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Progression

Balance

The game is designed so that no weapon or armor is the best in every fight. This page puts that to the test: every weapon with every armor combination against every enemy, in simulated fights, to see what prevails and what is left behind.

calculated on Oct 22, 2026, 02:40 · game data v2.1.261022-0ef211d · 6,327,340 simulated fights

What the numbers say

Tier 1

  • Among the best against at least 8 of 9 enemies: Patrol Rifle Assault Rifles, Main Event Rifle Assault Rifles.
  • Almost never a good choice: Rangers Shiv Sharp Melee, Tollkeeper Sharp Melee, Crowd Pleaser Sharp Melee, Patrol Cudgel Blunt Melee, Crude Handgun Pistols, Barbed Club Blunt Melee, Rat Fang Sharp Melee, Crude Shiv Sharp Melee, Wooden Stick Blunt Melee.
  • No armor set stands out: the one most often among the best is Medium, against 7 of 9 enemies.
  • Mixing pieces of different classes does not beat the best full set against any enemy.

Tier 2

  • Among the best against at least 12 of 15 enemies: Hellhound Miniguns.
  • Almost never a good choice: Deadshot Rifle Sniper Rifles, Sledgehammer Blunt Melee, Scrapyard Katana Sharp Melee.
  • No armor set stands out: the one most often among the best is Medium, against 10 of 15 enemies.
  • Mixing pieces of different classes does not beat the best full set against any enemy.

Tier 3

  • Among the best against at least 12 of 15 enemies: Rattlesnake Shotguns, Sunbreak Launchers.
  • No armor set stands out: the one most often among the best is Medium, against 10 of 15 enemies.
  • Mixing pieces of different classes does not beat the best full set against any enemy.

Tier 1

A character with mastery 2 in every class, the specialisation that experience gives and 70 health. 15 enemies, 9 of them with a real choice (some weapon wins and not every weapon does). 28 weapons × 216 armor combinations, 3,553,580 simulated fights.

Weapons

WeaponClassWins on averageAmong the bestFar behindThe only best against
Patrol Rifle factionAssault Rifles73%8 / 90 / 9—
Main Event Rifle factionAssault Rifles73%8 / 91 / 9—
Vanguard RifleAssault Rifles73%7 / 90 / 9—
RattlerMiniguns70%6 / 92 / 9—
Undercard Carbine factionSemi Auto Rifles68%6 / 92 / 9—
Final Invoice factionSniper Rifles70%5 / 91 / 9—
Breacher ShotgunShotguns70%5 / 92 / 9—
Patrol Shotgun factionShotguns68%5 / 93 / 9—
Threadwire Rifle factionSemi Auto Rifles67%5 / 92 / 9—
Collector factionSMGs57%5 / 94 / 9—
Pipe LauncherLaunchers70%4 / 91 / 9—
Scout CarbineSemi Auto Rifles64%4 / 93 / 9—
Diviner Bolt factionBolt Action Rifles64%4 / 94 / 9—
Sweeper SMGSMGs56%4 / 94 / 9—
Marksman RifleSniper Rifles66%3 / 94 / 9—
Pathfinder RifleBolt Action Rifles62%3 / 95 / 9—
Sudden Death factionPistols52%2 / 96 / 9—
Spirit-Wired Revolver factionPistols52%2 / 96 / 9—
Desperado HandgunPistols50%1 / 96 / 9—
Rangers Shiv factionSharp Melee46%0 / 97 / 9—
Tollkeeper factionSharp Melee46%0 / 97 / 9—
Crowd Pleaser factionSharp Melee46%0 / 97 / 9—
Patrol Cudgel factionBlunt Melee44%0 / 98 / 9—
Crude HandgunPistols43%0 / 98 / 9—
Barbed ClubBlunt Melee37%0 / 99 / 9—
Rat FangSharp Melee35%0 / 99 / 9—
Crude ShivSharp Melee28%0 / 99 / 9—
Wooden StickBlunt Melee25%0 / 99 / 9—

Armor

ClassFull setWins, all weapons averagedWins with the best weaponAmong the bestFar behind
MediumScout Helmet Scout Vest Scout Pants43%73%7 / 90 / 9
LightLeather Cap Leather Jacket Leather Pants42%70%7 / 91 / 9
HeavyGuard Helmet Guard Chestplate Guard Legs Armor44%68%5 / 91 / 9
Hi-TechPulse Visor Pulse Suit Pulse Leggings35%63%5 / 93 / 9
ImprovisedSalvaged Helmet Salvaged Shirt Salvaged Pants34%66%5 / 94 / 9
Each piece on its own
SlotPieceClassWins on averageIn a best loadout
HeadScout HelmetMedium38%11 / 15
HeadLeather CapLight38%10 / 15
HeadGuard HelmetHeavy36%9 / 15
HeadSalvaged HelmetImprovised35%9 / 15
HeadPulse VisorHi-Tech35%8 / 15
HeadWorn Salvaged HelmetImprovised33%8 / 15
ChestLeather JacketLight38%10 / 15
ChestGuard ChestplateHeavy36%9 / 15
ChestScout VestMedium36%10 / 15
ChestSalvaged ShirtImprovised36%8 / 15
ChestPulse SuitHi-Tech36%8 / 15
ChestWorn Salvaged ShirtImprovised34%7 / 15
LegsGuard Legs ArmorHeavy40%11 / 15
LegsScout PantsMedium38%11 / 15
LegsLeather PantsLight37%10 / 15
LegsSalvaged PantsImprovised34%8 / 15
LegsPulse LeggingsHi-Tech34%9 / 15
LegsWorn Salvaged PantsImprovised32%7 / 15

