Rock
The default starting tool. Every player spawns with a rock. Used for gathering wood, stone, and as a last-resort weapon. Extremely weak but always available.
Tip · Your starting weapon — use it to farm wood and stone immediately.
Real in-game stats for every Rust weapon — damage, DPS, fire rate, effective range, magazine, headshot multiplier, research cost and the workbench level needed to craft it. Grouped by class, from the spawn rock to the Tier 3 buy.
The default starting tool. Every player spawns with a rock. Used for gathering wood, stone, and as a last-resort weapon. Extremely weak but always available.
Tip · Your starting weapon — use it to farm wood and stone immediately.
A club made from bone fragments. Slightly faster than the rock. One of the cheapest craftable melee weapons. Good for softside raiding wood structures.
Tip · Crafted from bone fragments dropped by animals.
A makeshift sword with good reach and damage. Excellent for softside raiding and close-quarters combat. One of the best melee weapons for utility.
Tip · One of the best melee weapons for softside raiding wood structures.
A small knife made from bone. Very fast attack speed. Best tool for harvesting animals for maximum bone and cloth yield.
Tip · Best tool for harvesting downed animals — gives more bone and cloth.
A sharp machete with good reach and damage. Slightly less damage than the sword but crafted with more common materials.
Tip · Good alternative to the Salvaged Sword.
A long two-handed sword with the best reach of any melee weapon. High damage per swing. Excellent for melee-only combat situations.
Tip · Best melee reach in the game — outrange other melee weapons.
A blunt mace weapon with solid damage. Good balance of speed and power. Effective for softside raiding and melee combat.
Tip · Good all-around melee weapon with balanced stats.
A heavy cleaver with fast attack speed. Good for harvesting and close-quarters combat. Decent damage output due to its fast swing rate.
Tip · Fast attack speed makes it deceptively strong in combat.
The first ranged weapon most players craft. Cheap and effective at short to medium range. Headshots deal 100 damage, making it lethal against unarmored targets.
Tip · Craft this as your first ranged weapon after spawning.
A charged bow that deals significantly more damage when fully drawn. Headshots can instant-kill most targets. Requires holding the draw for maximum damage.
Tip · Hold the draw for maximum damage — releasing early does reduced damage.
A mechanical crossbow with better accuracy and range than the hunting bow. No charge required — fires at full power instantly. Slower reload speed.
Tip · No charge mechanic — fires at full power on click, unlike the compound bow.
A rapid-fire nail gun. Very high fire rate with low per-hit damage. Extremely effective at close range. Nails are cheap to craft.
Tip · Extremely high fire rate makes it devastating at point-blank range.
A primitive single-shot pistol. Fires handmade shells with high spread. Unreliable trigger mechanic — may take multiple clicks to fire. Devastating at point-blank range.
Tip · RNG trigger mechanic — it may take 1-5 clicks to actually fire.
A basic six-shooter revolver. The first true firearm most players unlock. Decent accuracy and damage at medium range. Uses pistol ammo.
Tip · First true firearm tier — craft this as soon as possible.
A reliable semi-automatic pistol with good accuracy and fire rate. Strong sidearm for mid-game PvP. Can be very lethal with good aim.
Tip · Higher fire rate than the revolver with more damage per shot.
A high-caliber revolver with excellent damage. Two headshots will down almost any player. Slower fire rate but extremely punishing per shot.
Tip · Two headshots (110 damage) will down most players regardless of armor.
A military-grade pistol with a large magazine and high fire rate. The best pistol in the game. 15-round magazine gives it SMG-like capacity.
Tip · The best pistol in the game — 15 round magazine is massive for a pistol.
A versatile SMG with moderate damage and fire rate. Uses pistol ammo which is cheap to craft. Good all-around mid-game weapon with manageable recoil.
Tip · Uses pistol ammo — very cheap to feed compared to 5.56 weapons.
A classic submachine gun with higher damage than the Custom SMG but slower fire rate. Good accuracy for an SMG. Effective at short to medium range.
