Season 11 — Galaxy Masters — has had another balance pass with patch 11.7.0, and the meta has shifted again. Light's 93R and M11 both got tapped down to A-tier while ARN-220 and XP-54 climb to S. Medium is the biggest mover this patch — R.357 and Cerberus 12GA jump all the way to S, with FAMAS, AKM, and Model 1887 rising to A, while CB-01 Repeater eases down to A. Shockwave is now an S-tier specialisation for Medium. Heavy sees .50 AKIMBO and Winch Claw promoted to S-tier, while Charge N Slam settles back to A. Here's how everything shakes out in the current meta.

Light
| Weapon | Tier | Notes |
|---|
 LH1 | S | Best Mid/Long range, exceptional with Cloak |
 ARN-220 | S | Strong hybrid weapon overall, though it lacks damage at close range |
 XP-54 | S | Fast, forgiving TTK — a genuine top-tier close-range threat now |
 93R | A | Hitscan burst melts at close-mid range, devastating TTK when bursts land clean |
 M11 | A | Dominant close range, still the best it's ever been |
 V9S | A | Fast TTK, but gets outclassed at long range |
 SR-84 | A | Buffed one-shot range — now a genuine long-range threat |
 M26 Matter | B | Niche pick for aggressive pushes, struggles beyond point-blank |
 Sword | B | Aggressive melee with reach advantage |
 Throwing Knives | B | Silent ranged option, deadly in skilled hands |
 Recurve Bow | B | High damage silent shots, punishing to miss |
 SH1900 | C | Point-blank only, 2 shots before reload |
 Dagger | C | Extreme close range melee, high risk |
| Specialisation | Tier | Notes |
|---|
 Cloaking Device | S | Buffed in S10 — now 13–29s duration |
 Evasive Dash | A | Nerfed cooldown but still strong aggressive play |
 Grappling Hook | B | Buffed cooldown — better traversal builds |
| Gadget | Tier | Notes |
|---|
 H+ Infuser | S | Heals allies from range — rare Light support tool |
 Gateway | S | Portal for instant repositioning up to 70m |
 Glitch Grenade | S | Disables enemy specs and gadgets — must-pick |
 Sonar Grenade | S | Buffed pulse radius — best intel tool in the game now |
 Vanishing Bomb | A | Cloaks your whole team for ambushes or escapes |
 Nullifier | A | Renders one enemy immune but untouchable — niche |
 Gravity Vortex | A | Pulls enemies into a zone, good for crowd control |
 Goo Grenade | B | Creates cover or blocks paths on impact |
 Frag Grenade | B | Reliable damage, outclassed by more utility options |
 Smoke Grenade | B | Obscures vision, situational but occasionally clutch |
 Tracking Dart | B | Tags enemies for your team, great for intel |
 Flashbang | C | Disorients enemies, affects allies too — risky |
 Breach Charge | C | Opens walls but better options exist for entry |
 Thermal Bore | C | Drills through surfaces, very niche use cases |
 Pyro Grenade | C | Low damage fire zone, easily avoided |

