RIVALS weapons decide how each round feels before the first shot is fired. A normal loadout has one Primary, one Secondary, one Melee, and one Utility item, so the useful comparison starts with slot, then moves into type, cost, unlock route, and whether the row is a normal weapon or a mode-only special.
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Weapon slot
Primary
Primary weapons carry the main damage plan. Compare the type, cost, and unlock route before spending keys, especially on Prime and Contraband rows that cost more than a normal Standard unlock.

Contraband
Distortion
- unlock route
- Keys
- cost
- 700 Keys
- use note
- Contraband primary that creates a pull-in vortex for area control and combo pressure.
- contract note
- Contracts track eliminations and playtime.

Contraband
Permafrost
- unlock route
- Keys
- cost
- 600 Keys
- use note
- Contraband primary built around slowing or freezing enemies during ranged fights.
- contract note
- Contracts track eliminations and playtime.

Prime
Energy Rifle
- unlock route
- Keys or Robux bundle
- cost
- 2
- 425 Keys
- 1299 Robux (Energy Bundle)
- use note
- Prime energy primary for steady ranged damage without normal ammo pressure.
- contract note
- Contracts track eliminations and playtime.

Prime
Flamethrower
- unlock route
- Keys or Robux bundle
- cost
- 2
- 400 Keys
- 1899 Robux (Heavy Duty Bundle)
- use note
- Prime close-range primary that pressures groups with sustained fire.
- contract note
- Contracts track eliminations and playtime.

Prime
Grenade Launcher
- unlock route
- Keys or Robux bundle
- cost
- 2
- 425 Keys
- 1899 Robux (Heavy Duty Bundle)
- use note
- Prime explosive primary for arcing splash damage around cover.
- contract note
- Contracts track eliminations and playtime.

Prime
Minigun
- unlock route
- Keys or Robux bundle
- cost
- 2
- 450 Keys
- 1899 Robux (Heavy Duty Bundle)
- use note
- Prime heavy primary for sustained fire, balanced by slower movement.
- contract note
- Contracts track eliminations and playtime.

Prime
Paintball Gun
- unlock route
- Keys or Robux bundle
- cost
- 2
- 475 Keys
- 1149 Robux (Classic Bundle)
- use note
- Prime rifle-style primary that uses fast paint shots for sustained pressure.
- contract note
- Contracts track eliminations and playtime.

Standard
Assault Rifle
- unlock route
- Free default
- cost
- Free
- default / free
- Default free loadout
- use note
- Default automatic primary for steady mid-range fights.
- contract note
- Contracts track eliminations and playtime.

Standard
Bow
- unlock route
- Keys
- cost
- 15 Keys
- use note
- Standard projectile primary for aimed charged shots and burst picks.
- contract note
- Contracts track eliminations and playtime.

Standard
Burst Rifle
- unlock route
- Keys
- cost
- 25 Keys
- use note
- Standard burst primary for controlled mid-range damage.
- contract note
- Contracts track eliminations and playtime.

Standard
Crossbow
- unlock route
- Keys
- cost
- 35 Keys
- use note
- Standard single-shot projectile primary for accurate picks.
- contract note
- Contracts track eliminations and playtime.

Standard
Gunblade
- unlock route
- Keys
- cost
- 45 Keys
- use note
- Standard hybrid primary that mixes ranged shots with blade pressure.
- contract note
- Contracts track kills and playtime.

Standard
RPG
- unlock route
- Keys or Robux bundle
- cost
- 2
- 25 Keys
- 124 Robux (RPG Bundle)
- use note
- Standard explosive launcher for splash damage and rocket-mobility plays.
- contract note
- Contracts track eliminations and playtime.

Standard
Shotgun
- unlock route
- Keys
- cost
- 20 Keys
- use note
- Standard close-range primary for heavy burst damage.
- contract note
- Contracts track eliminations and playtime.

Standard
Sniper
- unlock route
- Keys
- cost
- 75 Keys
- use note
- Standard long-range primary for precision picks.
- contract note
- Contracts track eliminations and playtime.

