ARK 2 throws a lot of weapons and armor at you across five tiers, primitive enforcer longneck advanced and Tek, and honestly the difference between picking the right tool and the wrong one is the difference between a successful raid and staring at a respawn screen wondering what happened and I've lost so many fights because I brought the wrong loadout like bringing a longneck to a cave fight is basically suicide and I learned that the hard way more than once tbh. This guide breaks down every weapon and armor set by category ranks them by use case and gives you community-tested best-in-slot recommendations for PvP PvE boss fights and general survival basically everything I wish I knew before I wasted hundreds of hours using the wrong gear for the wrong situation. And look some of this is based on my own experience and some is from watching the r/ARK meta evolve over months so your mileage may vary but I'm pretty confident in these rankings for most situations you'll encounter.

Primitive Tier Weapons (Level 1-20)

WeaponLevelDamageBest For
Stone Pick115Gathering thatch, fiber, stone. Poor weapon.
Spear130Best early weapon. Can be thrown for ranged damage. Good against Dodos and Dilos.
Bola30Immobilizes small-medium creatures for 20 sec. Essential for early taming.
Slingshot25Torpor damage only. Useful for early passive tames. Replaced by tranq arrows at level 5.
Bow + Stone Arrow525Ranged combat against Dilos and Raptors. Decent damage for early game.
Bow + Tranq Arrow105200% torpor damage. Your primary taming tool until crossbow.

Best-in-Slot (Primitive): Spear for melee and Bow+Tranq for taming and Bola for crowd control, and honestly just skip the slingshot entirely because its torpor-to-time ratio is terrible compared to tranq arrows and you'll waste so much time trying to knock stuff out with it and the bow is unlocked at level 5 anyway so you barely have to suffer through the slingshot phase which is like maybe an hour of gameplay before you can craft something better anyway.

Mid-Tier Weapons (Level 20-60)

Crossbow (Level 15): The crossbow is a massive upgrade over the bow and I mean massive because it fires tranq arrows underwater deals 50% more torpor per shot than the bow and has a flatter trajectory and the trade-off is slower reload time (2.5 seconds vs 1 second for the bow) which honestly takes some getting used to but you should switch to crossbow for all taming at level 15 and never look back. And always craft a Mastercraft or Ascendant crossbow blueprint when you find one because the torpor per shot scales with quality and a good blueprint can last you the entire game tbh like I've used the same Ascendant crossbow blueprint from level 15 all the way to boss fights and it's never let me down not even once.

Pump-Action Shotgun (Level 40): Okay this is honestly the undisputed king of close-quarters combat in ARK 2 and I will die on this hill because it fires 6 pellets per shot each dealing 15 damage (90 damage total at point blank) and the pump-action fires faster than the regular shotgun at 1.2x fire rate and one magazine of 6 shells kills most mid-tier creatures. In PvP the pump shotgun is the room-clearing weapon of choice and you should carry it in every PvP loadout I literally don't leave my base for PvP without it and if you only craft one weapon for PvP make it the pump shotgun because it handles about 80% of engagements and the other 20% you can cover with a sniper or a longneck or whatever.

Assault Rifle (Level 45): Versatile mid-range automatic weapon with 30-round magazine 300 RPM fire rate 25 damage per bullet and it's effective for suppressing defenders during raids and fighting at medium range. But honestly it's not as effective as the shotgun in close quarters or the longneck at range it just fills the "generalist" slot which is fine for PvE decent for PvP but outclassed by specialist weapons in every specific scenario. I kind of think of it as the jack of all trades master of none weapon you can use it for everything but it's never the best choice for anything and some people swear by it though so maybe it's just my playstyle and you might love it who knows.

Longneck Rifle (Level 30): Bolt-action rifle with a scope 35 damage per shot 5-round magazine and this thing excels at hunting from range and picking off riders during PvP like it's literally the best weapon for deleting someone's driver without getting close. Its scope provides 4x zoom making it the best weapon for scouting and player elimination at range but the slow fire rate (1 shot every 2 seconds) means it is terrible up close so keep a pump shotgun as your secondary when using the longneck or you will absolutely get rushed down and destroyed and I've learned this the hard way so many times honestly.