Medium
| Weapon | Tier | Notes |
|---|
 FCAR | S | Most reliable all-round Medium weapon |
 Chimera-XB | S | High damage, destroys lights |
 R.357 | S | Situational — great in hands of skilled players |
 Cerberus 12GA | S | Triple-barrel shotgun, devastating burst at close range |
 CB-01 Repeater | A | Buffed magazine size — now the premier range weapon |
 P90 | A | Shreds enemies who push into you |
 Pike-556 | A | Buffed damage falloff — much stronger at range now |
 Riot Shield | A | Buffed durability — a real objective-pushing tool now |
 FAMAS | A | Solid burst, accuracy fades in long fights |
 AKM | A | Forgiving mag, no standout range |
 Model 1887 | A | High damage shotgun, lethal at close range |
 Dual Blades | C | Fast melee, outclassed at most ranges |
 CL-40 | C | Grenade launcher, too slow for current meta |
| Specialisation | Tier | Notes |
|---|
 Heal Beam | S | Non-negotiable in most team comps |
 Shockwave | S | Aerialist spec staple — huge skill ceiling |
 Dematerializer | A | Great for repositioning and unexpected plays |
 Guardian Turret | B | Strong on defence, weak on offence |
| Gadget | Tier | Notes |
|---|
 Jump Pad | S | Instant vertical mobility for the whole team |
 Defibrillator | S | Instant revive at 40% HP — non-negotiable utility |
 Goo Grenade | S | Creates instant cover or walls off choke points |
 Zipline | A | Fast team traversal across long distances |
 Glitch Trap | A | Disables enemy specs on trigger — great on objectives |
 Gas Mine | A | Strong area denial, punishes clustered enemies |
 Data Reshaper | A | Buffed conversion radius — much less situational now |
 APS Turret | B | Auto-destroys incoming grenades and projectiles |
 Frag Grenade | B | Reliable burst damage, no frills |
 Explosive Mine | B | Good cashout trap, requires pre-positioning |
 Pyro Grenade | C | Low damage fire zone, easily avoided |
 Smoke Grenade | C | Obscures vision but rarely changes outcomes |
 Flashbang | C | Disorients enemies, affects allies too — risky |
 Proximity Sensor | C | Detects nearby enemies, very niche use |
 Gas Grenade | C | Weak damage zone, outclassed by Gas Mine |
 Hover Pad | C | Slows falling, rarely worth the gadget slot |
 Breach Drill | C | Drills through surfaces, very niche use cases |

Heavy
| Weapon | Tier | Notes |
|---|
 Lewis Gun | S | Best sustained DPS for cashout holding |
 SA1216 | S | Devastating at close range in cashout rooms |
 Shak-50 | S | High Damage — excellent on close range maps |
 KS-23 | S | Buffed slug damage — devastating and consistent now |
 .50 AKIMBO | S | Buffed reload speed — precision is finally rewarded |
 M60 | A | High ammo, sustained pressure |
 BFR Titan | A | Excellent at long range, but struggles heavily in close range |
 Sledgehammer | B | Massive melee damage, destroys structures |
 M134 Minigun | B | Unmatched suppression fire, melts anything in range |
 Flamethrower | C | Buffed in S10 — viable at low ranks |
 Spear | C | Long reach melee, outclassed by other options |
 MGL32 | C | Multi-shot grenade launcher, too slow for meta |
| Specialisation | Tier | Notes |
|---|
 Mesh Shield | S | Buffed again to 16s — now the premier defensive pick |
 Winch Claw | S | Now the premier target-isolation tool after the cooldown buff |
 Charge N Slam | A | Buffed slam radius — best gap-closer and structure destroyer |
 Goo Gun | B | Covers surfaces in goo, great for blocking pushes |
| Gadget | Tier | Notes |
|---|
 Dome Shield | S | Blocks all incoming fire — essential on cashout |
 C4 | S | High explosive for breaching or cashout defence |
 RPG-7 | S | Long-range burst that destroys structures and enemies |
 Barricade | S | Durable shield wall, controls choke points |
 Healing Emitter | A | Tosses a healing zone for nearby allies |
 LockBolt | A | Pins enemies in place, great for isolating targets |
 Explosive Mine | A | Good cashout trap, requires pre-positioning |
 Goo Grenade | B | Creates cover or blocks paths on impact |
 Anti-Gravity Cube | B | Lifts enemies and objects, disruptive but situational |
 Proximity Sensor | C | Detects nearby enemies, very niche use |
 Pyro Grenade | C | Low damage fire zone, easily avoided |
 Flashbang | C | Disorients enemies, affects allies too — risky |
 Gas Grenade | C | Weak damage zone, outclassed by other options |
 Frag Grenade | C | Reliable burst damage, no frills |
Want to climb with S-tier plays?
Our boosters use these exact builds every match. Let them carry you to your target rank.