Deep Rock Galactic is a co-op shooter where you play a dwarf miner digging through alien caves for valuable minerals. The guns you carry decide how well you survive the alien swarms, and each of the four classes, Driller, Engineer, Gunner and Scout, has its own primary and secondary weapons. Each gun suits a different job, so it helps to know how weapons unlock, work and improve before you start picking favorites.
Class
Driller
Corrosive Sludge Pump
Fires corrosive globs or charged sludge that damages enemies and leaves slowing puddles.
- Slot
- Primary
- How to Unlock
- Weapon License Course at Driller level 18
- Weapon Type
- Heavy Weapon
- Base Damage
- -
- Magazine Size
- -
- Ammo Capacity
- -
- Rate of Fire
- -
- Reload Time
- 3 s
- Key Traits
- Fires corrosive globs or charged shots that leave puddles to damage and slow enemies.
CRSPR Flamethrower
A close-range flamethrower that burns enemies and can ignite groups in its stream.
- Slot
- Primary
- How to Unlock
- Starting loadout
- Weapon Type
- Heavy Weapon
- Base Damage
- 11 Fire
- Magazine Size
- 50
- Ammo Capacity
- 300
- Rate of Fire
- -
- Reload Time
- 3 s
- Key Traits
- Leaves sticky flames on the ground that keep burning enemies.
Cryo Cannon
A freezing stream weapon that can immobilize enemies and leave them vulnerable to follow-up damage.
- Slot
- Primary
- How to Unlock
- Weapon License Course at Driller level 10
- Weapon Type
- Heavy Weapon
- Base Damage
- 6 Frost
- Magazine Size
- -
- Ammo Capacity
- 500
- Rate of Fire
- 8/s
- Reload Time
- -
- Key Traits
- Its freezing stream can immobilize enemies, leaving them vulnerable to follow-up damage.
Colette Wave Cooker
A microwave beam weapon that damages targets at range and can interact with other status effects.
- Slot
- Secondary
- How to Unlock
- Weapon License Course at Driller level 21
- Weapon Type
- Heavy Weapon
- Base Damage
- 7 Fire/Radiation
- Magazine Size
- -
- Ammo Capacity
- 300
- Rate of Fire
- 7/s
- Reload Time
- -
- Key Traits
- Its sustained microwave beam builds heat while firing and can trigger temperature effects.
Experimental Plasma Charger
A plasma pistol with quick bolts and charged shots that burst over an area.
- Slot
- Secondary
- How to Unlock
- Weapon License Course at Driller level 15
- Weapon Type
- Pistol
- Base Damage
- 20 Kinetic/Electric
- Magazine Size
- -
- Ammo Capacity
- 120
- Rate of Fire
- 8/s
- Reload Time
- -
- Key Traits
- Charged shots deal 60 direct damage and 60 area damage.
Subata 120
A semi-automatic pistol with a bonus against enemy weakpoints.
- Slot
- Secondary
- How to Unlock
- Starting loadout
- Weapon Type
- Pistol
- Base Damage
- 12 Kinetic
- Magazine Size
- 12
- Ammo Capacity
- 144
- Rate of Fire
- 8/s
- Reload Time
- 1.9 s
- Key Traits
- Its shots deal 25% extra damage to enemy weakpoints.
Class
Engineer
LOK-1 Smart Rifle
A smart rifle that locks onto targets before firing its burst.
- Slot
- Primary
- How to Unlock
- Weapon License Course at Engineer level 18
- Weapon Type
- Submachine Gun
- Base Damage
- 21 Kinetic
- Magazine Size
- 36
- Ammo Capacity
- 180
- Rate of Fire
- 5/s
- Reload Time
- 3 s
- Key Traits
- Locking on lets it fire a tracking burst at up to 12 targets.
"Stubby" Voltaic SMG
A submachine gun with a chance to electrocute enemies.
- Slot
- Primary
- How to Unlock
- Weapon License Course at Engineer level 10
- Weapon Type
- Submachine Gun
- Base Damage
- 9 Kinetic
- Magazine Size
- 30
- Ammo Capacity
- 420
- Rate of Fire
- 11/s
- Reload Time
- 2 s
- Key Traits
- Its shots have a 25% chance to electrocute enemies.