Contraband
Scepter
- unlock route
- Mode-exclusive
- cost
- RIVALS RNG only
- mode-exclusive note
- RIVALS RNG only
- use note
- Mode-exclusive magic-orb primary for RIVALS RNG rounds.
- contract note
- No normal weapon contract listed.
| Image | Name | Type | unlock route | cost | default / free | mode-exclusive note | use note | contract note |
|---|---|---|---|---|---|---|---|---|
![]() | Distortion | Contraband | Keys | 700 Keys | — | — | Contraband primary that creates a pull-in vortex for area control and combo pressure. | Contracts track eliminations and playtime. |
![]() | Permafrost | Contraband | Keys | 600 Keys | — | — | Contraband primary built around slowing or freezing enemies during ranged fights. | Contracts track eliminations and playtime. |
![]() | Energy Rifle | Prime | Keys or Robux bundle | 425 Keys; 1299 Robux (Energy Bundle) | — | — | Prime energy primary for steady ranged damage without normal ammo pressure. | Contracts track eliminations and playtime. |
![]() | Flamethrower | Prime | Keys or Robux bundle | 400 Keys; 1899 Robux (Heavy Duty Bundle) | — | — | Prime close-range primary that pressures groups with sustained fire. | Contracts track eliminations and playtime. |
![]() | Grenade Launcher | Prime | Keys or Robux bundle | 425 Keys; 1899 Robux (Heavy Duty Bundle) | — | — | Prime explosive primary for arcing splash damage around cover. | Contracts track eliminations and playtime. |
![]() | Minigun | Prime | Keys or Robux bundle | 450 Keys; 1899 Robux (Heavy Duty Bundle) | — | — | Prime heavy primary for sustained fire, balanced by slower movement. | Contracts track eliminations and playtime. |
![]() | Paintball Gun | Prime | Keys or Robux bundle | 475 Keys; 1149 Robux (Classic Bundle) | — | — | Prime rifle-style primary that uses fast paint shots for sustained pressure. | Contracts track eliminations and playtime. |
![]() | Assault Rifle | Standard | Free default | Free | Default free loadout | — | Default automatic primary for steady mid-range fights. | Contracts track eliminations and playtime. |
![]() | Bow | Standard | Keys | 15 Keys | — | — | Standard projectile primary for aimed charged shots and burst picks. | Contracts track eliminations and playtime. |
![]() | Burst Rifle | Standard | Keys | 25 Keys | — | — | Standard burst primary for controlled mid-range damage. | Contracts track eliminations and playtime. |
![]() | Crossbow | Standard | Keys | 35 Keys | — | — | Standard single-shot projectile primary for accurate picks. | Contracts track eliminations and playtime. |
![]() | Gunblade | Standard | Keys | 45 Keys | — | — | Standard hybrid primary that mixes ranged shots with blade pressure. | Contracts track kills and playtime. |
![]() | RPG | Standard | Keys or Robux bundle | 25 Keys; 124 Robux (RPG Bundle) | — | — | Standard explosive launcher for splash damage and rocket-mobility plays. | Contracts track eliminations and playtime. |
![]() | Shotgun | Standard | Keys | 20 Keys | — | — | Standard close-range primary for heavy burst damage. | Contracts track eliminations and playtime. |
![]() | Sniper | Standard | Keys | 75 Keys | — | — | Standard long-range primary for precision picks. | Contracts track eliminations and playtime. |
![]() | Scepter | Contraband | Mode-exclusive | RIVALS RNG only | — | RIVALS RNG only | Mode-exclusive magic-orb primary for RIVALS RNG rounds. | No normal weapon contract listed. |
Weapon slot
Secondary
Secondary weapons cover backup damage, burst windows, close-range finishes, or special sidearm mechanics. They matter most when your Primary leaves a gap, such as slow reloads, weak close-range pressure, or limited mobility.

Contraband
Warper
- unlock route
- Keys
- cost
- 650 Keys
- use note
- Contraband secondary that creates portals for repositioning and tricky angles.
- contract note
- Contracts track portals spawned and playtime.

