Overview
This article is about the roguelike game “MEGA BONK” by team. After about 40 hours of play, I finally cleared Tier 3. As for my ranking, I’m probably a mid-tier player in the top 3.5% or so.
So while I’m not a top player, I’ll try to summarize things clearly.
This article is for those aiming to clear Tier 3 for the first time.
Tier List Evaluation Criteria
- Ease of Use
- Early Game Strength
- Late Game Strength
- High Uniqueness
- Low Weapon Acquisition Difficulty
The evaluation criteria are as stated above. Usability refers to whether the weapon has overly pronounced quirks and how well it performs across different builds. Early-game and late-game strength are self-explanatory: if it’s weak early on, you won’t survive, and if it’s weak late, you won’t win boss fights.
Additionally, the tier list is aimed at clearing Tier 3. Weapons that are difficult to obtain have been rated slightly lower.
*This article reflects information as of October 2025. Please note that content may change with future updates.
Weapon Categories
Area attack
Area attack. A single attack hits all enemies within the area.
While many weapons have an area of effect, we generally label those with a wider range.
Multi-hit
This weapon deals multiple hits to the same enemy with a single attack.
Weapons primarily designed for multi-hit attacks will be labeled as such. For example, a revolver fires six shots when reloaded, but those six shots hit multiple enemies. In contrast, a weapon like a bow that fires six arrows in one direction may hit the same enemy six times, so it is classified as a multi-hit weapon.
Special Abilities
It is a weapon with unique abilities.
Critical
This weapon includes critical hit rate and critical damage as level-up options. Increasing these two stats will boost damage as you level up.
S-Rank: A powerful weapon with unique properties






Aura: Deals damage to surrounding enemies
- Range
- Consistently strong from early to late game
- May be difficult to use with projectile builds
At first, I honestly thought it was weak. This weapon deploys a circle that deals area damage around it. It remains consistently strong from early to late game, reliably dealing damage especially during the post-boss downtime.
Since it’s area damage, it’s easy to use with minimal damage spread.
It might be awkward for builds using fast-moving characters that want to fire projectiles from afar. However, even for such characters, it still reliably deals damage by the late game, so I recommend it.
Flame Walker: Leaves a trail of fire behind
- Extremely powerful in the late game
- Has collision detection with the ground even while jumping
- Has a narrow range and is difficult to use in the early game
This weapon is arguably one of the strongest in the late game. It deals area damage that persists for a set duration after placement. By the endgame, these effects pile up on the ground, effectively incinerating any enemies that enter the area.
This weapon also has ground detection while you’re airborne, allowing you to attack ground-based bosses while floating in the air.
Its drawback is the short range and duration early on. If you pick this weapon second, it might slightly reduce your stability in the early stages.
Katana: A sharp blade that targets nearby enemies!
- Becomes a damage source
- Critical hit rate and critical damage also increase
- High size benefit
The Katana increases both critical chance and damage when upgraded. This makes it a powerful main damage source. Its area-of-effect damage also allows it to sweep through groups.
Increasing this weapon’s size extends its effective range and widens the area affected by its slashes. This makes size upgrades highly beneficial. While it’s awkward early on since it only hits close enemies, it becomes insanely powerful later. (Back when I barely understood this game, I cleared Desert Tier 2 almost exclusively using just the Katana.)
Dexecutioner: A piercing sword. Low chance of one-hit kill.
- One-hit kill effect
- Area damage
- High size benefit
The Dexecutioner has a certain chance to instantly kill mobs with a single hit. I suspect increasing its attack speed (cooldown) raises the number of hits landed, thereby boosting the one-shot kill probability.
Even without that effect, this weapon is powerful. Its area damage also penetrates, so as you upgrade it, it becomes an insane damage source capable of dealing absurd localized damage.
This weapon also benefits greatly from size upgrades. As you increase its size, it takes on a thick beam-like shape.
Dice: Roll a die for 1–6 damage. Roll a 6 to permanently increase weapon critical hit rate.
- Scales infinitely
- Single-target damage with slight area effect
- Weak early game
This weapon’s critical hit rate steadily increases. Since its design means damage scales beyond 100% critical hit rate, it grows perpetually stronger the more you use it. Currently, is this the only weapon that scales up based on usage count?