"Warthog" Auto 210
A six-shell shotgun for close-range damage.
- Slot
- Primary
- How to Unlock
- Starting loadout
- Weapon Type
- Shotgun
- Base Damage
- 7 Kinetic
- Magazine Size
- 6
- Ammo Capacity
- 90
- Rate of Fire
- 2/s
- Reload Time
- 2 s
- Key Traits
- Each shot fires eight pellets, making close-range hits its strength.
Breach Cutter
A plasma cutter that sends a damaging horizontal wave through enemies.
- Slot
- Secondary
- How to Unlock
- Weapon License Course at Engineer level 15
- Weapon Type
- Heavy Weapon
- Base Damage
- 575 Electric/Fire
- Magazine Size
- 3
- Ammo Capacity
- 12
- Rate of Fire
- 1.5/s
- Reload Time
- 3.4 s
- Key Traits
- Its plasma blade passes through enemies and terrain, damaging targets along its path.
Deepcore 40mm PGL
A grenade launcher that deals explosive damage over an area.
- Slot
- Secondary
- How to Unlock
- Starting loadout
- Weapon Type
- Heavy Weapon
- Base Damage
- 110 Explosive
- Magazine Size
- -
- Ammo Capacity
- 9
- Rate of Fire
- 2/s
- Reload Time
- 2 s
- Key Traits
- Its explosive blast can damage several enemies around the impact point.
Shard Diffractor
A laser weapon that holds a damaging beam on its target.
- Slot
- Secondary
- How to Unlock
- Weapon License Course at Engineer level 21
- Weapon Type
- Heavy Weapon
- Base Damage
- 7 Disintegrate/Fire
- Magazine Size
- -
- Ammo Capacity
- 300
- Rate of Fire
- -
- Reload Time
- -
- Key Traits
- Release the trigger to recharge its firing battery from the reserve.
Class
Gunner
"Hurricane" Guided Rocket System
A rocket launcher whose missiles can home toward aimed targets.
- Slot
- Primary
- How to Unlock
- Weapon License Course at Gunner level 18
- Weapon Type
- Heavy Weapon
- Base Damage
- 16 Kinetic
- Magazine Size
- 36
- Ammo Capacity
- 288
- Rate of Fire
- 3/s
- Reload Time
- 3.5 s
- Key Traits
- Rockets also deal 20 explosive area damage and can be guided after firing.
"Lead Storm" Powered Minigun
A high-rate minigun that builds heat while firing and uses a large ammunition pool.
- Slot
- Primary
- How to Unlock
- Starting loadout
- Weapon Type
- Heavy Weapon
- Base Damage
- 10 Kinetic
- Magazine Size
- -
- Ammo Capacity
- 2,400
- Rate of Fire
- 30/s
- Reload Time
- -
- Key Traits
- Each bullet consumes two ammo units, so the displayed 2,400 capacity yields 1,200 bullets.
"Thunderhead" Heavy Autocannon
A heavy autocannon whose explosive rounds damage enemies around each impact.
- Slot
- Primary
- How to Unlock
- Weapon License Course at Gunner level 10
- Weapon Type
- Heavy Weapon
- Base Damage
- 14 Kinetic
- Magazine Size
- 110
- Ammo Capacity
- 440
- Rate of Fire
- 5.5/s
- Reload Time
- 5 s
- Key Traits
- Each impact also deals 9 explosive damage around the target.
ArmsKore Coil Gun
A charged coil pistol that can drive shots through targets and terrain.
- Slot
- Secondary
- How to Unlock
- Weapon License Course at Gunner level 21
- Weapon Type
- Pistol
- Base Damage
- 130 Kinetic/Fire
- Magazine Size
- 1
- Ammo Capacity
- 640
- Rate of Fire
- -
- Reload Time
- 1.9 s
- Key Traits
- Charged shots pierce enemies and terrain, leaving a damaging trail.