Fabricated Sniper Rifle (Level 55): Upgrade over the longneck with 55 damage per shot 2x scope flatter trajectory and the highest single-shot damage in the non-Tek tier which means one-shot kills on players without flak armor and that is just so satisfying honestly. Excellent for base defense from elevated positions but expensive ammo (gunpowder + metal) so use sparingly because this is not a spam weapon you use it when you need to delete someone from across the map and you only carry like 50 rounds max for it.

Tek Tier Weapons (Endgame)

Tek weapons require Element to craft and charge and they are the definitive endgame tools but here's the thing you need a steady Element income from boss fights to actually use them regularly or you'll run out mid-fight and be completely screwed and I've seen this happen to people who got cocky with their Tek gear and forgot to check their charge level. The Tek Rifle fires a rapid plasma bolt that deals 60 damage per hit with a high fire rate of 450 RPM and requires Element to charge and it's the best all-around Tek weapon useful in pretty much every scenario you can think of from PvE clearing to PvP engagements. The Tek Railgun fires a charged plasma shot that deals 200 damage with an 8-second charge time and penetrates armor and structures making it the single most devastating PvP weapon in the game and best against players in Tek armor and mounted riders though the charge time is brutal so you really need to time your shots. Tek Grenades deal 2x the damage of standard grenades with a large blast radius and they're expensive to craft but the best PvP explosive period no question. The Tek Sword has 80 base damage ignores 50% of target armor with a swing speed faster than the metal sword and it's literally the best melee weapon in the game by every metric and if you have the Element to sustain it you should always use it over any other melee option. And the Tek Pistol is a semi-automatic plasma pistol with 40 damage per shot that uses less Element charge than the Tek Rifle and it's a decent backup weapon but honestly outclassed by the Tek Rifle for primary use kind of a "use if you have spare Element" situation. So basically for Tek tier you want the Rifle for everything the Railgun for PvP sniping and the Sword for melee and the rest is situational or for when you're swimming in Element and want to show off and stuff like that.

Armor Set Comparison

ArmorLevelArmor ValueBest ForWeakness
Cloth215Starter, hot climatesAlmost no damage protection
Hide1050Early game, cold, insulationLow durability
Chitin20125Early combat, durabilityPoor insulation, weight
Flak30250PvP combat, boss fightsHeavy, poor insulation
Fur35100Snow biome, cold protectionPoor combat stats
Ghillie4080Stealth, scouting, desertPoor durability
SCUBA5060Underwater explorationNo combat value
Riot60350Tank build, PvP soakingVery heavy, slow movement
Tek85500EverythingRequires Element to charge

Best-in-Slot by Use Case

PvP Combat: Flak armor (good protection-to-weight ratio) + Pump Shotgun (room clearing) + Longneck/Sniper (ranged eliminations) and honestly if you can afford Tek armor + Tek Railgun the Tek setup is just better in every way but most people can't sustain the Element cost so Flak is the realistic choice for daily PvP. I've been running Flak + Pump Shotgun + Longneck for months and it's served me well in pretty much every PvP situation from small skirmishes to full-on base defenses to random open-world encounters and stuff like that.

PvE Survival: Flak armor (general protection) + Crossbow/Tranq (taming) + Assault Rifle (versatile combat) and bring a Pike as melee backup for when creatures get too close because they will get too close eventually and you don't want to be caught without a melee option. This setup covers basically everything you'll encounter in PvE including taming wild creatures fighting off predators general exploration and random events you stumble into.

Boss Fights: Ascendant Flak armor (highest non-Tek armor value) + Pump Shotgun (add clearing) + Yutyrannus courage roar (buff) and leave the sniper at home because boss arenas are close quarters and you won't have the distance to use it effectively. Bring 500+ shells per player and don't skimp on this because running out of ammo mid-boss fight is literally the worst feeling and I've been there and it's painful. Also bring Medical Brews like a lot of them 30+ per person at minimum.