Enemies

EnemyTerrainBest loadoutWinsWeapons at the topWorst weapon
Small ScorpionDesert 67%, Plains 33%any weapon wins100%28 / 28100%
Small Mutated RatDesert 65%, Mountains 13%, Plains 7% +3any weapon wins100%28 / 28100%
InkbloatMountains 42%, Urban 21%, River 15% +4Sweeper SMG 9mm Ammo Cartridge (C) Leather Cap Leather Jacket Leather Pants100%15 / 2833%
Giant ScorpionDesert 54%, Mountains 22%, Hills 11% +4Breacher Shotgun 12 Gauge Shell (C) Scout Helmet Scout Vest Scout Pants100%4 / 280%
MimicDesert 50%, Mountains 28%, Plains 12% +2Pipe Launcher Anti-Personnel Rocket (C) Leather Cap Leather Jacket Leather Pants100%3 / 280%
Wolf WhelpDesert 36%, Hills 21%, Plains 17% +3any weapon wins100%28 / 28100%
Rad RunnerDesert 54%, Hills 19%, Mountains 14% +2Vanguard Rifle 5.56mm Ammo Cartridge (T) Worn Salvaged Helmet Worn Salvaged Shirt Worn Salvaged Pants100%9 / 280%
Wolf BruiserDesert 40%, Mountains 25%, Plains 25% +1Sweeper SMG 9mm Ammo Cartridge (C) Guard Helmet Guard Chestplate Guard Legs Armor100%13 / 288%
Arcade RevenantUrban 57%, Desert 33%, Mountains 10%Vanguard Rifle 5.56mm Ammo Cartridge (T) Pulse Visor Pulse Suit Pulse Leggings100%12 / 281%
Wolf EnforcerMountains 83%, Urban 17%Sweeper SMG 9mm Ammo Cartridge (T) Guard Helmet Guard Chestplate Guard Legs Armor100%16 / 284%
Rad Stalker elitenot on the mapPatrol Rifle 5.56mm Ammo Cartridge (T) Leather Cap Leather Jacket Leather Pants21%3 / 280%
Wolf GunnerDesert 43%, Urban 29%, Hills 14% +1Vanguard Rifle 5.56mm Ammo Cartridge (C) Scout Helmet Scout Vest Scout Pants100%12 / 2810%
Arcade Overlord elitenot on the mapno weapon wins0%—0%
Metamorph elitenot on the mapno weapon wins2%—0%
Temporal Rat bossnot on the mapno weapon wins0%—0%

Tier 2

A character with mastery 5 in every class, the specialisation that experience gives and 100 health. 18 enemies, 15 of them with a real choice (some weapon wins and not every weapon does). 11 weapons × 216 armor combinations, 1,732,910 simulated fights.

Weapons

WeaponClassWins on averageAmong the bestFar behindThe only best against
HellhoundMiniguns76%12 / 151 / 15Paradox elite
ScorcherLaunchers75%11 / 151 / 15Sentinel Geiger Hornet Swarm elite
Enforcer HandgunPistols70%10 / 153 / 15—
Trenchsweep ShotgunShotguns68%9 / 154 / 15—
Dustdevil RifleAssault Rifles70%8 / 153 / 15Dust Devil Alpha elite
Buzzsaw SMGSMGs67%7 / 154 / 15—
Jackal CarbineSemi Auto Rifles64%6 / 154 / 15—
Prowler RifleBolt Action Rifles61%3 / 157 / 15—
Deadshot RifleSniper Rifles50%0 / 159 / 15—
SledgehammerBlunt Melee44%0 / 1512 / 15—
Scrapyard KatanaSharp Melee43%0 / 1513 / 15—

Armor

ClassFull setWins, all weapons averagedWins with the best weaponAmong the bestFar behind
MediumTactical Helmet Tactical Vest Tactical Pants53%74%10 / 152 / 15
Hi-TechFlux Visor Flux Suit Flux Leggings39%69%9 / 154 / 15
LightRider Cap Rider Jacket Rider Pants35%61%7 / 155 / 15
ImprovisedPatchwork Helmet Patchwork Vest Patchwork Pants27%51%7 / 156 / 15
HeavyWarden Helmet Warden Chestplate Warden Legs Armor37%58%6 / 157 / 15
Each piece on its own
SlotPieceClassWins on averageIn a best loadout
HeadTactical HelmetMedium39%11 / 18
HeadRider CapLight31%9 / 18
HeadScarforged Rider CapLight31%7 / 18
HeadFlux VisorHi-Tech30%10 / 18
HeadWarden HelmetHeavy30%7 / 18
HeadPatchwork HelmetImprovised28%8 / 18
ChestFlux SuitHi-Tech34%11 / 18
ChestRider JacketLight32%8 / 18
ChestScarforged Rider JacketLight32%7 / 18
ChestTactical VestMedium32%11 / 18
ChestWarden ChestplateHeavy29%7 / 18
ChestPatchwork VestImprovised28%7 / 18
LegsWarden Legs ArmorHeavy35%8 / 18
LegsTactical PantsMedium34%11 / 18
LegsFlux LeggingsHi-Tech32%10 / 18
LegsRider PantsLight30%8 / 18
LegsScarforged Rider PantsLight30%7 / 18
LegsPatchwork PantsImprovised26%7 / 18

