STALKER 2 Våpennivåliste: Alle rangerte våpen, inkludert oppdatering 2.0 og DLC
Update 2.0 added five weapons to STALKER 2 and Cost of Hope added twelve more, which makes most weapon rankings written before August 2026 incomplete by seventeen entries. The tiers below are built from the game's own base statistics at full durability with no upgrades or attachments fitted, so they describe what a gun does before you spend a single coupon on it. Damage alone decides very little here. Ammo availability, weight, and accuracy move weapons up and down this list more than raw numbers do.
STALKER 2 Weapon Tier List
Thirty-two weapons worth carrying, ranked. Everything below D exists in the game and does not deserve a slot in your inventory once you have options. Weight is the hidden cost in every one of these choices, since a heavy rifle competes directly with the artifacts and armour you want to be hauling, and Best Armor and Artifacts in STALKER 2: Suits, Slots and Cost of Hope Additions covers what that trade actually costs you.
Tier | Weapon | Type | Caliber | DMG | ACU |
|---|---|---|---|---|---|
S | Gauss Gun | Sniper | Batteries | 5 | 5 |
S | EM-1 | Sniper | Batteries | 5 | 5 |
S | SVDM-2 | Sniper | 7.62x54 | 3.5 | 5 |
S | Sotnyk | Assault Rifle | 5.45x39 | 1.2 | 5 |
S | Clusterfuck | Assault Rifle | 5.56x45 | 1.6 | 4 |
S | Ram-2 | Shotgun | 12"/70 | 5 | 2.4 |
S | Mriya | DMR | .308 | 2.9 | 2.9 |
S | Rhino | Pistol | 9x39 | 5 | 4.1 |
A | GP37V2 | Assault Rifle | 5.56x45 | 1.8 | 4.2 |
A | Kharod | Assault Rifle | 5.56x45 | 0.9 | 4.2 |
A | M701 Super | Sniper | .308 | 5 | 5 |
A | Lynx | Sniper | 7.62x54 | 3.5 | 5 |
A | Maximum | Sniper | 7.62x54 | 3.3 | 3.8 |
A | SIC | DMR | 7.62x54 | 2.9 | 3 |
A | Luftgarde | DMR | .308 | 2.6 | 2.7 |
A | Texan | Shotgun | 12"/70 | 5 | 3.4 |
A | SPSA-14 | Shotgun | 12"/70 | 5 | 1.8 |
A | Integral-A | SMG | 9x19 | 0.7 | 3.9 |
A | Fora-230 | SMG | 9x19 | 1.4 | 2.4 |
B | Dnipro | Assault Rifle | 5.45x39 | 1.2 | 3 |
B | GP37 | Assault Rifle | 5.56x45 | 0.8 | 4.3 |
B | GP3A | DMR | .308 | 2.6 | 2.4 |
B | Saiga D-12 | Shotgun | 12"/70 | 5 | 2 |
B | Toz-34 | Shotgun | 12"/70 | 5 | 2.2 |
B | SVU-MK S-3 | Sniper | 7.62x54 | 3.3 | 4.3 |
B | Kora-1911 | Pistol | .45 | 2.1 | 2.1 |
B | Zubr-19 | SMG | 9x19 | 1.1 | 3.65 |
B | Glutton | Machine Gun | 7.62x39 | 1.1 | 2.5 |
C | AKM-74S | Assault Rifle | 5.45x39 | 1.2 | 2.7 |
C | Viper-5 | SMG | 9x19 | 1 | 3 |
C | Boomstick | Shotgun | 12"/70 | 5 | 1.7 |
D | Skif's Pistol | Pistol | 9x18 | 1.6 | 3.3 |
Three placements will look wrong at first glance. The Kharod sits in A with damage 0.9, which is lower than half the C tier, because accuracy 4.2 and a 3.8 kg frame let you land every shot and still carry loot home. The Rhino sits in S as a pistol, which sounds absurd until you fire one at a Bloodsucker and watch it fall in two rounds. And the GP37 sits a full tier below the GP37V2 despite better accuracy, because the V2 buys range 2.8 and damage 1.8 for a fire rate you rarely need against human targets. The Skif's Pistol holds its D slot for one reason: it weighs nothing at all, so there is no cost to keeping it as a last resort.
How These Tiers Were Built

