Tier List

Weapon tiers for Underground War 2.0

S–C ranks with Cash efficiency notes, not a paid-pass shopping list.

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Weapon Tier List

Every account in Underground War 2.0 starts with the same three free tools: sniper, sword, and shovel. A medkit sits next to them as a once-per-life heal. The rocket launcher is the only paid combat tool — 350 Robux game pass 49150929. Cash does not unlock a fourth free gun. It only upgrades sword damage, sniper cooldown, shovel speed, and First Aid speed. That is why this page ranks tools with caveats instead of pretending a day-one sniper equals a cooldown-stacked one.

Scoring still drives the ranking. Two dirt blocks = 1 point and $1. A kill = 7 points and $7. Flag = 50 and $50. A tool that gets kills in the space your team actually fights is S. A tool that only works after a Robux purchase or a 200-level upgrade grind is tagged as such. Community players talk about weapon level around 200 and roughly 300% shovel/sword in late-game; those figures are not an official table. Use them as a vibe check, then spend from the upgrade planner.

S — Sniper (after cooldown)

The rifle is a long-range semi-auto that typically drops a player in one or two hits, then sits on a cooldown. Body shots and panicked hip-fire lose to anyone who sprints the gap. Head-on surface peeks, flag carriers coming out of a hole, and enemies standing on the nuke pad are the shots that pay 7 points.

Why S: once gun cooldown is upgraded, you own the open half of the fortress. You can deny a flag run without leaving a perch. You can also chip dirt (the round reduces a block’s durability), which is a slow way to open a hole if you are already holding the lane.

Why it is not free S: a stock cooldown loses the duel to a rusher who reaches sword range. If your Cash is still sitting on sword damage, you are a two-shot peashooter. Put cooldown on the planner before you call yourself a sniper main. Pair the rifle with combat tips for peek timing; this page only ranks the gun.

S — Sword (in tunnels)

The sword is a single slash with a lingering hitbox while the blade is extended. In a one-block corridor that is the best weapon in the game. You do not need to lead a projectile. You do not wait on a rifle cooldown. Cash spent on sword damage shortens the number of swings to a kill, which matters when both teams are stuffing the same hole.

Why S: most of the map is dirt. Flag routes, nuke approaches, and spawn rushes all compress into melee range. A high-damage sword turns those rooms into 7-point machines. New players can already contest with it; they just lose trades to upgraded blades.

Caveat: on the open surface a sword user is a sniper snack. If you refuse to shovel a roof or a side hole, you will die to the S-tier rifle listed above. Sword S is a location rank, not a promise that you should never touch slot 1.

A — Shovel

The shovel is the map. Hold it near dirt and it excavates; you do not have to click every voxel. Two blocks pay 1 point and $1, so a focused digger is generating score while they open a path the rusher and flag runner will use. Shovel speed upgrades make that job real. Without them you are a slow wall.

Why A, not S: a shovel does not win a sword fight and does not stop a nuke by itself. Teams that only dig will lose to a squad that also kills. Teams that never dig will never get a safe flag. Treat the shovel as infrastructure. Pathing guides live on digging; upgrade order lives on the planner.

Use the shovel to:

  • Cut a low tunnel under the mid-map so a flag runner never walks the surface.
  • Collapse or thin the dirt under a sniper perch.
  • Farm safe points when the enemy is stacked on your flag and a peek is suicide.

A / B — Rocket

A if you own the pass. B (skip) if you do not. The launcher hits hard and flies slowly. Aware players sidestep it in the open. In a tunnel, a rocket plus a sword swing is a kill that a rifle cooldown cannot match. That is the whole identity.

Do not spend upgrade Cash chasing rocket power if the pass is sitting unbought. The four Cash tracks (sword damage, gun cooldown, shovel speed, First Aid) do not replace a missing game pass. If you already own it, watch the mid-article clip for tunnel angles, then go back to funding sword and gun. Rocket is a closer, not a primary.

Utility — Medkit

Not a combat rank. One medkit per life. First Aid speed makes the channel shorter so you can duck into a hole, heal, and return before the tunnel is lost. Buy it after you stop dying to chip from a single sniper peek. Buying it first is how new accounts stay on low health and still feed 7-point kills.

What not to rank

Skins, kill effects, and shop cosmetics do not change damage or cooldown. Cash boosters and XP potions from the Robux shop or from codes change how fast you climb the upgrade tracks; they do not move a tool’s tier. The live code in September 2026 is 360K. Redeem it, then spend on sword and gun.

If you want the other half of this meta — who should hold which tool — read playstyles. If you want the hub criteria (round impact, skill floor, Cash efficiency), return to the tier list hub.

FAQ

Frequently Asked Questions

Quick answers for Underground War 2.0 players.

Is the sniper always S tier?

After gun cooldown upgrades, yes for surface control. On a new account it loses to anyone who reaches sword range. Fund cooldown before you main the rifle.

Should I upgrade shovel or sword first?

Sword damage first for most players. Shovel speed first if your job is pathing or flag routes. The upgrade planner splits new, mid, and high accounts.

Does the rocket launcher deserve S?

No. Slow projectile, paid pass, and it still wants a sword finish. A for owners who trap tunnels, skip for everyone else.

Where does Medkit sit on the tier list?

Utility only. It never scores. Buy First Aid speed after sword and gun, and after you stop dying to chip. One use per life.