BRT7 Burst Fire Gun
A pistol that fires three rounds in a burst.
- Slot
- Secondary
- How to Unlock
- Weapon License Course at Gunner level 15
- Weapon Type
- Pistol
- Base Damage
- 21 Kinetic
- Magazine Size
- 24
- Ammo Capacity
- 120
- Rate of Fire
- 3 bursts/s
- Reload Time
- 2.2 s
- Key Traits
- Each trigger pull fires three rounds in a burst.
"Bulldog" Heavy Revolver
A heavy revolver with a four-round cylinder and high damage per shot.
- Slot
- Secondary
- How to Unlock
- Starting loadout
- Weapon Type
- Revolver
- Base Damage
- 60 Kinetic
- Magazine Size
- 4
- Ammo Capacity
- 24
- Rate of Fire
- 2/s
- Reload Time
- 2 s
- Key Traits
- Its shots deal 25% extra damage to enemy weakpoints.
Class
Scout
Deepcore GK2
A magazine-fed automatic rifle for steady fire.
- Slot
- Primary
- How to Unlock
- Starting loadout
- Weapon Type
- Assault Rifle
- Base Damage
- 16 Kinetic
- Magazine Size
- 30
- Ammo Capacity
- 360
- Rate of Fire
- 8/s
- Reload Time
- 1.8 s
- Key Traits
- Its automatic fire and 30-round magazine support steady shooting.
DRAK-25 Plasma Carbine
A rapid plasma carbine that uses a battery and can overheat.
- Slot
- Primary
- How to Unlock
- Weapon License Course at Scout level 18
- Weapon Type
- Plasma Carbine
- Base Damage
- 9 Kinetic/Disintegrate
- Magazine Size
- -
- Ammo Capacity
- 750
- Rate of Fire
- 12/s
- Reload Time
- -
- Key Traits
- Its rapid plasma fire builds heat, forcing a short cooldown if the weapon overheats.
M1000 Classic
A precision rifle with semi-automatic shots and a charged focus mode.
- Slot
- Primary
- How to Unlock
- Weapon License Course at Scout level 10
- Weapon Type
- Semi-Automatic Rifle
- Base Damage
- 55 Kinetic
- Magazine Size
- 8
- Ammo Capacity
- 96
- Rate of Fire
- 4/s
- Reload Time
- 2.55 s
- Key Traits
- A focused shot uses two ammo and deals 100% bonus damage.
Jury-Rigged Boomstick
A double-barrel shotgun built for close-range bursts.
- Slot
- Secondary
- How to Unlock
- Starting loadout
- Weapon Type
- Shotgun
- Base Damage
- 12 Kinetic
- Magazine Size
- 2
- Ammo Capacity
- 24
- Rate of Fire
- 1.5/s
- Reload Time
- 2 s
- Key Traits
- Each shot fires eight pellets, and its forward shockwave adds 20 explosive damage.
Nishanka Boltshark X-80
A compact crossbow that loads one bolt per shot.
- Slot
- Secondary
- How to Unlock
- Weapon License Course at Scout level 21
- Weapon Type
- Crossbow
- Base Damage
- 105 Piercing
- Magazine Size
- 1
- Ammo Capacity
- 20
- Rate of Fire
- -
- Reload Time
- 1.6 s
- Key Traits
- Standard bolts also deal 60 radial damage when they hit.
Zhukov NUK17
A pair of machine pistols with a fast fire rate and a shared ammunition pool.
- Slot
- Secondary
- How to Unlock
- Weapon License Course at Scout level 15
- Weapon Type
- Submachine Gun
- Base Damage
- 12 Kinetic
- Magazine Size
- 50
- Ammo Capacity
- 650
- Rate of Fire
- 15/s
- Reload Time
- 1.8 s
- Key Traits
- The paired machine pistols fire quickly and use a shared ammunition pool.
How Weapons Fit Into Your Loadout
Each dwarf carries one primary weapon, one secondary weapon, two support tools and one throwable item. Guns only fill the primary and secondary slots, and each class offers three choices for each of them. Throwables such as grenades have a slot of their own, so they sit outside the gun count. Since your class sets which guns you can reach, choosing a class is also choosing a set of weapons, and it's worth looking at that set before you pick.