Enemies

EnemyTerrainBest loadoutWinsWeapons at the topWorst weapon
Dust Devil RavenDesert 35%, Mountains 27%, Hills 24% +1Enforcer Handgun 0.38 Ammo (T2 Upgraded) Patchwork Helmet Patchwork Vest Patchwork Pants100%7 / 1169%
Geiger WaspsRiver 34%, Desert 24%, Hills 16% +4Dustdevil Rifle 5.56mm Ammo (T2 Upgraded) Tactical Helmet Rider Jacket Warden Legs Armor100%5 / 1150%
Temporal EchoDesert 29%, Urban 18%, Marsh 18% +4Hellhound 7.62mm Ammo (T2 Upgraded) Flux Visor Flux Suit Flux Leggings100%3 / 1145%
Iron Wolf ShankDesert 43%, Hills 21%, Urban 21% +2Jackal Carbine .30 Carbine Ammo (T2 Upgraded) Patchwork Helmet Flux Suit Warden Legs Armor100%7 / 1185%
Iron Wolf TrooperDesert 40%, Urban 20%, Plains 20% +1Enforcer Handgun 0.38 Ammo (T2 Upgraded) Warden Helmet Warden Chestplate Warden Legs Armor100%6 / 1153%
Paradox elitenot on the mapHellhound 7.62mm Ammo (T2 Upgraded) Flux Visor Flux Suit Flux Leggings78%1 / 112%
SentinelDesert 44%, Mountains 18%, River 15% +3Scorcher Anti-Personnel Rocket (T2 Upgraded) Flux Visor Flux Suit Flux Leggings92%1 / 118%
Iron Wolf BreacherPlains 40%, River 40%, Desert 20%Enforcer Handgun 0.38 Ammo (T2 Upgraded) Rider Cap Warden Chestplate Warden Legs Armor100%7 / 1157%
Iron Wolf MarksmanUrban 67%, Raider Camp 33%Hellhound 7.62mm Ammo (T2 Upgraded) Tactical Helmet Tactical Vest Tactical Pants99%6 / 1152%
Scrapper RipperUrban 32%, Desert 23%, Mountains 23% +2any weapon wins100%11 / 11100%
Geiger Hornet Swarm elitenot on the mapScorcher Anti-Personnel Rocket (T2 Upgraded) Rider Cap Rider Jacket Rider Pants20%1 / 110%
Scrapper BlasterDesert 32%, Mountains 28%, Hills 24% +2Trenchsweep Shotgun 12 Gauge Shell (T2 Upgraded) Warden Helmet Warden Chestplate Warden Legs Armor100%7 / 1132%
Scrapper DrillerMountains 50%, Hills 17%, Plains 17% +2Scorcher Anti-Personnel Rocket (T2 Upgraded) Tactical Helmet Tactical Vest Tactical Pants97%2 / 1120%
Scrapper CrusherUrban 46%, Plains 38%, Forest 8% +1Scorcher Anti-Personnel Rocket (T2 Upgraded) Tactical Helmet Tactical Vest Tactical Pants100%7 / 1176%
Scrapper ForemanRaider Camp 50%, Plains 50%Scorcher Anti-Personnel Rocket (T2 Upgraded) Tactical Helmet Tactical Vest Tactical Pants100%5 / 1160%
Dust Devil Alpha elitenot on the mapDustdevil Rifle 5.56mm Ammo (T2 Upgraded) Patchwork Helmet Patchwork Vest Patchwork Pants36%1 / 110%
Sentinel Prime elitenot on the mapno weapon wins2%—0%
HOUND bossnot on the mapno weapon wins0%—0%

Tier 3

A character with mastery 8 in every class, the specialisation that experience gives and 130 health. 19 enemies, 15 of them with a real choice (some weapon wins and not every weapon does). 11 weapons × 125 armor combinations, 1,040,850 simulated fights.