Prime
Energy Pistols
- unlock route
- Keys or Robux bundle
- cost
- 2
- 400 Keys
- 1299 Robux (Energy Bundle)
- use note
- Prime dual-pistol secondary for quick backup energy damage.
- contract note
- Contracts track eliminations and playtime.

Prime
Exogun
- unlock route
- Keys or Robux bundle
- cost
- 2
- 350 Keys
- 649 Robux (Exogun Bundle)
- use note
- Prime projectile secondary for special burst pressure from the backup slot.
- contract note
- Contracts track eliminations and playtime.

Prime
Slingshot
- unlock route
- Keys or Robux bundle
- cost
- 2
- 300 Keys
- 1149 Robux (Classic Bundle)
- use note
- Prime projectile secondary that favors fast shots and mobility.
- contract note
- Contracts track playtime.

Standard
Daggers
- unlock route
- Keys
- cost
- 30 Keys
- use note
- Standard thrown-blade secondary for quick burst attacks.
- contract note
- Contracts track eliminations and playtime.

Standard
Flare Gun
- unlock route
- Keys
- cost
- 10 Keys
- use note
- Standard flare secondary for damage-over-time pressure and utility.
- contract note
- Contracts track damage dealt and playtime.

Standard
Handgun
- unlock route
- Free default
- cost
- Free
- default / free
- Default free loadout
- use note
- Default sidearm for reliable backup damage.
- contract note
- Contracts track eliminations and playtime.

Standard
Revolver
- unlock route
- Keys
- cost
- 25 Keys
- use note
- Standard precision sidearm with a burst fan-shot ability.
- contract note
- Contracts track eliminations and playtime.

Standard
Shorty
- unlock route
- Keys or Robux bundle
- cost
- 2
- 20 Keys
- 49 Robux (Starter Bundle)
- use note
- Standard close-range sidearm that acts like a compact shotgun.
- contract note
- Contracts track eliminations and playtime.

Standard
Spray
- unlock route
- Keys
- cost
- 5 Keys
- use note
- Standard automatic secondary for short-range backup pressure.
- contract note
- Contracts track eliminations and playtime.

Standard
Uzi
- unlock route
- Keys
- cost
- 20 Keys
- use note
- Standard automatic sidearm for fast close-to-mid-range damage.
- contract note
- Contracts track eliminations and playtime.

Contraband
Glass Cannon
- unlock route
- Mode-exclusive
- cost
- RIVALS RNG and Gun Game only
- mode-exclusive note
- RIVALS RNG and Gun Game only
- use note
- Mode-exclusive high-risk secondary for RIVALS RNG and Gun Game.
- contract note
- No normal weapon contract listed.
| Image | Name | Type | unlock route | cost | default / free | mode-exclusive note | use note | contract note |
|---|---|---|---|---|---|---|---|---|
![]() | Warper | Contraband | Keys | 650 Keys | — | — | Contraband secondary that creates portals for repositioning and tricky angles. | Contracts track portals spawned and playtime. |
![]() | Energy Pistols | Prime | Keys or Robux bundle | 400 Keys; 1299 Robux (Energy Bundle) | — | — | Prime dual-pistol secondary for quick backup energy damage. | Contracts track eliminations and playtime. |
![]() | Exogun | Prime | Keys or Robux bundle | 350 Keys; 649 Robux (Exogun Bundle) | — | — | Prime projectile secondary for special burst pressure from the backup slot. | Contracts track eliminations and playtime. |
![]() | Slingshot | Prime | Keys or Robux bundle | 300 Keys; 1149 Robux (Classic Bundle) | — | — | Prime projectile secondary that favors fast shots and mobility. | Contracts track playtime. |
![]() | Daggers | Standard | Keys | 30 Keys | — | — | Standard thrown-blade secondary for quick burst attacks. | Contracts track eliminations and playtime. |
![]() | Flare Gun | Standard | Keys | 10 Keys | — | — | Standard flare secondary for damage-over-time pressure and utility. | Contracts track damage dealt and playtime. |
![]() | Handgun | Standard | Free default | Free | Default free loadout | — | Default sidearm for reliable backup damage. | Contracts track eliminations and playtime. |
![]() | Revolver | Standard | Keys | 25 Keys | — | — | Standard precision sidearm with a burst fan-shot ability. | Contracts track eliminations and playtime. |
![]() | Shorty | Standard | Keys or Robux bundle | 20 Keys; 49 Robux (Starter Bundle) | — | — | Standard close-range sidearm that acts like a compact shotgun. | Contracts track eliminations and playtime. |
![]() | Spray | Standard | Keys | 5 Keys | — | — | Standard automatic secondary for short-range backup pressure. | Contracts track eliminations and playtime. |
![]() | Uzi | Standard | Keys | 20 Keys | — | — | Standard automatic sidearm for fast close-to-mid-range damage. | Contracts track eliminations and playtime. |
![]() | Glass Cannon | Contraband | Mode-exclusive | RIVALS RNG and Gun Game only | — | RIVALS RNG and Gun Game only | Mode-exclusive high-risk secondary for RIVALS RNG and Gun Game. | No normal weapon contract listed. |
Weapon slot
Melee
Melee weapons are not all simple last-hit tools. Some focus on quick close damage, while others add defense, movement, cover, reach, or special mode behavior.

