its dispersed effect , it struggles to take solid damage to peculiar targets and bosses . However , it greatly stand out at deleting opposition in a wide image in front of you .

The Sniper act upon on the nose as you ’d think as a long - range , hard damage , and slow flak rate arm . It may seem like a high-risk weapon option at first , but it scales beautifully with fringe benefit and mod that increase fire rate and decisive prospect . Due to the big damage missile nature of this weapon system , it is also heavy for taking down the tanky bosses , which you will mostly fight solo .

The Auto Shotgun has a speedy fire rate and decent range compared to the Dual Shotguns . As a Shotgun , it deals monolithic equipment casualty to rummy target . This weapon do work great with increased critical fortune habitus , or even builds rivet on elementary damage .

B Tier

The Dual Shotguns do grueling damage at the cost of range and blast pace . Therefore , it is effective to pair off it up with mods that increase projectile swiftness and thin missile spread . Note you lose the power to aim with this weapon , which subsequently deny you the slow - down force you get while aiming mid - air with other weapon .

The Dual Pistols have decent damage and a majuscule fire rate . However , your build will rightfully determine the utility of this weapon . Like the Dual Shotguns , you lose the power to aim with this artillery . To maximize damage end product , equip perks to increase fire charge per unit , ammo efficiency . Also appear for mods that grant additional projectile to stand your default bullet train .

The Auto Rifle is the first artillery you get in Crab Champions . It ’s a round-eyed automatic rifle that is bully for a plethora of builds . However , if you ’re looking for an robotic firing weapon to bring down massive horde of enemy , the Minigun well trump it .

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C Tier

The Burst Pistol fires four hummer in rapid succession with every pull of the initiation . While it does beneficial damage to singular targets , its low bed cover and fire charge per unit maintain it from being great at higher level where host of enemies make out step on it at you . You will eventually need oodles of additional projectiles and elemental harm lover to make the most of it as you advance through levels .

The Cluster Launcher shoots several orbit - similar projectiles that explode upon impact , dealing massive splash damage in an area around the target . direct shots specify the facing pages of missile , while rose hip blast nip have the projectiles to circulate out further . It ’s adept for take on out chemical group of enemies , but not good at charter down bosses .

D Tier

The Rocket Launcher is by far the most awkward artillery to use . While it does have vast rocket hurt , its fire charge per unit is very low , and you will incessantly need to recharge the artillery . If an volatile build is what you want , it ’s much more advisable to go for a grenade focused build rather than using the Rocket Launcher .

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