Tip · Higher damage per shot than Custom SMG but slower fire rate.
The best SMG in the game. High fire rate, large magazine, and good accuracy. A workbench 3 weapon that rivals rifles in close-to-medium range combat.
Tip · The best SMG in the game with excellent all-around stats.
A reliable semi-automatic rifle with good accuracy and range. The backbone of mid-game loadouts. Effective at medium to long range with controlled fire.
Tip · The most important mid-game weapon — learn to use it well.
The most iconic weapon in Rust. Full-auto assault rifle with high damage and a complex recoil pattern. The endgame weapon that requires significant practice to master.
Tip · The recoil pattern is learnable — practice on aim training servers.
A military assault rifle with much easier recoil than the AK-47 but lower damage. Often preferred by players who struggle with AK recoil. Good all-around rifle.
Tip · Much easier recoil pattern than the AK-47 — more forgiving for casual players.
A semi-automatic designated marksman rifle. Higher damage and accuracy than the SAR with a faster fire rate than bolt actions. Excellent at medium to long range.
Tip · The upgraded version of the Semi-Auto Rifle with better damage and accuracy.
A powerful bolt-action sniper rifle. Highest per-shot damage of conventional rifles. Headshots deal 160 damage. Extremely effective at long range but slow between shots.
Tip · Headshots deal 160 damage — instant down against most armor setups.
A military-grade sniper rifle. Same damage as the Bolt Action but with a built-in scope and slightly different handling. The longest effective range weapon in Rust.
Tip · Has a built-in scope — no need to find a separate scope attachment.
A primitive single-shot shotgun. Devastating at point-blank range with handmade shells. Very long reload between shots. A classic early-game powerhouse.
Tip · One-shot kill potential at point-blank range against unarmored targets.
A double-barreled shotgun that fires two quick shots. Can fire both barrels rapidly for massive burst damage. Better than the Waterpipe due to the second shot.
Tip · Two quick shots gives you much better kill potential than the Waterpipe.
A pump-action shotgun with a 6-round tube magazine. High damage and reasonable fire rate. The best general-purpose shotgun in the game.
Tip · 6-round magazine gives you multiple follow-up shots.
A semi-automatic combat shotgun. Fastest fire rate of any shotgun. Found only in crates. Absolutely devastating in close quarters.
Tip · Semi-auto fire rate makes it the fastest shooting shotgun.
A single-shot rocket launcher used primarily for base raiding. Fires rockets, incendiary rockets, or HV rockets. Essential for endgame raiding.
Tip · Primary use is base raiding — not PvP combat.
A timed explosive charge used for raiding structures. Placed on a surface and detonates after a timer. The most sulfur-efficient raiding tool per damage point.
Tip · Place on the structure and it detonates after a 10-second timer.
A makeshift explosive charge for raiding. Cheaper than C4 but unreliable — can be duds that require re-igniting. The budget raiding option.
Tip · Cheaper per unit than C4 but less sulfur-efficient overall.
Rockets fired from the MLRS (Multiple Launch Rocket System) at the Arctic Research Base. Cannot be crafted — found in elite crates and airdrops. Devastating area damage.
Tip · Cannot be crafted — only found in loot.
A makeshift grenade crafted from a tin can. Unreliable timer — can explode early or late. Used as a component for Satchel Charges or as a throwable explosive.
Tip · Unreliable fuse — can explode almost immediately or after a long delay.
A fragmentation grenade with a reliable 3.5-second fuse. Deals splash damage and can kill in enclosed spaces. More reliable than the Beancan Grenade.
Tip · Reliable 3.5-second fuse — much more predictable than beancans.
Damage is per hit before falloff; DPS factors in fire rate. Range is the effective distance before damage drops off sharply. The workbench level is the tier of bench required to craft the weapon (a higher tier means a deeper tech-tree investment), and research cost is the scrap needed to learn it from a blueprint. These are the real Rust values, not estimates.