Weapons

WeaponClassWins on averageAmong the bestFar behindThe only best against
RattlesnakeShotguns87%12 / 151 / 15Chrono-Wraith Forgotten Witness
SunbreakLaunchers87%12 / 151 / 15Scrapper Boreman
HavocAssault Rifles68%9 / 156 / 15—
Blood knifeSharp Melee85%8 / 152 / 15—
VaqueroSemi Auto Rifles76%7 / 155 / 15—
SidewinderPistols76%7 / 155 / 15—
BodyguardSMGs75%7 / 156 / 15—
GrinderMiniguns77%6 / 154 / 15—
TorqueBlunt Melee76%6 / 157 / 15—
LongviewBolt Action Rifles74%5 / 156 / 15—
FarsightSniper Rifles68%2 / 158 / 15—

Armor

ClassFull setWins, all weapons averagedWins with the best weaponAmong the bestFar behind
MediumOperator Helmet Operator Vest Operator Pants57%85%10 / 152 / 15
ImprovisedReinforced Helmet Reinforced Vest Reinforced Pants55%77%7 / 155 / 15
LightCombat Leather Cap Combat Leather Jacket Combat Leather Pants47%73%6 / 155 / 15
HeavyBastion Helmet Bastion Chestplate Bastion Legs Armor45%70%5 / 156 / 15
Hi-TechQuantum Visor Quantum Suit Quantum Leggings42%62%4 / 159 / 15
Each piece on its own
SlotPieceClassWins on averageIn a best loadout
HeadReinforced HelmetImprovised42%10 / 19
HeadBastion HelmetHeavy42%9 / 19
HeadOperator HelmetMedium37%13 / 19
HeadQuantum VisorHi-Tech33%8 / 19
HeadCombat Leather CapLight32%10 / 19
ChestOperator VestMedium39%14 / 19
ChestReinforced VestImprovised39%10 / 19
ChestCombat Leather JacketLight38%11 / 19
ChestQuantum SuitHi-Tech36%7 / 19
ChestBastion ChestplateHeavy34%9 / 19
LegsOperator PantsMedium39%15 / 19
LegsReinforced PantsImprovised39%10 / 19
LegsCombat Leather PantsLight38%11 / 19
LegsQuantum LeggingsHi-Tech36%9 / 19
LegsBastion Legs ArmorHeavy34%7 / 19

Enemies

EnemyTerrainBest loadoutWinsWeapons at the topWorst weapon
Fire Ant ColonyRiver 100%any weapon wins100%11 / 11100%
Furnace Brood elitenot on the mapany weapon wins100%11 / 11100%
Mutated BearForest 100%Blood knife Reinforced Helmet Reinforced Vest Reinforced Pants100%8 / 1191%
Sporemother elitenot on the mapSunbreak Anti-Personnel Rocket (T3) Reinforced Helmet Reinforced Vest Reinforced Pants100%6 / 1178%
Scrapper ShredderUrban 44%, River 18%, Plains 15% +3Bodyguard 9mm Ammo Cartridge (T3) Bastion Helmet Bastion Chestplate Bastion Legs Armor100%10 / 1176%
Forgotten ShadeHills 44%, Desert 20%, Mountains 20% +1Bodyguard 9mm Ammo Cartridge (T3) Reinforced Helmet Reinforced Vest Reinforced Pants100%10 / 1193%
WARDOGUrban 100%any weapon wins100%11 / 11100%
Chrono-WraithUrban 55%, Mountains 25%, Desert 18% +1Rattlesnake 12 Gauge Shell (T3) Combat Leather Cap Combat Leather Jacket Combat Leather Pants66%1 / 119%
Scrapper ChargehandUrban 73%, Desert 15%, Mountains 8% +1Bodyguard 9mm Ammo Cartridge (T3) Reinforced Helmet Reinforced Vest Reinforced Pants100%10 / 1180%
Unfinished Scream elitenot on the mapSunbreak Anti-Personnel Rocket (T3) Quantum Visor Quantum Suit Quantum Leggings100%6 / 1138%
Forgotten EmberMountains 36%, Forest 25%, Desert 18% +2Havoc 5.56mm Ammo Cartridge (T3) Operator Helmet Operator Vest Operator Pants99%5 / 1172%
Stormcloud elitenot on the mapGrinder 7.62mm Ammo Cartridge (T3) Reinforced Helmet Reinforced Vest Reinforced Pants100%4 / 1170%
ThunderheadDesert 57%, Plains 25%, Hills 18%Havoc 5.56mm Ammo Cartridge (T3) Reinforced Helmet Reinforced Vest Reinforced Pants100%5 / 1172%
Scrapper BoremanPlains 50%, River 17%, Hills 17% +2Sunbreak Anti-Personnel Rocket (T3) Operator Helmet Operator Vest Operator Pants80%1 / 111%
Forgotten VeilMountains 32%, Desert 26%, River 21% +2Havoc 5.56mm Ammo Cartridge (T3) Operator Helmet Operator Vest Operator Pants94%3 / 1155%
Scrapper SupervisorRaider Camp 100%Blood knife Operator Helmet Operator Vest Operator Pants100%8 / 1155%
Forgotten WitnessMountains 23%, Forest 23%, River 23% +2Rattlesnake 12 Gauge Shell (T3) Operator Helmet Operator Vest Operator Pants83%1 / 110%
Forgotten EclipseRaider Camp 100%Sunbreak Anti-Personnel Rocket (T3) Operator Helmet Operator Vest Operator Pants98%3 / 118%
Time-Lost Scrapper bossnot on the mapno weapon wins0%—0%

History

A new version is recorded every time something that enters the calculation changes: weapons, armor, ammunition, enemies, skill tables, the fight and terrain rules of the server, or where enemies appear.

