Our GTA 5 weapons tier list ranks guns by extracted damage, RPM, range, magazine and practical role, with separate treatment for explosives.
Role leaders. The best general automatic plus the strongest default specialist for long range, close quarters, drive-bys and explosive anti-vehicle work.
Excellent. Excellent alternatives whose access, ammunition, magazine or role keeps them just below the default S-tier pick.
Strong. Strong and usable weapons that are replaceable by a better-equipped or more flexible option in the same broad job.
Situational. Large paper numbers or niche behaviour do not compensate for slow follow-up shots, narrow range, low capacity or awkward general use.
Weak routine value. These handguns can work, but a normal loadout has more capable choices for the same routine role.
Tiers combine base damage, fire rate, magazine, range and drop-off with practical role coverage. Snipers, shotguns, explosives and drive-by weapons are evaluated within their roles rather than forced through one automatic-weapon formula.
This GTA 5 weapons tier list puts the Combat MG Mk II, Heavy Sniper Mk II, Assault Shotgun, AP Pistol, and RPG in S tier because each is a top answer for a role players regularly need. The order uses extracted stats and practical role coverage, not the in-game HUD bars.
Tier | Meaning |
|---|---|
S | Best role-defining loadout picks |
A | Excellent alternatives with a clear tradeoff |
B | Strong but replaceable |
C | Situational, awkward, or access-dependent |
D | Weak routine value |

Weapon | Role | Data point |
|---|---|---|
General automatic | 47 damage, 556 RPM, 100 rounds | |
Long range | 230 damage, 1,500 range value | |
Close range | Repeat-fire shotgun | |
Drive-by | 25 damage, 600 RPM | |
Explosive anti-vehicle | Explosion-data role |
The Combat MG Mk II is the broadest automatic choice. The other four win specific jobs that its weapon class cannot fill.
Weapon | Role | Why it misses S |
|---|---|---|
Rifle | Easier rifle choice, less magazine pressure | |
Rifle | Strong alternative, preference decides | |
Heavy | Powerful specialist with ammunition constraints | |
Drive-by automatic | Good vehicle option, AP Pistol remains simpler | |
Mid-long range | Faster follow-ups, less per-shot force |
Weapon | Role |
|---|---|
Automatic before or without Mk II conversion | |
Close-range rifle damage model | |
Slower rifle alternative | |
Compact automatic | |
High single-shot handgun damage |
Single-shot weapons, low-capacity novelty picks, and weapons whose best case depends on a narrow encounter sit here. The Musket and Marksman Pistol can show large base damage without providing the repeatability of a normal loadout.
Routine weak-value picks belong here when another owned weapon fills the same role with a better magazine, fire rate, range profile, or access path. D tier does not mean the weapon cannot kill an NPC. It means there is little reason to make it the default.
Automatic weapons are compared using base damage, RPM, magazine, range, and drop-off. Snipers, shotguns, explosives, and drive-by weapons receive role-based evaluation because one body-shot formula would misrepresent them. Headshot values are not treated as one universal multiplier.
Comments