While primarily a single-target damage weapon, it deals slight area damage when the dice hit. I assume increasing its size expands this area, but honestly, the screen gets so chaotic late-game I’ve never been able to confirm it.
Its only real flaw is being weak early on. While other weapons deal fixed damage like 8 points, this one uses dice rolls for 1 to 6 damage. Its early weakness might actually be the worst. So when using a dice-head character (one whose starting equipment is dice), you need to acquire another weapon as soon as possible.
Aegis: Defends against attacks and unleashes shockwaves
- Can prevent one-hit kills from enemies
- Increase your ammo capacity
- Recommended for first-time Tier 3 clears
- Might not be ideal for aiming for high ranks
I hesitated a bit about making this weapon Tier S, but I chose S for its unique defensive capabilities. Equipping Aegis eliminates the need for a defensive tome, allowing you to prevent one-shot kills from enemy attacks with just this weapon alone.
When leveling this weapon, I recommend prioritizing “Ammo Capacity.” Ammo Capacity represents the number of shields, and this number determines how many enemy attacks it can block. While Damage and Size also increase, honestly, I think boosting Ammo Capacity to enhance defensive performance offers more advantages than expecting those other stats from this weapon.
I recommend this weapon for those starting Tier 3 and aiming for their first clear. On the other hand, its damage falls short compared to other weapons, so it likely isn’t necessary if you’re aiming for the top in rankings.
A-Rated: Powerful Weapon







Thunderbolt Staff: Summons lightning to strike nearby enemies.
- Casual-oriented
An easy-to-use weapon. It hits distant enemies, and lightning strikes from above their heads, so it’s generally reliable in any situation.
Axe: Throw a spinning axe to deal area damage.
- A weapon that truly comes into its own late in the game
- Its multi-hit attacks become devastating in the latter stages
This axe is a true late bloomer. Early on, it’s quite difficult to use—attacks only fly forward, making it impossible to attack while retreating. This drawback slightly lowered its tier rating, but it remains one of the weapons you’ll want to use if you’re aiming for the top ranks.
Later in the game, the axe flies in all directions, dealing multiple hits to the same enemy and causing damage to skyrocket.
Revolver: Fires multiple bullets at the enemy
- Casual wear
- Easy to wear and versatile, with a flattering fit
The revolver is an easy-to-use weapon that gains more rounds per level and features ricochet. It shines particularly early on, and with its critical hit rate and damage increasing over time, it becomes a reliable damage source later in the game.
While easy to use, its damage output tends to be somewhat lower.
Black Hole: Fire a black hole that pulls enemies toward it!
- Weak early on, but strong later
- Attraction effect
Fire a black hole that draws enemies toward it. As you level up, the black hole’s duration increases, allowing you to control approaching enemies.
Blood Magic: Summon Cursed Blood! Defeating enemies grants a 5% chance to increase maximum HP.
- Using this weapon to land a kill has a chance to increase your maximum HP.
Using this weapon increases your maximum HP. It offers decent attack power and a moderate range. Since maximum HP increases by about 200 per tier, it also serves to enhance your durability.
Wireless Dagger: Hurl smart daggers at your enemies! The latest wireless technology explodes into action!
- Casual wear
- Rifle shot as the main feature
This is a ricocheting dagger. It’s suited for casual play, and its ricocheting nature makes it ideal for spreading poison with cheese or boosting absorption rates to heal HP.
However, being a casual weapon, its damage output is inferior.
Banana: Throw the returning banana
- Casual multi-hit weapon
- Slight knockback
- Seems to not scale due to a bug?
This is a long-range weapon for casual play. Increasing its size and ammo capacity makes bananas spin around you, forming a wall of bananas.
I’ve heard it doesn’t scale due to a bug.
B rating: Weapon to be taken depending on the situation.







Shotgun: Fires a powerful barrage at close range, with manual aiming capability.
- Extremely powerful at close range
- Difficult to use early on
- Knockback that protects you
I haven’t used it myself, but looking at various tier lists, it seems like a very strong weapon. It’s especially effective for sweeping away enemies at close range. You can determine the firing direction by aiming.