Prime
Maul
- unlock route
- Keys
- cost
- 550 Keys
- use note
- Prime heavy melee for slow, hard-hitting close-range swings.
- contract note
- Contracts track eliminations and playtime.

Prime
Spear
- unlock route
- Season Pass or keys
- cost
- 2
- Key cost not listed
- free from Season Pass source
- use note
- Prime melee with pokes, throws, and wall-stuck mobility utility.
- contract note
- Contracts track eliminations and playtime.

Prime
Trowel
- unlock route
- Keys or Robux bundle
- cost
- 2
- 200 Keys
- 1149 Robux (Classic Bundle)
- use note
- Prime melee that can build cover while filling the close-range slot.
- contract note
- Contracts track eliminations and playtime.

Standard
Battle Axe
- unlock route
- Keys
- cost
- 50 Keys
- use note
- Standard heavy melee for strong close-range hits.
- contract note
- Contracts track eliminations and playtime.

Standard
Chainsaw
- unlock route
- Keys
- cost
- 15 Keys
- use note
- Standard pressure melee with sustained close-range damage.
- contract note
- Contracts track eliminations and playtime.

Standard
Fists
- unlock route
- Free default
- cost
- Free
- default / free
- Default free loadout
- use note
- Default melee for quick close-range hits and starter movement.
- contract note
- Contracts track eliminations and playtime.

Standard
Katana
- unlock route
- Keys
- cost
- 45 Keys
- use note
- Standard sword melee for direct slashes and close pressure.
- contract note
- Contracts track eliminations and playtime.

Standard
Knife
- unlock route
- Keys
- cost
- 20 Keys
- use note
- Standard light melee for quick close-range attacks.
- contract note
- Contracts track eliminations and playtime.

Standard
Riot Shield
- unlock route
- Keys
- cost
- 45 Keys
- use note
- Standard defensive melee that can absorb incoming damage.
- contract note
- Contracts track damage absorbed and playtime.

Standard
Scythe
- unlock route
- Keys
- cost
- 40 Keys
- use note
- Standard melee for sweeping close-range pressure.
- contract note
- Contracts track eliminations and playtime.

