đŸĒ‚ Balance Analysis

PUBG: Battlegrounds Balance Changes

Make sure players who land on weaker weapons and equipment still have a fair fight against players who found the best-in-slot loot.

Weapons 64
Proposed changes 66
Tier list used PUBG Weapon Tier List — Updated 2026 (C Dome)

Scope & Approach

Suggestions written against the September 12th, 2026 landscape, during patch 43.1, walking the arsenal from bottom to top using a community-accepted tier list (PUBG Weapon Tier List — Updated 2026, by C Dome).

The roster below is grouped the way the analysis is written: each tier has its own philosophy, and every weapon page lists the specific moves or abilities affected alongside the issue each change is meant to solve.

Notes On The Source Material

  • The source only addresses the bottom of the tier list (B tier down to the lowest tier, as buffs) and the top (A and S tier, as nerfs). Weapons and equipment sitting in the middle of the tier list aren't mentioned and have no suggested changes here.
  • Several high-tier recoil changes are written only as "recoil increased slightly" with no specific figure given. That qualitative direction is reproduced as-is rather than inventing a number.

Every Weapon, By Tier

Low Tier

Low Tier — One Buff Per Weapon

For every weapon between B tier and the bottom of the list, apply one buff to help it compete with better-rolled loot.

Machete / Sickle

Buffs

A clean neck hit should kill outright, even through armor, whether it's swung or thrown.

1 change 1 buff

Deagle

Buffs

Its limited range and fire speed mean it needs more body damage to compete without relying on headshots.

1 change 1 buff

P1911

Buffs

Shares the Deagle's limited range and fire rate, so it needs more damage to keep up with stronger guns.

1 change 1 buff

R1985

Buffs

Its slow reload makes close-quarters use risky, so it leans further into being an effective ranged weapon.

1 change 1 buff

O12

Buffs

The only gun using 12-gauge slug ammo burns through what it finds too quickly, so each case yields more.

1 change 1 buff

K2

Buffs

Without a grip or stock attachment point it's harder to keep stable, so landing shots should pay off more.

1 change 1 buff

Winchester 1894

Buffs

Lacking attachment points and bullet velocity makes it hard to land shots at range, so its bullets fly faster.

1 change 1 buff

Vector

Buffs

Its high rate of fire can't keep up consistent pressure past 50 meters, so its bullets travel faster.

1 change 1 buff

Micro Uzi

Buffs

Needing 5-7 consecutive shots to down an armored opponent is too much, so damage goes up.

1 change 1 buff

Tommy Gun

Buffs

Struggles to land shots at longer ranges, so its bullets travel faster.

1 change 1 buff

SCAR-L

Buffs

Already strong across the board, it mainly struggles with damage falloff and armor at long range.

1 change 1 buff

S12K

Buffs

Built primarily for CQB as a secondary weapon, it should have a bit more reach.

1 change 1 buff

Skorpion

Buffs

Suffers from the same low-damage problem as the Micro Uzi.

1 change 1 buff

P18C

Buffs

Strong on paper with low recoil and spread, but damage falloff holds it back at range.

1 change 1 buff

G36C

Buffs

Its rate of fire and recoil feel underwhelming next to faster, lower-recoil rivals.

1 change 1 buff

Crowbar

Buffs

Dense steel impacting an opponent should do consistent damage, armor or not — the same logic as the Machete/Sickle.

1 change 1 buff

AKM

Buffs

Good accuracy and damage are undercut by a fire rate that loses out at close range.

1 change 1 buff

Crossbow

Buffs

Its slow reload makes close quarters risky, so its projectile speed moves closer in line with other snipers.

1 change 1 buff

Stun Gun

Mixed

Its long stun against a single target all but guarantees a kill, so duration comes down — paired with more ammo to carry.

2 changes 1 buff 1 nerf
High Tier

High Tier — One Nerf Per Weapon

For every weapon between A and S tier, apply one nerf to one aspect of it so it's not completely dominant on the battlefield.

EMT Gear

Mixed

Makes a player too hard to finish off from behind cover or at range, so its heal/revive speed comes down, with a faster bandage to compensate.

2 changes 1 buff 1 nerf

Foldable Shield

Nerfs

A deployed shield is a big edge against anyone caught without cover, and enables camping, so its durability comes down.

1 change 1 nerf

Lynx

Nerfs

No damage falloff makes it a threat at any distance in line of sight, so its bullet velocity comes down.

1 change 1 nerf

Mortar

Nerfs

Strong indirect fire against players safely behind cover leaves them little room to respond, so its rate of fire slows.

1 change 1 nerf

S1897

Nerfs

Extremely effective at close and mid range, so missed shots get a little more costly.

1 change 1 nerf

UMP45

Nerfs

Manageable recoil and strong close-to-medium damage make it too easy to use well, so damage comes down slightly.

1 change 1 nerf

Sticky Bomb

Nerfs

Placed where escape options are limited, it leaves little room to survive, so its blast radius shrinks.

1 change 1 nerf

SLR

Nerfs

High damage at range combined with fast follow-up shots makes it too forgiving, so recoil goes up slightly.