How to Unlock Weapons in Deep Rock Galactic
You don't start with every gun. Each class begins with one primary and one secondary: the CRSPR Flamethrower and Subata 120 for the Driller, the "Warthog" Auto 210 and Deepcore 40mm PGL for the Engineer, the "Lead Storm" Powered Minigun and "Bulldog" Heavy Revolver for the Gunner, and the Deepcore GK2 and Jury-Rigged Boomstick for the Scout. The other guns in each class stay locked behind Equipment Licenses, so a new dwarf has a usable loadout from the start and earns the rest over time. The license assignments for primary guns open at levels 10 and 18, and those for secondary guns open at 15 and 21.
Each license comes as an assignment made of missions, and only one assignment can be active at a time. It only moves forward when you finish the exact mission it names, so a similar mission elsewhere doesn't count. Once its missions are done and you return to the ship, the gun unlocks, and you buy it at the Equipment Terminal with Credits.
How Shooting and Reloading Work
Guns don't all fire the same way. Some fire once per press, some fire automatically while you hold the button, and some charge up before the shot leaves. Each gun has a limited fire rate, and if you press fire too early, the shot is queued and goes off once the gun is ready.
Ammo is limited, so you need to pace your shots. Each gun draws from a magazine that is backed by a reserve pool. An empty gun reloads on its own, and you can press reload to start one by hand.
How Weapon Upgrades Work
Each gun can be upgraded at the Equipment Terminal using Credits and crafting materials mined from the caves. Upgrades come in five tiers. The first is open from the start, and the rest open as your class level rises. Since every tier costs Credits and materials, it makes sense to focus on the guns you use most.
What Deep Rock Galactic Weapon Overclocks Do
Overclocks are the late-game layer on top of upgrades. Each one belongs to a single gun, and it either boosts that gun or changes how it works, with some adding new mechanics altogether. There are three types, marked by their border. Clean overclocks (green border) give a boost with no stated penalty, Balanced ones (yellow hexagon) give a bigger boost with a matching cost, and Unstable ones (red square) bring the largest changes, usually with heavy drawbacks.
Overclocks unlock after you promote a class for the first time. You craft them at the Forge from Overclock Infused Matrix Cores, along with Credits and minerals, and the overclock a core gives you is random. Cores come from weekly assignments, some events and promotions. Once crafted, an overclock stays unlocked for good, and to equip one you first need to have bought at least one upgrade in each of the gun's tiers.
Best Deep Rock Galactic Weapons
There isn't one gun that wins every mission, because the right pick depends on what's coming at you. For big crowds, the "Thunderhead" Heavy Autocannon and "Lead Storm" Powered Minigun are built to keep up, and the CRSPR Flamethrower can hit groups and flying enemies at once. The Cryo Cannon is worth a look as well, since freezing enemies makes them take extra damage.
For tougher single targets, the M1000 Classic and Bulldog Heavy Revolver put a lot of damage into each shot when you hit weak points, and the Jury-Rigged Boomstick hits hard up close. For cutting through trouble, the Breach Cutter's beam pierces obstacles and damages everything in its path. The LOK-1 Smart Rifle locks onto several enemies at once.
Player opinions on rankings still vary, so treat these as a starting point and try a few guns before you settle on one.
FAQ
What is the difference between primary and secondary weapons in Deep Rock Galactic?
Both slots take a mix of gun types. Shotguns, submachine guns and heavy weapons appear in both, but pistols, revolvers and crossbows only show up as secondaries. Assault rifles and semi-automatic rifles only show up as primaries.
What is reload canceling in Deep Rock Galactic?
It's a trick where you switch to another item right after the magazine counter updates during a reload, and the reload still goes through. The counter changes partway through the reload animation, so once you see it tick over, you can move on without losing the reload. Even with the switch delay, some items end up reloaded faster than the game was designed for, which is why players use it to get a gun back into the fight sooner.