Four factors decide placement, and the damage column is only one of them.
- Ammo you can actually find. 5.45x39 and 12"/70 turn up everywhere. Batteries, 9x39, and.45 do not, which caps how long a gun can carry a run.
- Accuracy over raw damage. Mutants close the distance for you. Humans do not, and a rifle that lands its shots beats one that hits harder on paper.
- Weight. The Beast machine gun weighs 10.3 kg. That is roughly four artifacts and a spare suit you now cannot carry.
- Durability drain. Every gun degrades and every repair costs coupons, so a weapon you can service at any technician outranks one that needs a specialist.
Shotgun damage needs a caveat. Ten shotguns share a damage rating of 5, which does not mean they are equal, because that number describes a spread rather than a single impact. Read the range and accuracy columns for shotguns instead, and read damage for everything else. Mutants and human patrols want opposite answers from the same inventory, and All Mutants in STALKER 2: Full List, Weaknesses and How to Kill Them covers which creatures shrug off pellets entirely.
Best Assault Rifles
Assault rifles are what you will hold for most of the game, and the spread between the good ones and the rest is wider than in any other category. Anomaly fields are where a rifle earns its accuracy rating, since shooting a Gas Bubble from a safe distance beats walking around it, and All Anomalies in STALKER 2: Types, Arch Anomalies and Where to Find Them covers which fields respond to a bullet.
Sotnyk

Accuracy 5, range 2.7, and 5.45x39 ammo you will trip over in every stash. It is the most complete assault rifle in the game and the reason most players stop shopping once they find one. At 4.7 kg it is not light, which is the only real argument against it. Nothing else in the class combines that accuracy with ammo this common, and I finished my first run still carrying one.
Clusterfuck

Damage 1.6 and accuracy 4 on 5.56x45, with range 2.4. It hits harder than the Sotnyk at the cost of a little precision, and 5.56 is common enough that sustaining it is never a problem. Weight sits at 4.3 kg, so the two rifles cost you almost the same in carrying capacity and the choice comes down to whether you prefer to land more shots or heavier ones.
GP37V2

The upgraded GP37, trading fire rate for damage 1.8 and range 2.8. That range figure is the highest among conventional assault rifles, which turns it into a marksman's option without leaving the class. The base GP37 remains easier to find, so plenty of players never handle the upgraded version at all.
Kharod

Accuracy 4.2, light at 3.8 kg, and it accepts a wide range of attachments. Damage is low at 0.9, so it rewards controlled bursts rather than spray. Its unique variant, Freedom's Bounty, is locked behind the Cost of Hope Freedom route.
Best SMGs and Machine Guns
Submachine guns solve the close-quarters problem without the reload penalty of a shotgun, and machine guns solve nothing except crowd control at a weight cost most builds cannot absorb.
Integral-A

Fire rate 5, the highest in the game, accuracy 3.9, on 9x19. The magazine is small enough to matter, and attachments fix that. As a mid-game answer to packs of dogs and snorks it has no real competition. Damage per round is the lowest of anything in the tier list at 0.7, and the fire rate makes that irrelevant inside twenty metres.
Fora-230
The Update 2.0 submachine gun, and the lightest useful weapon in this bracket at 1.7 kg. Damage 1.4 and range 1.8 both beat the Integral-A, with fire rate traded away for them. Traders at Rostok and Yaniv Station stock it, and it is the cheapest of the Update 2.0 batch to pick up early.
Glutton

7.62x39, damage 1.1, 8.7 kg. The weight is the whole discussion. It clears a corridor of zombies and then makes you leave two artifacts on the ground. Take one only when you know the route back is short.
Best Shotguns
Ten shotguns share the top damage rating, so the separation happens in range, accuracy, and how much they weigh on the walk home.
Ram-2

Damage 5, range 1.3, accuracy 2.4, and 3.5 kg. It has the best range in the fast-firing shotgun group while staying light enough to carry alongside a rifle. This is the shotgun I keep coming back to, and the range figure is the reason. Most shotguns in this game force you to be closer than you want to be, and the Ram-2 buys back a few metres of that.
Texan

Best handling and accuracy in the class, with range 1.2, and 6.2 kg of weight to pay for it. Worth it for a cleared-building run, painful on a long trek.
SPSA-14