Contraband
Glast Shard
- unlock route
- Mode-exclusive
- cost
- RIVALS RNG and Gun Game only
- mode-exclusive note
- RIVALS RNG and Gun Game only
- use note
- Mode-exclusive knife-like melee for RIVALS RNG and Gun Game.
- contract note
- No normal weapon contract listed.
| Image | Name | Type | unlock route | cost | default / free | mode-exclusive note | use note | contract note |
|---|---|---|---|---|---|---|---|---|
![]() | Maul | Prime | Keys | 550 Keys | — | — | Prime heavy melee for slow, hard-hitting close-range swings. | Contracts track eliminations and playtime. |
![]() | Spear | Prime | Season Pass or keys | Key cost not listed; free from Season Pass source | — | — | Prime melee with pokes, throws, and wall-stuck mobility utility. | Contracts track eliminations and playtime. |
![]() | Trowel | Prime | Keys or Robux bundle | 200 Keys; 1149 Robux (Classic Bundle) | — | — | Prime melee that can build cover while filling the close-range slot. | Contracts track eliminations and playtime. |
![]() | Battle Axe | Standard | Keys | 50 Keys | — | — | Standard heavy melee for strong close-range hits. | Contracts track eliminations and playtime. |
![]() | Chainsaw | Standard | Keys | 15 Keys | — | — | Standard pressure melee with sustained close-range damage. | Contracts track eliminations and playtime. |
![]() | Fists | Standard | Free default | Free | Default free loadout | — | Default melee for quick close-range hits and starter movement. | Contracts track eliminations and playtime. |
![]() | Katana | Standard | Keys | 45 Keys | — | — | Standard sword melee for direct slashes and close pressure. | Contracts track eliminations and playtime. |
![]() | Knife | Standard | Keys | 20 Keys | — | — | Standard light melee for quick close-range attacks. | Contracts track eliminations and playtime. |
![]() | Riot Shield | Standard | Keys | 45 Keys | — | — | Standard defensive melee that can absorb incoming damage. | Contracts track damage absorbed and playtime. |
![]() | Scythe | Standard | Keys | 40 Keys | — | — | Standard melee for sweeping close-range pressure. | Contracts track eliminations and playtime. |
![]() | Glast Shard | Contraband | Mode-exclusive | RIVALS RNG and Gun Game only | — | RIVALS RNG and Gun Game only | Mode-exclusive knife-like melee for RIVALS RNG and Gun Game. | No normal weapon contract listed. |
Weapon slot
Utility
Utility weapons handle healing, explosives, traps, movement, disruption, smoke, team support, or mode-only effects. Cost and use notes matter more than raw damage for many rows in this slot.

Contraband
Grappler
- unlock route
- Robux bundle
- cost
- 3
- Key cost not listed
- 599 Robux Prime Bundle
- 999 Robux Contraband Bundle
- use note
- Contraband utility for pulling yourself to walls or pulling enemies toward you.
- contract note
- Contracts track enemies hooked and playtime.

Prime
Medkit
- unlock route
- Keys
- cost
- 300 Keys
- use note
- Prime utility for healing during longer fights.
- contract note
- Contracts track heals given and playtime.

Prime
Subspace Tripmine
- unlock route
- Keys or Robux bundle
- cost
- 2
- 250 Keys
- 1149 Robux (Classic Bundle)
- use note
- Prime trap utility for area denial and punish setups.
- contract note
- Contracts track damage dealt and playtime.

Prime
Warpstone
- unlock route
- Keys
- cost
- 400 Keys
- use note
- Prime utility for teleporting out of danger or into a new angle.
- contract note
- Contracts track warps and playtime.

Standard
Flashbang
- unlock route
- Keys
- cost
- 15 Keys
- use note
- Standard utility that blinds enemies before a push.
- contract note
- Contracts track enemies blinded and playtime.

Standard
Freeze Ray
- unlock route
- Keys
- cost
- 45 Keys
- use note
- Standard utility that freezes enemies to set up follow-up damage.
- contract note
- Contracts track enemies frozen and playtime.

Standard
Grenade
- unlock route
- Free default
- cost
- Free
- default / free
- Default free loadout
- use note
- Default explosive utility for splash damage and pressure around cover.
- contract note
- Contracts track damage dealt and playtime.

Standard
Jump Pad
- unlock route
- Jump Shards
- cost
- 9 Jump Shards
- use note
- Standard utility that launches players and unlocks through Jump Shards.
- contract note
- Contracts track players bounced and playtime.

Standard
Molotov
- unlock route
- Keys
- cost
- 25 Keys
- use note
- Standard fire utility for area denial and damage-over-time pressure.
- contract note
- Contracts track damage dealt and playtime.

