Palworld weapon tier list: why the highest DPS is not the best weapon
Beam Scatter posts the third-highest damage per second in the game and sits in D tier. The Plasma Rifle is S tier at 16,126 PPS. The gap between those two numbers is the whole tier list, and it comes down to one mechanic: whether a weapon can land a weak point hit.
Palworld 1.0 weapon tiers at a glance
- S tier
- Plasma Rifle (16,126 PPS), Drone Launcher (14,400 PPS, summon)
- A tier
- Tactical Grenade Launcher (15,487), Mechanical Bow (14,719)
- B tier
- Combat SMG (14,786 PPS, headshot capable)
- C tier
- Heavy Assault Rifle (14,379)
- D tier
- Beam Scatter (15,203 — no crits), Prototype Shotgun, Beam Launcher
- E tier
- Laser Sword, Enhanced Lily's Spear, Overheat Rifle, Plasma Cannon
- Cheapest to feed
- Mechanical Bow — sulfur ingots only
- Why melee is E
- Melee cannot trigger weak point hits, so it gets no crit multiplier
- Measured on
- Legendary rarity, no headshots, reload cycle included
- Patch checked
- 1.0.2.101103 — no weapon changes since 1.0
A weapon tier list that ranks by damage per second gets Palworld 1.0 wrong, and it gets it wrong in a way that costs you a boss fight. The Beam Scatter posts 15,203 PPS in testing — third highest in the game, ahead of the Mechanical Bow and the Combat SMG. It sits in D tier. The Plasma Rifle posts 16,126 and sits in S. Those two weapons are separated by less than 6% of raw output and four full tiers.
The reason is weak point damage. In 1.0 the crit multiplier from hitting a weak point is the dominant term in the endgame damage formula, larger than attack stat, larger than rarity. Every PPS figure here was measured without headshots, because a headshot number depends on the shooter and not the weapon. So the PPS column tells you what a weapon does when you spray it at a body, and the tier column tells you what it does when you play it properly.
That splits the roster cleanly. The Beam Scatter fires pellets with a spread wide enough that it never reliably crits — its ceiling is the number you already see. The Plasma Rifle chains between nearby enemies, ricochets off the ground, and is the easiest weapon in the game to land headshots with during a boss fight. Its real ceiling is far above its measured number. Same logic sinks the Tactical Grenade Launcher to A despite 15,487 PPS: the explosion frequently registers away from the impact point, so the crit rarely lands.
The two S-tier picks earn it differently. The Plasma Rifle is the raw-power answer, unlocked at tech level 78 and expensive to feed. The Drone Launcher is a summon: fire nine drones, swap to another weapon, and they keep attacking while you shoot. From level 77 it is effectively a permanent second weapon slot, which is why 14,400 PPS understates it — that damage is additive to whatever you fire next, not instead of it.
If ammo economy matters more to you than peak output, the Mechanical Bow is the pick and it is not close. A tier, 14,719 PPS, rising to roughly 17,391 once a Robinquill Terra in your party adds 35% charge speed — which would put it above the Plasma Rifle. It feeds on sulfur ingots alone, the cheapest endgame weapon to sustain, and it lands headshots reliably. Its base attack of 20,000 at tech level 67 is also the highest in the game before rarity scaling.
Melee collapsed entirely in 1.0, and the tier list is blunt about it: the Laser Sword and the Enhanced Lily's Spear are both E. Melee attacks cannot trigger weak point hits at all, so they receive no crit multiplier whatsoever. A Laser Sword at 2,400 legendary power manages 5,106 PPS — under a third of the S-tier weapons — and no build repairs that, because the missing multiplier is not a stat you can raise.
Two entries deserve a warning. The Beam Launcher shows 16,800 legendary power, the second-highest raw number in the game, and lands in D: it fires three shots and overheats, and both independent testers dropped it from their loadouts despite the per-shot figure. The Overheat Rifle never reloads at all, which sounds strong until you watch it burn ammunition faster than anything else in its class — E tier.
One caveat on the numbers themselves. Rarity scaling is per-weapon, not a flat factor: most weapons gain about 20% from Common to Legendary, but the Combat SMG gains 75% (907 to 1,587) and the Plasma Cannon about 30%. The Enhanced Lily's Spear does not start at Common at all. Every attack figure quoted above is at Legendary rarity, because that is the rarity the DPS tests were run on.
These measurements come from in-game testing rather than datamining, and that distinction matters here: fire rate lives in the game's blueprints rather than its data tables, so no datamine can produce a PPS figure. The values were checked against patch 1.0.2 — versions 1.0.1, 1.0.2 and the two hotfixes since contain no weapon adjustments, so the July measurements still hold.