Underwater: SCUBA set (mandatory for deep dives obviously) + Crossbow (underwater taming) + Baryonyx or Mosasaurus mount because melee weapons are ineffective underwater so rely on your mount for damage and trying to fight a Mosa with a pike underwater is just asking to die and trust me I've tried it and it went about as well as you'd expect. The crossbow is your primary tool underwater for both combat and taming and it works underwater which the bow doesn't and that alone makes it essential for any ocean content.

Stealth Scouting: Ghillie armor (reduces detection range by 60%) + Longneck with scope (long-range observation) + carry C4 for opportunistic infiltration and no heavy armor because you need to move fast and quiet and the whole point of scouting is not being seen so clanking around in Flak armor pretty much defeats the purpose. Ghillie is honestly underrated for scouting and most people just default to Flak for everything but the stealth reduction is massive when you're trying to scout enemy bases and figure out their turret coverage etc.

Use Cases

Scenario 1: Solo PvP loadout for base defense. Ascendant flak armor (crafted from a blueprint minimum 500 armor total) plus Pump-Action Shotgun (200 shells) plus Assault Rifle (400 rounds) plus Fabricated Sniper (50 rounds) plus 10 Medical Brews and 5 Focal Chili and keep this entire loadout in a vault near your base entrance because when raiders come you don't want to be running around looking for gear you want to grab it and head to your elevated turret tower for the sniper-suppression-then-shotgun-clear rotation. Honestly this loadout has saved my base more times than I can count and the shotgun alone will clear a breach point in seconds if you position right and don't panic.

Scenario 2: Boss fight gear distribution for an 8-person tribe. So 6 members wear Ascendant Flak with Pump Shotguns because they're your main damage dealers and 1 member wears Riot armor and rides the Yutyrannus for highest survivability since they need to stay alive to roar and if the Yuty rider goes down your entire damage buff disappears. And 1 member wears Ghillie (lightweight for artifact carrying) and manages the Daeodon healing pulses. Shotgun shells: 500 per combat member minimum and Medical Brews: 30 per person and Calien Soup: 10 per person for hydration and I've seen boss fights fail because someone skimped on ammo or healing and everyone wipes at 5% because one person ran out of shells which is just painful to watch.

Scenario 3: Early-game weapon upgrade path. Spear (level 1) then Bow + Stone Arrows (level 5) then Crossbow + Tranq Arrows (level 15) then Longneck Rifle (level 30) then Pump Shotgun (level 40) then Fabricated Sniper (level 55) then Tek Rifle (endgame). Skip the Pistol entirely it's just not worth the resources. Consider the Assault Rifle at level 45 if you prefer automatic weapons but the shotgun + longneck combo covers close and long range better and honestly it's what most experienced players run and I've tried every combination and the shotgun + longneck is just the most versatile setup for the cost you're not wasting resources on a weapon that's mediocre at everything you know.

Tips

These are the things I wish someone told me when I started playing ARK 2 so listen up because they'll save you a lot of frustration and deaths. Always carry a sphere because the grappling hook and climbing pick together solve every mobility problem and a sphere from the Extinction DLC if available is even better but requires Element so don't count on having one early. Blueprint quality matters more than material like a Mastercraft Crossbow deals more torpor than a primitive Fabricated Sniper so check quality before material when evaluating gear and I've seen so many players throw away amazing blueprints because they were "just" crossbows not realizing a high-quality crossbow outclasses half the late-game weapons. Medical Brews are better than cooked meat for healing at 40 HP per brew vs 20 HP per cooked meat and brews do not spoil so carry 10+ at all times from mid-game onward and I literally keep a stack of 50 in my inventory at all times and it's saved my life more times than I can count. Tek armor is a trap without Element supply because running out of Element mid-fight removes your armor bonus and slows you down so only wear Tek if you have a steady Element income from boss fights and I've seen people lose Tek armor mid-raid because their charge ran out and they went from unstoppable to dead in about 3 seconds. And the Pump Shotgun is the only PvP primary you need because the r/ARK consensus and my own experience both say the pump shotgun handles 80% of PvP engagements and the remaining 20% long-range is covered by the sniper so skip the assault rifle unless you have weight capacity to spare because the shotgun just does everything the AR does but better at close range.

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