The shotgun’s knockback is useful. It automatically locks onto enemies that get close, reducing damage from enemy advances. Its range is also fairly wide, making knockback more useful than tornado.
Sniper Rifle: Fires penetrating bullets. Manual aiming is also possible.
- Linear-range piercing weapon
- Slow reload makes it weak in group combat
- Can be useful when aiming carefully
This weapon deals damage in a straight line. Critical hit rate increases, so it scales well.
It’s extremely weak in group fights, making early enemy rushes quite tough. However, right-clicking fires the weapon at the cursor’s center, so you can pull groups and shoot from a distance, making it useful even in group battles.
Fire Staff: Launches an exploding fireball
- Casual use
- Deals area damage, but the range is narrow
This is a weapon for casual play. Fireballs explode, but their range is limited early on. To make it effective, you’ll need to increase its size.
Bow: Fires a piercing arrow
- Long-range multi-hit weapon
- Reloads slowly and misses frequently
This weapon deals multiple hits. As a ranged attack, it’s easier to use early on compared to axes that also deal multiple hits. Critical hit rate increases over time, so it scales well.
While it’s labeled as piercing, the arrow disappears upon hitting an enemy, so its penetration range is limited. Increasing the size might expand the penetration range.
This weapon’s tier is slightly lowered because its tendency to miss enemies is somewhat noticeable.
Tornado: Summons a tornado to blow enemies away
- Long-range attack with knockback
- Damage is on the low side
This is a ranged weapon with relatively high knockback capability. Since knockback generally makes combat more difficult, situations where you’d want to use it are probably rare.
Knockback is poorly matched with melee weapons because it can send enemies flying outside their effective range. However, it can be useful for builds focused on keeping enemies at bay. In terms of knockback effectiveness, I don’t feel it’s as useful as a shotgun.
Frost Walker: Freezes surrounding enemies and deals damage
- Area attack that inflicts Slow
Frostwalker is an area-of-effect attack that applies a slow debuff. It resembles Aura, but likely due to the slow debuff, its range is slightly narrower and its damage is lower.
While there may be situations where the slow debuff proves useful, its low damage makes it a less attractive option overall.
Bone: Throw a bone that bounces off the target
- Casual ricochet long-range weapon
- Slow bullet speed
This is a casual ranged weapon. It’s similar to the Wireless Tagger, but I find it slightly less user-friendly, likely due to its slower projectile speed.
However, there are situations where it becomes the logical choice by process of elimination.
C-Rated: Weapons You Shouldn’t Buy









Chunks: Rolling rocks are coming your way!
Space Noodle: Latches onto nearby enemies. Also damages enemies in between.
Sword: Slash through multiple enemies
- Frontal area damage
Since it’s a forward attack, it’s difficult to use early on. You can’t attack while retreating.
It seems powerful if it hits, but the narrow range is a drawback.
Landmines: Plant landmines that go BOOM when enemies get close!
Place a landmine directly below you; it explodes when enemies approach.
The problem is that the landmine disappears after a certain amount of time, though you can extend this duration by upgrading your weapon. However, this time limit makes it particularly difficult to use early on.
Poison Flask: Hurl a poison flask at enemies to deal area damage and poison damage!
- Area attack that inflicts poison
- Short range
Due to this game’s design, poison isn’t very strong.
Against bosses, poison might stack up and become potent, but since you mostly fight regular enemies and elites, it doesn’t see much use. Early on, its range is short and its area of effect is narrow—it won’t hit distant enemies. Increasing bullet speed extends its range.
If enemies requiring poison appear, there might be situations where it shines. Currently, there aren’t any. (Items like cheese are sufficient.)
Dragon Breath: Blasts a fierce dragon’s breath in the direction you move!
Sword of Decay: Slashes left and right simultaneously! Deals increased damage when HP is low!
The phrase “when HP is low” is awkward to use.
Hero’s Sword: Pierces through multiple enemies while firing slash projectiles!
It’s easy to use among swords.
Loose Rocket: Fires a homing missile
- Reload is slow
- Narrow blast radius
It looks tough, but its damage output is low. Its explosion radius is narrow, making it underwhelming as an area attack.