PUBG ยท Full Breakdown
Make sure players who land on weaker weapons and equipment still have a fair fight against players who found the best-in-slot loot.
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 โ Updated 2026, by C Dome).
Below is every weapon grouped by tier, with a one-line summary of what each proposal is trying to do. Follow any name for the full structured breakdown: the move or ability affected, the proposed adjustment, the issue it targets, and the stated reasoning.
For every weapon between B tier and the bottom of the list, apply one buff to help it compete with better-rolled loot.
A clean neck hit should kill outright, even through armor, whether it's swung or thrown.
Its limited range and fire speed mean it needs more body damage to compete without relying on headshots.
Shares the Deagle's limited range and fire rate, so it needs more damage to keep up with stronger guns.
Its slow reload makes close-quarters use risky, so it leans further into being an effective ranged weapon.
The only gun using 12-gauge slug ammo burns through what it finds too quickly, so each case yields more.
Without a grip or stock attachment point it's harder to keep stable, so landing shots should pay off more.
Lacking attachment points and bullet velocity makes it hard to land shots at range, so its bullets fly faster.
Its high rate of fire can't keep up consistent pressure past 50 meters, so its bullets travel faster.
Needing 5-7 consecutive shots to down an armored opponent is too much, so damage goes up.
Struggles to land shots at longer ranges, so its bullets travel faster.
Already strong across the board, it mainly struggles with damage falloff and armor at long range.
Built primarily for CQB as a secondary weapon, it should have a bit more reach.
Suffers from the same low-damage problem as the Micro Uzi.
Strong on paper with low recoil and spread, but damage falloff holds it back at range.
Its rate of fire and recoil feel underwhelming next to faster, lower-recoil rivals.
Dense steel impacting an opponent should do consistent damage, armor or not โ the same logic as the Machete/Sickle.
Good accuracy and damage are undercut by a fire rate that loses out at close range.
Its slow reload makes close quarters risky, so its projectile speed moves closer in line with other snipers.
Its long stun against a single target all but guarantees a kill, so duration comes down โ paired with more ammo to carry.
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.
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.
A deployed shield is a big edge against anyone caught without cover, and enables camping, so its durability comes down.
No damage falloff makes it a threat at any distance in line of sight, so its bullet velocity comes down.
Strong indirect fire against players safely behind cover leaves them little room to respond, so its rate of fire slows.
Extremely effective at close and mid range, so missed shots get a little more costly.
Manageable recoil and strong close-to-medium damage make it too easy to use well, so damage comes down slightly.
Placed where escape options are limited, it leaves little room to survive, so its blast radius shrinks.
High damage at range combined with fast follow-up shots makes it too forgiving, so recoil goes up slightly.
High damage plus faster follow-ups than bolt-actions puts it too close to the strongest sniper rifles.
Easy to control with consistent medium-range performance, so damage comes down slightly to let other ARs compete.
Can deny an area and force players out of cover for too long, so the flames burn out sooner.
Extremely high damage becomes especially powerful in full-auto, so sustained full-auto fire gets harder to control.
Its burst-fire damage compensates too well for the versatility of its firing modes.
Burst fire lets skilled players produce high damage very quickly, so the burst slows down slightly.
Strong damage with manageable medium-range recoil is a combination that's a little too easy to use.
Highly versatile with manageable recoil and strong performance at every range โ a little too good across the board.
Rapid, powerful shotgun blasts in succession make close-range fights too forgiving for the user.
Can be thrown from too safe a distance to damage players and vehicles, so placing it now takes more risk.
Two shots can eliminate an opponent with almost no chance to respond, so damage comes down slightly.
Lets a damaged vehicle recover and keep going too easily mid-match.
A very high rate of fire can burst down a target before they have time to react.
Easy to control with strong sustained fire, it competes too well with assault rifles outside close range.
Its craters give unlimited, durability-free cover on both sides of the user, unlike the Foldable Shield.
A large magazine and very high rate of fire let it sustain fire for far too long without reloading.
Its fastest firing setting eliminates targets almost too quickly for a light machine gun.
Obstructs enemy vision almost instantly and creates too many blind spots at once.
Suppressed fire that's hard to trace combined with a high rate of fire adds up to too much killing power.
Forces players out of an area while dealing damage, giving it too much control over enclosed spaces.
Obscures an area for long enough to revive, reposition, or cross open ground almost risk-free.
Substantial close-range damage from a handgun slot makes it too reliable as an emergency weapon.
Can heavily damage players around the impact point even without a direct hit.
Its entire surface blocks bullets whether it's equipped or not, giving it too much free protection.
A fast firing rate and manageable recoil let it put out high close-range damage too consistently.
Can damage multiple grouped-up players around corners or limited cover.
A successful stun removes an opponent's ability to fight for too long, handing the thrower a major advantage.
A large magazine and high rate of fire let it sustain dominant fire without reloading often enough.
High bullet velocity, low recoil, and a fast firing rate make it too forgiving at medium and long range.
Strong DMR damage with a manageable firing pattern is a combination that's a bit too easy to lean on.
Substantial long-range damage plus a faster follow-up than other bolt-actions puts it too close to the top snipers.
Strong damage, wide availability, and the ability to punish exposed players quickly add up to too much.
Extremely high damage leaves almost no chance for a player to respond once hit.
High damage and a fast firing rate make it extremely effective at close and medium range.
High damage and a fast rate of fire are held back mainly by recoil, so that's the lever that moves.
Strong damage, firing speed, and manageable recoil make it effective at almost every range.
A very high rate of fire lets it put out extreme damage in a very short window.
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