Calculated onGame dataSimulated fightsWhat changed since the version before
Oct 22, 2026, 02:40 shownv2.1.261022-0ef211d6,327,340
  • Threadwire Rifle Semi Auto Rifles · Tier 1: among the best against 5 of 9, was 2 of 8
  • Collector SMGs · Tier 1: among the best against 5 of 9, was 2 of 8
  • Undercard Carbine Semi Auto Rifles · Tier 1: among the best against 6 of 9, was 3 of 8
  • Vanguard Rifle Assault Rifles · Tier 1: among the best against 7 of 9, was 4 of 8
  • Medium Armor · Tier 1: among the best against 7 of 9, was 4 of 8
  • Light Armor · Tier 1: among the best against 7 of 9, was 4 of 8
  • Sweeper SMG SMGs · Tier 1: among the best against 4 of 9, was 2 of 8
  • Scout Carbine Semi Auto Rifles · Tier 1: among the best against 4 of 9, was 2 of 8
Oct 15, 2026, 17:50v2.0.261015-bf5f8ab6,124,860no big change
Oct 15, 2026, 02:38v2.0.261015-bf5f8ab6,124,860no big change
Oct 10, 2026, 21:21v1.10.261008-8669e246,086,510

The calculation itself changed in this version, not only the game data.

no big change
Oct 10, 2026, 13:30v1.10.261008-8669e246,086,510first version recorded

How it is calculated

  • Each tier is tested on its own: the gear of the tier against the enemies of the same tier. Faction weapons and the starting gear fight in tier 1, which is their level.
  • Every weapon fights with the best ammunition it accepts against that enemy, and with every combination of helmet, chest and legs, mixing classes. The set bonus of the armor mastery only comes with three pieces of the same class, as in the game.
  • Every enemy is fought in the terrains where it appears on the map, weighted by the number of hexes: the terrain gives a damage bonus to some weapon classes and cover armor. Enemies that are not on the map are fought on neutral ground.
  • The character has the mastery of the middle of the tier in every class, the specialisation that experience gives, and the health of Vitality at the same level. No medications, buffs or accessories.
  • “Among the best” means within 5 points of the best win chance against that enemy; “far behind” means 20 points or more below it. Enemies that every weapon beats, or that none can beat, do not count.
  • It is a simulation with the rules of the battle simulator of the wiki, not the game itself, and it does not weigh how hard each item is to get. The balance of the game changes in almost every update, and so does this page.

Battle simulator → · Combat numbers →

The math, step by step

Everything needed to repeat this test by hand or in code. The numbers of each weapon, ammunition, armor piece and enemy are the game's own and are on their pages in this wiki; below are the rules and the numbers this version used.

1. Who fights

Each tier is tested on its own: the gear of the tier against the enemies of the same tier. Faction weapons and the starting gear fight in tier 1, which is their level.

TierMastery levelHealthWeaponsArmor combinationsEnemiesDistinct fightsSimulated fights
Tier 1270282161561,3463,553,580
Tier 25100112161832,9371,732,910
Tier 38130111251914,7751,040,850

The character has the same mastery level L in every weapon and armor class, and Vitality at the same level: health = 60 + 10 × (L − 1).

The specialisation is not chosen: it is the highest level whose XP requirement fits in 25% of the XP that mastery level L requires, which is the share of mastery XP that also goes to the specialisation.

No medications on the belt, no buffs and no accessories.

