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PUBG Mobile Weapon Tier List — Every Gun Ranked

Assault rifles, DMRs, snipers and SMGs ranked on real damage-per-second, recoil and how easy each gun is to actually control.

Most tier lists rank weapons by damage, which produces a list where the AKM beats the M416 and the Mk14 beats everything. That list is wrong in practice, because it measures a number rather than an outcome. What decides fights is how much damage you land, not how much the weapon is theoretically capable of.

So this list weighs three things: raw output, how controllable the weapon is under sustained fire, and how often you can realistically expect to find it. An airdrop-only weapon has to be genuinely exceptional to outrank something you will hold in most matches.

How these rankings are decided

  • Damage output — damage per shot combined with fire rate, which is the figure that actually decides a close-range trade.
  • Controllability — our 0–100 rating of how hard the weapon is to hold on target, where lower is easier. This is a judgement, not a measurement, and it is weighted heavily.
  • Availability — a world-spawn weapon you find every match is worth more than an airdrop weapon you find once in ten.
  • Attachment support — a weapon that takes a grip, a compensator and a stock improves far more with loot than one that takes only a muzzle.

On the numbers. Krafton does not publish weapon statistics for PUBG MOBILE. Everything here is community-measured against patch 4.5. It is reliable for comparing weapons against each other, which is what a tier list is for. Expect balance patches to move things. Use the comparison tool to check any two directly.

The tier list at a glance

All 37 weapons by tier. S-tier means pick it up over almost anything else; C-tier means it is a placeholder until something better appears.
TierWeapons
S M416 · AUG A3 · Groza · Mk14 EBR · AWM · MP5K · P90 · DBS
A SCAR-L · Beryl M762 · QBZ95 · G36C · ACE32 · Mini 14 · SLR · Mk12 · Kar98k · M24 · Mosin-Nagant · UMP45 · Vector · PP-19 Bizon · M249 · MG3 · S12K
B AKM · Mk47 Mutant · SKS · QBU · Micro UZI · Tommy Gun · DP-28 · S686 · S1897
C M16A4 · VSS · Win94

Assault rifles

The most important class in the game, because an AR is the weapon you will be holding for most of every match. If you take one decision from this guide, make it your primary rifle.

The central trade-off is 5.56 against 7.62. The 7.62 rifles — AKM, Beryl, Groza — hit harder per bullet but kick considerably more. The 5.56 rifles hit softer and stay on target. For the large majority of players, including good ones, the 5.56 option wins, because landing five of six bullets beats landing three of six that each hit 20% harder.

Assault Rifle statistics, ordered by tier. Lower control values are easier to shoot.
WeaponDamageRPM MagControlTierWhere
AUG A3 43 700 30/40 20 S Airdrop
M416 41 727 30/40 24 S World spawn
Groza 49 750 30/40 52 S Airdrop
G36C 41 700 30/40 26 A Vikendi only
QBZ95 41 652 30/40 27 A Sanhok only
SCAR-L 41 625 30/40 30 A World spawn
ACE32 43 700 30/40 40 A World spawn
Beryl M762 46 698 30/40 74 A World spawn
Mk47 Mutant 49 600 20/30 58 B World spawn
AKM 49 600 30/40 68 B World spawn
M16A4 43 800 30/40 46 C World spawn

AUG A3 — S tier

More damage than an M416 with less recoil. If you find one, drop whatever you are holding.

M416 — S tier

The default answer. Takes every attachment slot in the game, and with a compensator, vertical grip and tactical stock it becomes the flattest-shooting rifle available.

Groza — S tier

The highest damage-per-second in the game. Only takes a muzzle and sight, but at close range nothing beats it.

G36C — A tier

An M416 without the stock slot. Fast, flat and reliable, but you give up the tactical stock that makes the M416 special.

QBZ95 — A tier

Sanhok’s M416 stand-in. Slightly less recoil than the SCAR-L and a genuinely strong rifle — it is only rated lower because you cannot find it on most maps.

SCAR-L — A tier

Slower than the M416 but slightly steadier out of the box. A perfectly good rifle that most players drop the moment an M416 appears.

ACE32 — A tier

A 7.62 rifle with manageable recoil — the middle ground between the M416’s control and the AKM’s punch.

Beryl M762 — A tier

The hardest-hitting sustained-fire rifle and the hardest to control. In skilled hands it wins any close fight; in average hands it empties into the sky.

