Choosing the right loadout in CRIMCORP's hostile Sector-07 determines whether you extract with bounties or lose your hard-earned cash on the street. The weapon meta favors high armor penetration and weapons that take advantage of the game's unique recoil mechanics, where automatics stabilize into tight laser patterns after their first few initial shots.
This guide ranks the primary firearms, sidearms, and melee weapons in Criminality based on community performance tests, dealer price-to-power ratios, and armor-shredding capability.
Criminality Weapon Tier List Overview
The rankings below evaluate weapons across all roles, factoring in purchase prices, handling quirks, and viability in standard public matches.
| Tier | Firearms | Melee Weapons |
|---|---|---|
| S-Tier | AKM, AKS-74U, M4A1, Tommy Gun | Knuckle Dusters, Fire Axe |
| A-Tier | Desert Eagle, Glock 18, UMP-45, Sawn-Off Shotgun | Metal Bat, Golf Club, Katana |
| B-Tier | SCAR-H, Glock 17, Beretta, M1911, SKS, Magnum | Baton, Machete, Crowbar, Shovel |
| C-Tier | MP7, FNP-45, Super-Shorty, The Mare | Sledgehammer, Standard Bat |
| D-Tier | MAC-10, Uzi, FN-FAL, Scout Sniper, M320 Launcher | Shiv, Bayonet, Wrench, Taiga, Fists |
| Special / High-Risk | BFG ($18,000), RPG | Chainsaw |
S-Tier Weapons: The Sector-07 Meta Kings
These weapons dominate high-level combat due to high armor penetration, controllable recoil patterns, and massive kill potential across medium to close distances.
AKM & AKS-74U
The AK family remains the gold standard for standard combat. While community members note the AKM has heavier kick and occasional feel adjustments across patches, its .80 armor penetration tears through Tier 2 and Tier 3 armor kits faster than almost any automatic in the game. In recoil testing, AK automatics stabilize after roughly their third shot, allowing experienced players to spray targets at medium and long ranges with minimal horizontal deviation. The AKS-74U offers an even more accessible recoil profile, making it a reliable weapon for solo players defending against squads.
M4A1
Available through leveling or unlocked early via the 450 Robux Weaponry gamepass, the M4A1 is the direct rival to the AK. It boasts a higher rate of fire and extremely tight grouping once its first four recoil kicks pass. While players note it costs significantly more at the Armory than an AKS, running it with weapon modifications essentially eliminates muzzle climb, turning it into a point-and-click laser beam during mid-range firefights.
Tommy Gun
The Tommy Gun is one of the most cost-effective gang-clearing weapons in Criminality. Featuring a standard 50-round drum magazine, it lets players spray entire squads without getting caught on reload. While its base armor penetration is lower than assault rifles, its recoil stabilizes after five shots. With the dealer attachment equipped, hip-fire accuracy becomes remarkably precise, compensating for its slight long-range damage fall-off.
Knuckle Dusters & Fire Axe
Among melee choices, Knuckle Dusters (purchasable via the 325 Robux pass) drastically enhance fist-fighting speed and raw punch damage, making them lethal when ambushing players in tight corners. For scrap or dealer weapons, the Fire Axe stands out: landing a clean headshot with a swinging Fire Axe deals catastrophic instant burst damage that can drop unarmored opponents in a single strike.
A-Tier Weapons: Top-Tier Sidearms and Reliable DPS
A-tier weapons excel in specific ranges, serving as lethal backups or low-cost primary tools for grinding bounties.
Desert Eagle (Deagle)
The Desert Eagle is widely recognized as the premier hand cannon in Criminality. It delivers a 2-shot down to the head and a 3-shot to the torso against unarmored targets, alongside respectable armor-piercing capabilities. The weapon suffers from aggressive semi-automatic bloom, but community shooters frequently bypass this by quickscoping between shots, resetting the random bullet deviation to score pinpoint hits across open street corridors.
Glock 18 (G-18)
The G-18 functions as a pocket submachine gun. In stock form, its horizontal kick is erratic and hard to control past close quarters. However, with dealer modifications like the drum magazine, its rate of fire overwhelms targets in close-quarters combat (CQC). It costs far less inventory space than a rifle, making it the most lethal defensive backup weapon when pinned indoors.
Sawn-Off Shotgun (Double Barrel)
Priced at just $175, the Sawn-Off is the cheapest firearm sold at dealers. While damage drop-off is harsh and it cannot one-shot armored targets from distance, it acts as the ultimate equalizer. Players frequently carry two Sawn-Offs in secondary slots, double-tapping opponents at point-blank range to shut down expensive assault rifle loadouts before looting their dropped gear.