Damage 5 with fire rate 4.9 and a low accuracy rating of 1.8, which describes exactly what it is: a wall of pellets at close range. Nothing in the Zone survives two shells from it at arm's length.
Best Snipers and DMRs
The distinction matters. Snipers trade fire rate for reach. DMRs sit in between and stay usable when something closes on you.
Gauss Gun
Damage 5, range 5, accuracy 5, fire rate 0, and battery ammo. It punches through anything and reloads slowly enough that a missed shot is a real problem. Weight is 7.0 kg. As a solution to a Pseudogiant it is unmatched, and as a solution to anything that moves quickly it is a liability.
EM-1
The same profile at 7.9 kg, also running on batteries. Where the Gauss Gun is the famous one, the EM-1 is the one people find and quietly keep.
SVDM-2
Damage 3.5, accuracy 5, range 2.5, on 7.62x54, which is common ammo. It outranges the otherwise identical Lynx and stays serviceable from the mid game to the credits.
Mriya
The Cost of Hope DMR, damage 2.9 with range 2.8 on.308. It comes from the Duty route, which means half the players who finish the expansion never see it. Anyone planning both routes should take Duty second, since this is the better of the two signature weapons.
Best Pistols
A pistol is a backup, and there are two worth the slot.
Rhino
Damage 5, accuracy 4.1, 1.5 kg, firing 9x39. It kills mutants that a rifle struggles with and carries almost no weight penalty. The ammo is the constraint.
Kora-1911
Damage 2.1 on.45 with low fire rate. It is the sensible middle option when 9x39 has run dry and you still want something that hurts.
Deadeye
Fire rate 4.98, accuracy 3.9, and 0.92 kg. It does little damage per shot and delivers a lot of them, which suits a build that already has heavy weapons covered.
Every Weapon Added in Update 2.0 and Cost of Hope
Seventeen new guns arrived in August 2026, and the split between them decides whether you can get one. Update 2.0 is free for everyone who installed the patch. The Cost of Hope twelve belong to the paid expansion, and seven of those are tied to specific quests on a specific route. Every Cost of Hope DLC Mission in STALKER 2 lists which missions hand over which weapon.
Weapon | Type | Source | Route lock |
|---|---|---|---|
ARev | Assault Rifle | Update 2.0, traders and mercenary drops | None |
SIC | DMR | Update 2.0, Rickman at Rostok | None |
GP3A | DMR | Update 2.0, Yaniv Station trader | None |
Fora-230 | SMG | Update 2.0, Rostok and Yaniv Station | None |
Jagerblick | Assault Rifle | Update 2.0 | None |
Warszawa | Assault Rifle | Cost of Hope, quest reward | Duty, side with Zulu |
Mriya | DMR | Cost of Hope, quest reward | Duty, side with Zulu |
Stranger's Rifle | Assault Rifle | Cost of Hope, unique Dnipro | Duty, side with Zulu |
The Clapper | Shotgun | Cost of Hope, quest reward | Freedom, side with Mavka |
Guardian | Shotgun | Cost of Hope, unique Saiga D-12 | Freedom, side with Mavka |
Leichtfuchs | Assault Rifle | Cost of Hope, unique ARev | Freedom, side with Mavka |
Freedom's Bounty | Assault Rifle | Cost of Hope, unique Kharod | Freedom, side with Mavka |
Justice | DMR | Cost of Hope, found in the Zone | None |
Luftgarde | DMR | Cost of Hope, unique GP3A | None |
Maximum | Sniper | Cost of Hope, found in the Zone | None |
Rifled Barrel | Shotgun | Cost of Hope, found in the Zone | None |
AKM-9B | Assault Rifle | Cost of Hope, found in the Zone | None |
Two corrections worth making, because both are widespread. Update 2.0 shipped five weapons rather than four, with the Jagerblick assault rifle regularly left off the list. And the Luftgarde is not a hidden free variant of the GP3A sitting somewhere in the base game. It is Cost of Hope content, which means anyone combing the Zone for it without the expansion installed is wasting hours.
The patch also added two optics both editions can use: a 3x scope built for Western-bloc rifles and a red dot for Eastern-bloc ones. Offset aiming came with them and no longer requires a night vision device.
Deluxe, Ultimate and Pre-Order Weapons

Eleven weapons come from editions rather than from play, and all of them arrive through Journalist Stashes rather than traders. Finish A Needle in a Haystack in Zalissya to unlock the side quest Seek, and You Shall Find, which hands over a Journalist's USB that marks every stash on your map. The stashes themselves sit in territory various groups patrol, and All Factions in STALKER 2: Bases, Reputation and Who to Side With covers who you will be walking past to reach them.
- Deluxe Edition: AR416 Monolith, Hunter, M860 Monolith, Riemann, PTM Monolith, SA-U Gabion.
- Ultimate Edition: Lullaby, Margach D-12MT, Viper Monolith, Model Competitor.
- Pre-order: Veteran.
The Model Competitor is a Rhino with identical statistics under a different name, and the Hunter is a sniper matching the M701 Super's numbers with better handling. Two of the Ultimate items, the Margach D-12MT and the PSZ-21W Shturm exoskeleton, only become reachable once you get to Prypiat, so nobody collects the full set on an early shopping trip.
What to Carry at Each Stage of the Game
Early on, take whatever fires 5.45x39 and stop optimising. The AKM-74S and the Viper-5 both work, and neither is worth upgrading, since you will replace them inside ten hours.
The middle of the game is where the Sotnyk and the Ram-2 become a complete loadout. A common-caliber rifle with accuracy 5, a light shotgun with real range, and a Rhino in the pistol slot covers humans, packs, and the occasional Bloodsucker without weighing you down.
Late, the question becomes what you cannot kill with what you have. That is when a Gauss Gun or an EM-1 earns its 7 kg, and when a DMR starts making more sense than a third assault rifle. Which route you finish on shapes that last stretch, since the Duty and Freedom paths hand out different weapons entirely, and All STALKER 2 Endings: Four Base Routes and Both Cost of Hope Outcomes covers where each one takes you.
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