Standard
Satchel
- unlock route
- Keys
- cost
- 35 Keys
- use note
- Standard remote explosive utility for burst damage and movement tricks.
- contract note
- Contracts track damage dealt and playtime.

Standard
Smoke Grenade
- unlock route
- Keys
- cost
- 10 Keys
- use note
- Standard utility that creates smoke cover and blocks sightlines.
- contract note
- Contracts track enemies smoked and playtime.

Standard
War Horn
- unlock route
- Keys
- cost
- 30 Keys
- use note
- Standard support utility that empowers teammates or a push.
- contract note
- Contracts track players empowered and playtime.

Contraband
Elixir
- unlock route
- Mode-exclusive
- cost
- RIVALS RNG only
- mode-exclusive note
- RIVALS RNG only
- use note
- Mode-exclusive throwable utility that can damage enemies or heal allies in RIVALS RNG.
- contract note
- No normal weapon contract listed.

Contraband
RNG Dice
- unlock route
- Mode-exclusive
- cost
- RIVALS RNG only
- mode-exclusive note
- RIVALS RNG only
- use note
- Mode-exclusive RIVALS RNG utility that rolls other weapon behavior.
- contract note
- No normal weapon contract listed.
| Image | Name | Type | unlock route | cost | default / free | mode-exclusive note | use note | contract note |
|---|---|---|---|---|---|---|---|---|
![]() | Grappler | Contraband | Robux bundle | Key cost not listed; 599 Robux Prime Bundle; 999 Robux Contraband Bundle | — | — | Contraband utility for pulling yourself to walls or pulling enemies toward you. | Contracts track enemies hooked and playtime. |
![]() | Medkit | Prime | Keys | 300 Keys | — | — | Prime utility for healing during longer fights. | Contracts track heals given and playtime. |
![]() | Subspace Tripmine | Prime | Keys or Robux bundle | 250 Keys; 1149 Robux (Classic Bundle) | — | — | Prime trap utility for area denial and punish setups. | Contracts track damage dealt and playtime. |
![]() | Warpstone | Prime | Keys | 400 Keys | — | — | Prime utility for teleporting out of danger or into a new angle. | Contracts track warps and playtime. |
![]() | Flashbang | Standard | Keys | 15 Keys | — | — | Standard utility that blinds enemies before a push. | Contracts track enemies blinded and playtime. |
![]() | Freeze Ray | Standard | Keys | 45 Keys | — | — | Standard utility that freezes enemies to set up follow-up damage. | Contracts track enemies frozen and playtime. |
![]() | Grenade | Standard | Free default | Free | Default free loadout | — | Default explosive utility for splash damage and pressure around cover. | Contracts track damage dealt and playtime. |
![]() | Jump Pad | Standard | Jump Shards | 9 Jump Shards | — | — | Standard utility that launches players and unlocks through Jump Shards. | Contracts track players bounced and playtime. |
![]() | Molotov | Standard | Keys | 25 Keys | — | — | Standard fire utility for area denial and damage-over-time pressure. | Contracts track damage dealt and playtime. |
![]() | Satchel | Standard | Keys | 35 Keys | — | — | Standard remote explosive utility for burst damage and movement tricks. | Contracts track damage dealt and playtime. |
![]() | Smoke Grenade | Standard | Keys | 10 Keys | — | — | Standard utility that creates smoke cover and blocks sightlines. | Contracts track enemies smoked and playtime. |
![]() | War Horn | Standard | Keys | 30 Keys | — | — | Standard support utility that empowers teammates or a push. | Contracts track players empowered and playtime. |
![]() | Elixir | Contraband | Mode-exclusive | RIVALS RNG only | — | RIVALS RNG only | Mode-exclusive throwable utility that can damage enemies or heal allies in RIVALS RNG. | No normal weapon contract listed. |
![]() | RNG Dice | Contraband | Mode-exclusive | RIVALS RNG only | — | RIVALS RNG only | Mode-exclusive RIVALS RNG utility that rolls other weapon behavior. | No normal weapon contract listed. |
How to unlock RIVALS weapons
RIVALS uses a few different weapon routes, and they do not all mean the same thing for a player saving keys. The four free defaults are Assault Rifle, Handgun, Fists, and Grenade. Most Standard weapons are key unlocks, while some also appear in small Robux bundles. Prime weapons usually cost more keys or appear in larger themed bundles. Contraband weapons are the special high-cost or unusual rows, and several of them are not normal unlock goals at all.