UMP-45
The UMP-45 is an accessible automatic offering higher stability than smaller SMGs. With a low fire rate that stabilizes after three rounds, it handles similarly to an assault rifle at a fraction of the handling penalty, making it a dependable choice for conservative shooters.
B-Tier Weapons: Balanced and Budget-Friendly
These options deliver steady results, though each comes with a clear mechanical drawback or price inefficiency.
- SCAR-H: Boasts high per-shot damage and strong armor penetration that rivals the AKM. However, its small magazine size and heavy vertical kick require disciplined burst firing.
- Beretta & Glock 17: The workhorses of early progression. The Glock 17 features predictable vertical recoil that stays completely in your control. The Beretta offers a burst mode and high DPS for only $250.
- SKS & M1911: The SKS delivers reliable 4-shot body kills with zero horizontal bounce, but it is penalized by a long reload and 6.5 inventory slots. The M1911 offers comparable stopping power in a compact handgun frame with lower magazine capacity.
- Magnum: Deals massive damage capable of 2-tapping opponents, but severe recoil recovery times make follow-up shots difficult if the opening round misses.
C & D-Tier Weapons: Underperforming or Overpriced
Weapons in these brackets either suffer from terrible accuracy RNG, minimal damage output, or price tags that do not justify their performance.
- FNP-45: While equipped with an integrated red dot and suppressor, it carries an $800 purchase price and expensive $300 ammo refills. It performs similarly to the cheaper M1911 and Glock 17 while featuring bouncy horizontal recoil.
- MP7, MAC-10 & Uzi: These compact automatics kick heavily with wide horizontal spread after their initial shots. Steep damage fall-off means you must dump full magazines at point-blank range to secure downs.
- The Mare & Scout Sniper: Costing between $4,000 and $6,000, these snipers suffer from bullet drop and slow cycling speeds without consistently securing one-shot body kills against armored targets.
- M320 Grenade Launcher: An expensive launcher that lacks an instant detonation mechanism, allowing targets to easily escape blast radiuses.
- Shiv, Bayonet & Wrench: Ineffective melee weapons. The Shiv and Bayonet take 7 to 10 hits to down an enemy, offering worse offensive utility than basic fists while still consuming inventory weight.
High-Risk Special Weapons: BFG and RPG
Criminality features two ultra-heavy ordnance weapons that sit in their own risk category due to extreme operational costs.
- The BFG ($18,000): The most expensive gun sold in the game. It possesses devastating stopping power capable of downing players instantly with explosive rounds. However, each bullet costs $280 to load ($1,400 for a full refill at Armory dealers, and even higher at regular merchants). Missing a shot is financially punishing, and carrying it paints an immediate target for the entire server.
- The RPG: Priced at roughly $12,000, the Rocket Propelled Grenade serves one primary purpose: wiping clustered squads and base-camping zergs. It provides instant area-of-effect destruction, but the astronomical cost means you rarely make your money back from dropped bounties alone.
Armory Pass vs. Standard Dealers
Acquiring weapons in Criminality depends on whether you utilize the Standard Dealer network or the specialized Armory.
The official Weaponry Gamepass (450 Robux) unlocks access to buy weapons at Armory vendor points without meeting their standard player level requirements. These items include:
- Melee: Baton, Machete
- Firearms: Super-Shorty, MP7, FNP-45, G-18, Magnum, UMP-45, M4A1, FN-FAL, M320 Grenade Launcher
- Tactical Gear: CS-grenade, Incendiary-grenade, Pepper-spray
Purchasing the pass does not make these weapons free; players must still pay the in-game cash price at the Armory counter. For non-pass holders, high-tier guns unlock progressively as you gain account levels through XP grinding in Standard mode.
Frequently Asked Questions
How does the automatic recoil mechanic work in Criminality?
Unlike shooters where muzzle climb rises continuously, Criminality automatics kick for the first 3 to 7 shots and then lock into a flat, predictable recoil pattern. Weapons like the AKM, UMP-45, and M4A1 stabilize early, allowing players to hold down full-auto fire over distances where other games require tap firing.
Why do players quickscope with the Desert Eagle?
Spamming the Desert Eagle in semi-automatic triggers aggressive, randomized recoil bloom. Briefly tapping the aim-down-sights (ADS) key between shots resets the accuracy spread back to pinpoint center, letting you fire rapid, highly accurate heavy rounds.
What is the best weapon loadout for beginners?
The most cost-effective beginner loadout pairs a Sawn-Off Shotgun ($175) or Beretta ($250) with a Golf Club ($55) or standard Bat. This kit costs very little cash, allowing new players to learn combat mechanics and claim bounties without risking their bank balance.