Tier 1: mastery bonuses and perks in effect
ClassMastery XPMastery bonusSpecialisation levelPerks
Blunt Melee500+1 hit chance1—
Sharp Melee500+1 hit chance1—
Pistols500+1 hit chance1—
SMGs500+1 hit chance1—
Shotguns500+1 hit chance1—
Bolt Action Rifles500+1 hit chance1—
Semi Auto Rifles500+1 hit chance1—
Assault Rifles500+1 hit chance1—
Sniper Rifles500+1 hit chance1—
Miniguns500+1 hit chance1—
Launchers500+1 hit chance1—
Improvised500+1 prime resist armor rating1—
Light500+1 prime resist armor rating1—
Medium500+1 prime resist armor rating1—
Heavy500+1 prime resist armor rating1—
Hi-Tech500+1 prime resist armor rating1—
Tier 2: mastery bonuses and perks in effect
ClassMastery XPMastery bonusSpecialisation levelPerks
Blunt Melee9,000+2 hit chance, +1 min dmg2
  • Crushing Blow: On hit: 25% chance to bypass enemy armor
Sharp Melee9,000+2 hit chance, +1 min dmg2
  • Sharp Edge: On critical hit: ignore enemy armor reduction
Pistols9,000+2 hit chance, +1 min dmg2
  • Gunslinger: Fire twice during your first attack
SMGs9,000+2 hit chance, +1 min dmg2
  • Extended Mags: +25% ammo clip size for all sub-machine guns
Shotguns9,000+2 hit chance, +1 min dmg2
  • Meat Grinder: 33% increase damage when enemy has <= 3 AR
Bolt Action Rifles9,000+2 hit chance, +1 min dmg2
  • Penetrating Rounds: On critical hit: ignore enemy armor reduction
Semi Auto Rifles9,000+2 hit chance, +1 min dmg2
  • Perfect Shot: First shot each turn can't miss
Assault Rifles9,000+2 hit chance, +1 min dmg2
  • Crowd Control: On hit: 15% chance to knockback enemies 1 meter away
Sniper Rifles9,000+2 hit chance, +1 min dmg2
  • Precise Strike: 10% critical chance increase
Miniguns9,000+2 hit chance, +1 min dmg2
  • Steady Hold: Reduce hit penalty by 50%
Launchers9,000+2 hit chance, +1 min dmg2
  • Shrapnel: On hit: 25% chance to apply bleed
Improvised9,000+2 prime resist armor rating, +1 defense modifier2
  • Scrap Shield: +2 AR when below 33% health
Light9,000+2 prime resist armor rating, +1 defense modifier2
  • Sprinter: First movement per fight moves you next to the enemy
Medium9,000+2 prime resist armor rating, +1 defense modifier2
  • Harden Up: Each consecutive hit on you gives +1 AR (stacks up to 3)
Heavy9,000+2 prime resist armor rating, +1 defense modifier2
  • Glancing Blows: 15% chance to deflect melee attacks
Hi-Tech9,000+2 prime resist armor rating, +1 defense modifier2
  • Flux Dispersion: 15% chance to deflect Energy attacks
Tier 3: mastery bonuses and perks in effect
ClassMastery XPMastery bonusSpecialisation levelPerks
Blunt Melee243,000+3 hit chance, +1 min dmg, +1 max dmg5
  • Crushing Blow: On hit: 25% chance to bypass enemy armor
  • Unstoppable: Ignore your armor hit penalties
  • Earthshaker: On hit: 25% chance to stun an enemy
  • Shockwave: Attack twice when enemy missed you
Sharp Melee243,000+3 hit chance, +1 min dmg, +1 max dmg5
  • Sharp Edge: On critical hit: ignore enemy armor reduction
  • Bleeding Edge: On hit: 33% chance to apply bleed
  • Berserker: 50% more damage when you are below 25% health
  • Execute: 25% chance to instant kill enemies below 20% HP
Pistols243,000+3 hit chance, +1 min dmg, +1 max dmg5
  • Gunslinger: Fire twice during your first attack
  • Quick Reload: 33% Chance to get a free reload
  • Ricochet: On miss: still do 50% damage
  • Dead Eye: 20% critical chance increase
SMGs243,000+3 hit chance, +1 min dmg, +1 max dmg5
  • Extended Mags: +25% ammo clip size for all sub-machine guns
  • Controlled Burst: Each turn, first shot is a guaranteed hit
  • Ammo Conservation: 30% chance for each shot to not consume ammo
  • Suppression Expert: Each turn: fire another bullet
Shotguns243,000+3 hit chance, +1 min dmg, +1 max dmg5
  • Meat Grinder: 33% increase damage when enemy has <= 3 AR
  • Extended Mags: +25% ammo clip size for all shotguns
  • Red Mist: On hit: 25% chance to apply bleed
  • Shell Shock: On hit: 25% chance to apply fear
Bolt Action Rifles243,000+3 hit chance, +1 min dmg, +1 max dmg5
  • Penetrating Rounds: On critical hit: ignore enemy armor reduction
  • Quick Reload: First reload per combat is instant
  • Steady Hand: Each turn increase hit chance by 1, resets when you stop firing
  • Breath Control: Each turn increase damage by 1, resets when you stop firing
Semi Auto Rifles243,000+3 hit chance, +1 min dmg, +1 max dmg5
  • Perfect Shot: First shot each turn can't miss
  • Trigger Happy: Additional shot per turn
  • All Terrain: No terrain hit penalties
  • Battle Rhythm: Every 3rd attack is critical
Assault Rifles243,000+3 hit chance, +1 min dmg, +1 max dmg5
  • Crowd Control: On hit: 15% chance to knockback enemies 1 meter away
  • Correction: On miss: increases next shot's hit chance by 2
  • Drum Magazine: +50% clip size for all assault rifles
  • Close Combat Training: No hit penalties at close range (<= 2 meters)
Sniper Rifles243,000+3 hit chance, +1 min dmg, +1 max dmg5
  • Precise Strike: 10% critical chance increase
  • No Scope: 50% reduce of range hit penalties
  • Anti Armor Shells: 25% increase damage to enemies with 5+ AR
  • Fast Shot: Each turn: 50% chance for additional shot
Miniguns243,000+3 hit chance, +1 min dmg, +1 max dmg5
  • Steady Hold: Reduce hit penalty by 50%
  • Economical Warfare: Critical hits: 30% chance to cost no ammo
  • Drum Magazine: +50% ammo clip size for all machine guns
  • Rain of Bullets: 33% chance to inflict fear for 1 turn
Launchers243,000+3 hit chance, +1 min dmg, +1 max dmg5
  • Shrapnel: On hit: 25% chance to apply bleed
  • Concussion: On hit: 25% chance to apply stun
  • Quick Loader: 50% chance to reload and fire in same turn
  • Collateral Damage: On miss: still do 50% damage
Improvised243,000+3 prime resist armor rating, +1 defense modifier, +1 armor rating5
  • Scrap Shield: +2 AR when below 33% health
  • Duck & Weave: +5 Defence modifier while below 33% health
  • Unhinged: On attack: 25% chance to inflict fear for 1 turn
  • Not Today: Can't die to crtical hits
Light243,000+3 prime resist armor rating, +1 defense modifier, +1 armor rating5
  • Sprinter: First movement per fight moves you next to the enemy
  • Bullet Dodger: +5 Defence modfifer while moving
  • Parkour: Ignore terrain penalties during fight
  • Miss-ing You: On every enemy miss, increase your hit chance by 1 for 1 turn (stacks)
Medium243,000+3 prime resist armor rating, +1 defense modifier, +1 armor rating5
  • Harden Up: Each consecutive hit on you gives +1 AR (stacks up to 3)
  • Field Medic: 25% chance to preserve consumable on use
  • Battle Tested: 25% to ignore stun or fear effect
  • Reactive Plating: +1 AR for every 5 turns passed
Heavy243,000+3 prime resist armor rating, +1 defense modifier, +1 armor rating5
  • Glancing Blows: 15% chance to deflect melee attacks
  • Unbreakable: Can't be reduced below 1 HP for 1 turn (once per fight)
  • Critical Thinker: 50% chance to reroll critical attack into normal hit
  • Sealed Armor: Immune to Bleed effects
Hi-Tech243,000+3 prime resist armor rating, +1 defense modifier, +1 armor rating5
  • Flux Dispersion: 15% chance to deflect Energy attacks
  • Insulated Core: 50% AR items bonus against Energy damage
  • Watt's Up: All attacks become energy-based
  • System Override: 25% chance to stun robotic enemies with each attack