Mk47 Mutant — B tier

Two-round burst and single fire with 7.62 damage. A mid-range specialist that punishes anyone caught in the open at 150 m.

AKM — B tier

Highest damage per bullet of any common AR, but no grip slot and a violent first-shot kick. Rewards short taps, punishes spray.

M16A4 — C tier

Burst and single fire only, with no grip slot. Excellent as an early-game marksman rifle at 100–200 m, badly outgunned in a close fight.

Marksman rifles

DMRs occupy the space between an AR and a sniper: semi-automatic, high per-shot damage, effective from roughly 150 to 400 metres. They are the most underrated class in PUBG Mobile, and they are particularly worth considering if you play on high ping, because each shot is a separate deliberate decision rather than a fast pattern you have to correct mid-spray.

Marksman Rifle statistics, ordered by tier. Lower control values are easier to shoot.
WeaponDamageRPM MagControlTierWhere
Mk14 EBR 61 400 10/20 80 S Airdrop
Mini 14 46 400 20/30 18 A World spawn
Mk12 49 400 20/30 33 A World spawn
SLR 58 360 10/20 62 A World spawn
QBU 48 400 10/20 30 B Sanhok only
SKS 53 400 10/20 55 B World spawn
VSS 41 600 10/20 25 C World spawn

Mk14 EBR — S tier

The most damaging DMR, with a full-auto mode that is almost unusable without a bipod. On single fire it is devastating.

Mini 14 — A tier

The fastest bullet in the game and almost no recoil. Low damage per shot, but you can land five before a sniper reloads.

Mk12 — A tier

A big magazine, high velocity and low recoil. Arguably the most forgiving DMR for players learning bullet drop.

SLR — A tier

The hardest-hitting non-airdrop DMR. Two body shots plus one more finishes most Level 2 targets.

QBU — B tier

A Mini 14 with more damage and a permanent bipod. Excellent prone, mediocre standing.

SKS — B tier

Takes a grip and a stock, which the SLR does not — fully kitted it is controllable, unkitted it bucks badly.

VSS — C tier

Silent and comes with its own scope, but the subsonic round drops like a stone past 100 m. A close-range ambush tool, not a sniper.

Sniper rifles

Bolt-action rifles trade everything for a single decisive shot. The critical numbers are these: a Kar98k or M24 kills instantly through a Level 1 or Level 2 helmet, but not a Level 3. Only the AWM does that, and it exists only in airdrops.

That fact should shape how you use them. Against an unknown target early in a match, a headshot ends it. Against a fully-kitted squad in the last three circles, a sniper is a tool for breaking armour and forcing movement, not for securing kills alone.

Sniper Rifle statistics, ordered by tier. Lower control values are easier to shoot.
WeaponDamageRPM MagControlTierWhere
AWM 105 35 5 18 S Airdrop only
M24 79 40 5/7 14 A World spawn
Mosin-Nagant 79 40 5/7 14 A World spawn
Kar98k 75 36 5 15 A World spawn
Win94 66 90 8 22 C Miramar

AWM — S tier

The only rifle that kills through a Level 3 helmet in one shot, and the only one with its own ammunition. Every round counts.

M24 — A tier

A better Kar98k in every measurable way, and rarer. Still cannot one-shot a Level 3 helmet.

Mosin-Nagant — A tier

Statistically an M24 in a different jacket. Appears on maps where the M24 does not.

Kar98k — A tier

One-shot kills through a Level 2 helmet. The standard sniper — faster to chamber than an M24 and far easier to find.

Win94 — C tier

A lever-action with a fixed 2.7× sight and no attachment slots. Charming, occasionally lethal, generally a placeholder.

Submachine guns

SMGs win the first ninety seconds of a match and then become dead weight — with two exceptions. The UMP45 stays genuinely useful into the mid game with a 3× sight, and the Vector has the fastest time-to-kill of any early-game weapon provided you find its extended magazine.

The general rule: carry an SMG if you hot drop, and replace it with a second AR or a DMR once you are past the first circle.