1 change 1 nerf

Dragunov

Nerfs

High damage plus faster follow-ups than bolt-actions puts it too close to the strongest sniper rifles.

1 change 1 nerf

QBZ

Nerfs

Easy to control with consistent medium-range performance, so damage comes down slightly to let other ARs compete.

1 change 1 nerf

Molotov Cocktail

Nerfs

Can deny an area and force players out of cover for too long, so the flames burn out sooner.

1 change 1 nerf

MK14

Nerfs

Extremely high damage becomes especially powerful in full-auto, so sustained full-auto fire gets harder to control.

1 change 1 nerf

MK47 Mutant

Nerfs

Its burst-fire damage compensates too well for the versatility of its firing modes.

1 change 1 nerf

M16A4

Nerfs

Burst fire lets skilled players produce high damage very quickly, so the burst slows down slightly.

1 change 1 nerf

ACE32

Nerfs

Strong damage with manageable medium-range recoil is a combination that's a little too easy to use.

1 change 1 nerf

M416

Nerfs

Highly versatile with manageable recoil and strong performance at every range — a little too good across the board.

1 change 1 nerf

DBS

Nerfs

Rapid, powerful shotgun blasts in succession make close-range fights too forgiving for the user.

1 change 1 nerf

C4

Nerfs

Can be thrown from too safe a distance to damage players and vehicles, so placing it now takes more risk.

1 change 1 nerf

S686

Nerfs

Two shots can eliminate an opponent with almost no chance to respond, so damage comes down slightly.

1 change 1 nerf

Vehicle Repair Kit

Nerfs

Lets a damaged vehicle recover and keep going too easily mid-match.

1 change 1 nerf

MP9

Nerfs

A very high rate of fire can burst down a target before they have time to react.

1 change 1 nerf

JS9 SMG

Nerfs

Easy to control with strong sustained fire, it competes too well with assault rifles outside close range.

1 change 1 nerf

Pickaxe

Nerfs

Its craters give unlimited, durability-free cover on both sides of the user, unlike the Foldable Shield.

1 change 1 nerf

P90

Nerfs

A large magazine and very high rate of fire let it sustain fire for far too long without reloading.

1 change 1 nerf

MG3 (990 RPM)

Nerfs

Its fastest firing setting eliminates targets almost too quickly for a light machine gun.

1 change 1 nerf

M79

Nerfs

Obstructs enemy vision almost instantly and creates too many blind spots at once.

1 change 1 nerf

VSS

Nerfs

Suppressed fire that's hard to trace combined with a high rate of fire adds up to too much killing power.

1 change 1 nerf

Blue Zone Grenade

Nerfs

Forces players out of an area while dealing damage, giving it too much control over enclosed spaces.

1 change 1 nerf

Smoke Grenade

Nerfs

Obscures an area for long enough to revive, reposition, or cross open ground almost risk-free.

1 change 1 nerf

Sawed-off Shotgun

Nerfs

Substantial close-range damage from a handgun slot makes it too reliable as an emergency weapon.

1 change 1 nerf

PanzerFaust

Nerfs

Can heavily damage players around the impact point even without a direct hit.

1 change 1 nerf

Pan

Nerfs

Its entire surface blocks bullets whether it's equipped or not, giving it too much free protection.

1 change 1 nerf

MP5K

Nerfs

A fast firing rate and manageable recoil let it put out high close-range damage too consistently.

1 change 1 nerf

Frag Grenade

Nerfs

Can damage multiple grouped-up players around corners or limited cover.

1 change 1 nerf

Stun Grenade

Nerfs

A successful stun removes an opponent's ability to fight for too long, handing the thrower a major advantage.

1 change 1 nerf

M249

Nerfs

A large magazine and high rate of fire let it sustain dominant fire without reloading often enough.

1 change 1 nerf

Mini14

Nerfs

High bullet velocity, low recoil, and a fast firing rate make it too forgiving at medium and long range.

1 change 1 nerf

MK12

Nerfs

Strong DMR damage with a manageable firing pattern is a combination that's a bit too easy to lean on.

1 change 1 nerf

M24

Nerfs

Substantial long-range damage plus a faster follow-up than other bolt-actions puts it too close to the top snipers.

1 change 1 nerf

Kar98k

Nerfs

Strong damage, wide availability, and the ability to punish exposed players quickly add up to too much.

1 change 1 nerf

AWM

Nerfs

Extremely high damage leaves almost no chance for a player to respond once hit.

1 change 1 nerf

Groza

Nerfs

High damage and a fast firing rate make it extremely effective at close and medium range.

1 change 1 nerf

Beryl M762

Nerfs

High damage and a fast rate of fire are held back mainly by recoil, so that's the lever that moves.

1 change 1 nerf

AUG

Nerfs

Strong damage, firing speed, and manageable recoil make it effective at almost every range.

1 change 1 nerf

Famas

Nerfs

A very high rate of fire lets it put out extreme damage in a very short window.

1 change 1 nerf

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