| Route | What it means | Examples |
|---|---|---|
| Free default | Given as the starter loadout | Assault Rifle, Handgun, Fists, Grenade |
| Keys | Bought with earned weapon currency | Bow, Revolver, Katana, Smoke Grenade |
| Keys or Robux bundle | Unlockable with keys or a listed bundle route | Energy Rifle, Flamethrower, Shorty, Trowel |
| Jump Shards | Requires hidden shard collection instead of keys | Jump Pad |
| Special route or unclear key price | Has an unlock note instead of a clean key-only price | Spear, Grappler |
| Mode-exclusive | Appears in RIVALS RNG or Gun Game, not as a normal unlock target | Scepter, Glass Cannon, Glast Shard, Elixir, RNG Dice |
What Standard, Prime, and Contraband mean
Weapon type is mostly an unlock and source clue. Standard weapons make up the normal weapon pool and include the free defaults. Prime weapons tend to sit higher in the key and bundle ladder. Contraband weapons are special rows with unusual mechanics, higher costs, or mode-only access. Type helps explain how expensive or unusual a weapon is, but slot still matters more when you are choosing a loadout.
How contracts fit the weapon list
Most normal weapons have compact contract families, usually eliminations or playtime, with a few special objectives such as portals spawned, damage absorbed, players bounced, or enemies blinded. Those notes belong on the weapon rows because contracts are tied to the weapon you use. Full reward ladders would make the rows harder to scan, so the useful version is a short contract note beside the unlock and use details.
What to watch before spending keys
Do not treat every expensive weapon as the best first buy. A Primary upgrade changes your main fight plan. A Secondary upgrade fills gaps when your Primary is slow, short-range, or out of ammo. A Melee upgrade can add movement, defense, or reach. A Utility upgrade can matter even without direct damage if it gives healing, cover, traps, movement, or team pressure. Mode-exclusive rows should be treated as special-mode references, not as normal shopping targets.
How to Use This RIVALS Weapons List
Each entry is grouped by loadout slot. Type shows whether the weapon is Standard, Prime, or Contraband. Unlock route and Cost explain how the weapon is accessed, including keys, Robux bundles, Jump Shards, free defaults, special-route notes, or mode-only access. Default/free appears only on the four starter weapons. Mode-exclusive note appears only when the weapon belongs to RIVALS RNG or Gun Game instead of the normal unlock pool. Use note gives the practical role, and Contract note summarizes the contract family without exposing full reward ladders.
FAQ
How many weapons are in RIVALS?
RIVALS has 53 weapon rows in this set: 16 Primary, 12 Secondary, 11 Melee, and 14 Utility weapons. Five of those rows are mode-exclusive and are flagged separately.
Which RIVALS weapons are free?
The free default loadout is Assault Rifle, Handgun, Fists, and Grenade. Those four rows are marked as default free weapons so they do not get mixed up with normal key unlocks.
What is the difference between Standard, Prime, and Contraband weapons?
Standard weapons are the normal weapon class and include the free defaults. Prime weapons are usually higher-cost or bundle-linked. Contraband weapons are special rows with unusual mechanics, high costs, or mode-only access.
Which RIVALS weapons are mode-exclusive?
Scepter, Glass Cannon, Glast Shard, Elixir, and RNG Dice are the mode-exclusive rows. They appear with mode notes so they are not confused with normal unlock goals.
How do you unlock Jump Pad in RIVALS?
Jump Pad uses Jump Shards instead of normal keys. Its row is marked as a Jump Shards unlock route with a 9 Jump Shards cost.
Do weapon contracts unlock cosmetics?
Normal weapon contracts can reward keys, boxes, capsules, wraps, finishers, charms, or similar cosmetics. The weapon rows keep that as a short contract note instead of turning every contract ladder into a separate list.