2. One attack

T = a + b + A − H − R
D = 6 + M
Critical:  a = b = 10  or  T − D ≥ 10
Hit:  Critical  or  T > D
a, b
two ten-sided dice (1 to 10), rolled again for every shot
A
accuracy of the attacker: weapon + ammunition + mastery bonus (“+N hit chance”); for an enemy, the accuracy of its attack minus its hit penalty
H
hit penalty of the armor the attacker wears: the sum of the three pieces (enemies: 0)
R
range penalty: 0 from the minimum to the optimal range of the weapon, 4 beyond the optimal, 6 closer than the minimum; beyond the maximum range the weapon does not fire
M
defense modifier of the target: the sum of its three armor pieces plus the set bonus (enemies: 0)

Each of the 100 results of the two dice is equally likely, so every chance is a count. Example: with accuracy 0 against defense 6, 85 of the 100 results hit and 15 of those are critical.

Hit chance →

3. The damage of a hit

Damage = max(1, ⌊x × (1 + B) × K⌋ − AR)
x
an integer drawn with equal chance from min to max: the damage range of the weapon (melee) or of the ammunition (firearms), each end plus the mastery bonus (“+N min dmg”, “+N max dmg”)
B
damage bonus or penalty of the terrain for the weapon class (players only) plus the perks that give a percentage of damage; they add up
K
1.5 on a critical hit, otherwise 1
AR
armor rating of the target against the damage type of the attack; a perk can make a hit ignore it
⌊ ⌋
rounded down; a hit always takes at least 1

4. Armor

AR(t) = AR₁(t) + AR₂(t) + AR₃(t) + S(t) + G
M = M₁ + M₂ + M₃ + S(M)
H = H₁ + H₂ + H₃
ARᵢ(t)
what piece i resists of damage type t: its prime armor rating if t is its prime type, its weak rating if t is its weak type, its normal rating otherwise
S
set bonus, only when helmet, chest and legs are of the same armor class: the armor mastery adds, once, its “+N armor rating” to every damage type, its “+N prime resist armor rating” to the prime types of the pieces and its “+N defense modifier” to M
G
cover armor of the terrain, against every damage type (players only)
Mᵢ, Hᵢ
defense modifier and hit penalty of piece i

Armor perks come from the specialisation of the class worn on most pieces; with three different classes, the helmet's. Enemies use the prime, weak and normal armor ratings of their own page.

5. One fight

  1. The fighters start 4 steps apart (the distance goes from 0 to 5). A coin decides who acts first in the first turn; from then on, who acts first alternates every turn.
  2. At the start of each turn, whoever is bleeding loses health. Then each fighter takes one action.
  3. The action, in this order: stunned, it is lost; with an empty clip, reload, which takes the whole action; farther than the optimal range of the weapon, one step closer; otherwise, attack with every shot the weapon fires per turn, one roll per shot, until the clip is empty or the target falls.
  4. The fight ends when the health of one of them reaches 0. After 200 turns without that it is a draw, counted as not won.
  5. Effects (stun, bleeding, fear) start on the turn after they are applied. A stun costs one action; bleeding from a perk takes 5% of the maximum health per turn until the end of the fight, since there is no bandage; fear lowers accuracy.
  6. Perks do what their game text says, with the percentages read from the text. Where the text leaves room: “each turn” is each attack; bonuses in % of damage add to each other; a count of consecutive hits taken restarts when the attacker misses; a count of consecutive turns firing restarts when the fighter moves or reloads; damage that a perk or an enemy ability adds as a fixed amount enters x, before the multiplications.
  7. Enemy abilities: Deep Cut and Carrion Shriek use the two numbers of the game file as amount and turns and come back after their cooldown; Metamorph copies your damage type and range; Paradox adds your armor to its damage (our reading of the game description).
  8. Guesses where the game does not say: fear from perks takes 2 off accuracy for one turn; enemies have no natural defense.