Submachine Gun statistics, ordered by tier. Lower control values are easier to shoot.
WeaponDamageRPM MagControlTierWhere
P90 35 850 50 14 S Airdrop
MP5K 33 900 30/40 16 S Livik only
PP-19 Bizon 35 700 53 18 A World spawn
Vector 34 1090 13/33 20 A World spawn
UMP45 39 600 25/35 26 A World spawn
Tommy Gun 40 700 30/50 40 B World spawn
Micro UZI 26 1250 25/35 44 B World spawn

P90 — S tier

Fifty rounds, near-zero recoil and its own ammunition type. A close-quarters win button.

MP5K — S tier

Takes every attachment slot and has almost no recoil. On Livik it beats most assault rifles indoors.

PP-19 Bizon — A tier

53 rounds standard and almost no recoil. The best SMG for players who cannot yet control a spray.

Vector — A tier

The fastest time-to-kill of any early-game gun — provided you find the extended magazine. Without it, 13 rounds disappear instantly.

UMP45 — A tier

The one SMG that stays useful into the mid game. With a 3× it holds its own out to about 100 m.

Tommy Gun — B tier

Highest SMG damage with a 50-round drum, but no sight slot beyond the iron sights on most versions.

Micro UZI — B tier

A shotgun substitute for the first ninety seconds of a match. Terrifying inside a room, useless outside one.

Light machine guns

Enormous magazines, long reloads, poor mobility. LMGs are situational weapons for suppressing a squad pinned in cover rather than for duelling, and the DP-28 in particular is a strong prone-standoff weapon that most players dismiss too quickly.

Light Machine Gun statistics, ordered by tier. Lower control values are easier to shoot.
WeaponDamageRPM MagControlTierWhere
M249 45 750 100 42 A Airdrop
MG3 40 990 75 50 A Airdrop
DP-28 51 550 47 36 B World spawn

M249 — A tier

A hundred rounds without reloading. Best used to suppress a squad in cover rather than to duel.

MG3 — A tier

Switchable fire rate up to 990 rpm. Enormous sustained damage, enormous recoil.

DP-28 — B tier

47 rounds of 7.62 with a built-in bipod. Slow to reload and slow to aim, but it wins any prone standoff.

Shotguns

A shotgun is a landing weapon. Inside a building in the first minute, an S1897 or S686 ends fights instantly. Outside that context they are close to useless, and the S12K is the only one that survives a missed first shot — which is why it is the only one rated above B.

Note that the damage figures below are per pellet, with nine pellets per shell. A shell that lands entirely on target does very large damage; one at 20 metres lands two or three pellets and does almost nothing.

Shotgun statistics, ordered by tier. Lower control values are easier to shoot.
WeaponDamageRPM MagControlTierWhere
DBS 26×9 180 14 38 S Airdrop
S12K 24×9 200 5/8 34 A World spawn
S1897 24×9 55 5 28 B World spawn
S686 26×9 200 2 30 B World spawn

DBS — S tier

Fourteen shells in a bullpup double-barrel. Clears a building faster than anything else in the game.

S12K — A tier

Semi-automatic, takes rifle sights and an extended magazine. The only shotgun that survives a missed first shot.

S1897 — B tier

A pump gun with a tighter pellet spread than the S12K, and it takes a choke. The most forgiving early shotgun.

S686 — B tier

Two barrels, both fired fast. If you land both at point-blank range the fight is over; if you miss, you are dead.

What to actually carry

Tier lists are useful for deciding between two guns on the ground. They are less useful for deciding what pair to run, so here are the combinations that hold up.

Recommended two-weapon loadouts by play style.
If you…PrimarySecondaryWhy
Hot drop and fight earlyM416 or QBZ95UMP45 or VectorCovers both the first building and everything after it
Play for rank and survivalM416 with a 4×Mini 14 or Mk12Handles close fights and punishes anyone crossing open ground
SnipeKar98k or M24M416 or SCAR-LNever carry two long-range weapons — you will lose the first close fight you take
Play squads as supportDP-28 or M249M416Sustained fire to pin a squad while your team rotates onto them
Play on high pingSLR or Mk12M416Deliberate single shots forgive latency better than fast sprays

The one loadout rule that matters more than any other: do not carry two weapons that do the same job. Two ARs, or a sniper plus a DMR, leaves a range band where you have no answer at all. Cover close and far, and accept that you will be slightly worse at one of them than a specialist.

Which attachments to put on all of this is its own subject, and it makes a larger difference than most weapon choices do — see the attachments guide. If you want to check a specific matchup, the comparison tool will run the numbers for any two weapons here.