| Pistol | 0–25m | Backup for a botched rotation, and light kits that keep volume for loot. |
| SMG | 0–35m | Stairwells, labs and interiors. High output, magazines you will miss later. |
| Shotgun | 0–12m | Room entries and Mimic ambushes. One shot ends most doorway fights. |
| Assault Rifle | 20–90m | The default primary in every queue, controllable against wildlife and operatives. |
| DMR | 50–150m | Semi-automatic precision across yards and roofs. Best holding a portal angle. |
| Sniper Rifle | 150m+ | Opening from outside the other squad’s effective range. One per squad, never two. |
| LMG | 20–80m | Suppressing a position or grinding Dendroids. Heavy, loud, and it announces you. |
| Melee | Contact | Silent finishes on isolated targets. Knives, hammers and spears all swing differently. |
| Improvised | Contact | Screwdrivers, wrenches and heavy flashlights. A last resort that still wins runs. |