6. Ammunition and terrain

Each weapon uses, against each enemy, the ammunition with the highest expected damage per turn among those it accepts: same caliber, of the tier being tested or below, or faction ammunition (tier 2 rounds only fit tier 2 and 3 weapons, tier 3 rounds only tier 3 weapons).

E = n × (P₁ × μ₁ + P₂ × μ₂)
n
shots the weapon fires per turn
P₁, P₂
chance of a normal hit and of a critical hit, with A = accuracy of the weapon plus the ammunition, no penalties, and D = 6
μ₁, μ₂
average of max(1, x − AR) and of max(1, 1.5 × x − AR) over the damage range of the ammunition, AR being the enemy's armor rating against that damage type

An enemy that appears in more than one terrain is fought in each of them, and the results are weighted by the number of map hexes of each terrain where it appears:

P = Σ (hₜ ÷ h) × Pₜ
hₜ, h
hexes of terrain t where the enemy appears on the official map, and all the hexes where it appears
Pₜ
chance of winning with the damage bonus and the cover of terrain t; enemies that are not on the map fight with no terrain effect
TerrainDamageCover AR
Desert+15% Miniguns, Launchers—
Forest+25% Blunt Melee, Sharp Melee, SMGs, Shotguns+1
Hills+25% Bolt Action Rifles, Semi Auto Rifles, Assault Rifles, Sniper Rifles—
Marsh+25% SMGs, Semi Auto Rifles, Assault Rifles—
Mountains+15% Bolt Action Rifles, Sniper Rifles—
Raider Camp−10% every weapon—
Urban+25% Blunt Melee, Sharp Melee, Pistols, SMGs, Shotguns+1

7. How many fights, and the margin of error

Two armor combinations are the same fight against an enemy when they give the same hit penalty, the same defense modifier, the same armor rating against that enemy's damage type and the same perks. Each distinct fight is simulated once and its result serves every combination that shares it: nothing is sampled or left out.

First every distinct fight is repeated 30 times. Then, for each weapon and enemy, the 5 best armor profiles and every full set of a single armor class are repeated 200 times, and the new result replaces the first.

p = v ÷ n
σ = √(p × (1 − p) ÷ n)
v, n
fights won and fights simulated; p is the chance of winning
σ
standard error of p: at most 9.1 points with 30 fights and 3.5 points with 200

Taking the best of several estimates leans slightly upward; that is one reason for the tolerance of 5 points used below.

Random numbers: Python's random.Random (Mersenne Twister), seeded for each distinct fight from the text “balance|weapon|helmet/chest/legs|enemy|damage bonus|cover|s” (“f” in the second round), with the names as in the addresses of this wiki, by h ← (h × 131 + character code) mod 2,147,483,647, starting at 0. The same data gives the same numbers again; another program should agree within the margin of error, not digit by digit.

8. From the fights to the tables

m(w, e) = max { p(w, c, e) : c }
t(e) = max { m(w, e) : w }
p(w, c, e)
chance of winning with weapon w and armor combination c against enemy e
m(w, e)
the weapon with its best armor: the highest p among the combinations of the second round
t(e)
the best any weapon does against enemy e
  • Enemy with a real choice: t(e) above 5% and at least one weapon with m(w, e) more than 5 points below t(e). Only these enemies count for “among the best” and “far behind”.
  • Among the best: m(w, e) ≥ t(e) − 5 points. Far behind: m(w, e) ≤ t(e) − 20 points. The only best: the weapon reaches t(e) and every other one is at least 5 points below.
  • Wins on average, for a weapon: the average of m(w, e) over every enemy of the tier, with or without a choice.
  • Armor class: for each weapon and enemy, the highest p among the combinations with three pieces of that class. “All weapons averaged” is the average of that over the weapons and then over the enemies; “with the best weapon” takes the best weapon against each enemy; “among the best” and “far behind” compare that best with t(e).
  • Each piece on its own: the average of p in the first round over every weapon, every combination that has the piece and every enemy. “In a best loadout” counts the enemies that some weapon beats and against which a loadout within 5 points of t(e) uses the piece.
  • Mixing classes beats the full set when the best combination with pieces of more than one class is more than 5 points above the best one with a single class.
  • Summary: “among the best against at least n of N” lists what is among the best against 80% or more of the enemies with a choice; “almost never” means among the best against 10% or fewer and, for weapons, far behind against half or more.