No More Room in Hell 2 Weapons Tier List (1.0 Armageddon)
The best weapons in No More Room in Hell 2, ranked from strongest to weakest for the 1.0 "Armageddon" update: M7A1 > X12 Super > M14 Battle Rifle > Rochester 1873 > 1911 > MP5. The M7A1 is the undisputed top gun thanks to full-auto fire and armor penetration, while the X12 Super claims the shotgun crown. Pistol and rifle picks below each fill a specific niche based on ammo type and attachment support. Rankings are cross-referenced from GameRant's August 2026 gun tier list and the No More Room in Hell 2 Fandom wiki.
Best Overall
The M7A1 is the best weapon in NMRiH 2. It holds 30+1 rounds of 6.8x51mm ammunition, fires fully automatically, and reliably penetrates every helmet and armor type in the game. It kills an armored zombie in roughly four to five body shots, a feat no other firearm matches consistently. The trade-off is that 6.8x51mm ammo is the rarest caliber in the game. If you carry an M7A1, always bring a backup sidearm or a strong melee weapon to conserve rifle rounds for crowds and armored targets.
The M14 Battle Rifle sits in third place overall. It carries 20+1 rounds of .308 Winchester and penetrates every helmet type in the game, making it a reliable semi-auto option for medium-range engagements. Its main weakness is that it cannot mount an optical sight, and its iron sights are difficult to use at distance. If you can manage the irons, the M14 is one of the most well-rounded rifles available.
Best Shotguns
The X12 Super is the best shotgun in No More Room in Hell 2. It is a semi-automatic shotgun with a six-round capacity and a high rate of fire, making it significantly faster than pump-action alternatives. It excels at close-quarters room clearing, especially on narrow maps like Raven Rock where zombies approach from tight corridors and doorways. Its limitation is range — shotgun pellets fall off sharply beyond close distance, so it pairs poorly with open areas on maps like Power Plant.
The Fierra DB12 is the other shotgun option worth noting. It is a double-barrel shotgun that fires two rounds before requiring a reload. The two-shot capacity makes it dangerous mid-horde, as you are left vulnerable after both barrels are spent. It is a fine weapon if an X12 Super is not available, but the gap in sustained firepower is substantial.
Best Pistols
The M1911 is the best pistol in the game. It holds 7+1 rounds of .45 ACP ammunition and can score a one-shot headshot on normal zombies without the Headblown skill. Most importantly, it is the only weapon in the entire game that uses .45 ACP, meaning you never compete with teammates for ammo. If you see .45 rounds, they are yours. The only downside is the seven-round magazine, which demands shot discipline.
The M9A3 is a 9mm pistol that becomes strong when paired with the Headblown skill, which improves headshot damage. Without that skill investment, it typically takes two headshots to down a normal zombie, placing it well below the 1911. The Model 13 is a .357 Magnum revolver that hits hard but suffers from a six-round cylinder and slow reloads. It cannot be suppressed.
Ammo and Economy
Ammo scarcity is the single most important factor when choosing a weapon in NMRiH 2. Every firearm uses a specific caliber, and you cannot feed a gun with the wrong ammo type. The seven ammunition types in the game are 9mm, .45 ACP, .357 Magnum, .308 Winchester, 6.8x51mm, 5.56mm, and 12 Gauge. A weapon you can actually feed is almost always better than a stronger gun you cannot supply.
The M7A1's 6.8x51mm is the rarest caliber, which is why a backup weapon is mandatory. The MP5 and M9A3 share 9mm, which is common but also in high demand among teammates. The Rochester 1873 and Model 13 share .357 Magnum, while the M14 and Hunter share .308 Winchester. The 1911 has the .45 ACP pool entirely to itself, which is a hidden advantage that should not be underestimated.
Rochester 1873
The Rochester 1873 is a 14-round lever-action rifle chambered in .357 Magnum. It can mount both an optical sight and a suppressor, making it one of the most versatile rifles in terms of attachments. It can penetrate civilian and police helmets, and its reload animation can be canceled, which speeds up the lengthy tube-loading process. It is widely considered the best beginner rifle because .357 ammo is relatively common and the weapon is forgiving to use. Its drawbacks are a low rate of fire due to the lever action and noticeable damage falloff at long range.
MP5
The MP5 is a 30+1 round submachine gun chambered in 9mm. Its standout feature is a built-in flashlight that runs on an infinite battery — you never need to find or swap flashlight batteries while holding it. It supports both burst-fire and full-auto modes, making it effective against large groups of zombies. The key limitation is that a single round does not kill a normal zombie with a headshot, so you must land follow-up shots or aim for charged melee finishes when ammo is tight.
Other Rifles
The Hunter is a .308 Winchester bolt-action rifle. It deals solid damage per shot, but the M14 outperforms it in nearly every category by offering the same .308 caliber in a semi-auto platform with a larger magazine. The MC-15 is a 5.56mm rifle with a 30+1 magazine and full attachment support. It is a capable mid-tier option, though its damage output lags behind the .308 and 6.8x51mm rifles. The MC-15 generally requires two headshots to kill red zombies, making it less efficient late-run when tougher infected appear.
Tier Summary
| Tier | Weapon | Caliber | Why | |------|--------|---------|-----| | S | M7A1 | 6.8x51mm | Full-auto, penetrates all armor, best gun in game | | S | X12 Super | 12 Gauge | Semi-auto shotgun, best room clearer | | A | M14 Battle Rifle | .308 Win | Penetrates all helmets, 20+1 mag | | A | Rochester 1873 | .357 Mag | Optic + suppressor, beginner-friendly | | A | M1911 | .45 ACP | One-shot headshot, unique ammo pool | | B | MP5 | 9mm | Infinite flashlight, full-auto, weak per-shot | | B | MC-15 | 5.56mm | Solid all-rounder, outclassed late | | B | Hunter | .308 Win | Bolt-action, outclassed by M14 | | C | M9A3 | 9mm | Needs Headblown skill to shine | | C | Model 13 | .357 Mag | Hard-hitting but slow reload | | C | Fierra DB12 | 12 Gauge | Double barrel, vulnerable mid-reload |
Ammo availability for your specific run should always override this list. An MP5 with abundant 9mm is more useful than an M7A1 with no rounds. Coordinate calibers with your squad so that every Responder can feed their weapon, and always carry a reliable melee weapon as a backup.