Outer Worlds 2 best weapons — unique standouts and top weapon types
A practical shortlist of high-impact uniques and the weapon types that consistently carry.
“Best” in The Outer Worlds 2 depends on your build, but a few weapon types and uniques keep showing up in powerful loadouts. Below is a concise, build-agnostic view: the weapon classes that perform across most scenarios and the unique gear that hits above its weight, why they matter, and where to find them when locations are known.
Best weapon types tier list (overall power)
Tier
Weapon types
Notes
S
Assault Rifles, Marksman Rifle
Assault Rifles: versatile mid‑to‑long range with solid damage, strong mod support, but usually unlock later in the story. Marksman Rifles: common and reliable at short‑to‑mid range, but can struggle vs heavily armored targets.
Tip: because Assault Rifles tend to appear later, early game loadouts often lean on Marksman Rifles and Machine Guns for consistent coverage.
Best unique weapons worth chasing
Weapon
Type / effect
Why it’s strong
How to get
Death Sentence
Repeating rifle; applies a Doom Counter on weak‑spot hits
Enormous burst when the counter expires; plentiful ammo. Note: countdown is ~20 seconds.
—
Thunderstruck
Heavy hammer; charged attacks fire a thunder projectile
Deletes most early enemies; projectile and direct hit can overlap for big melee spikes.
At the Sky Cutter facility after you power the main console; retrieve it from the wall when the field is disabled.
Agatha
Machine Gun; explosive rounds on impact
Large magazine and crowd control; slower rate of fire offset by explosive damage.
Sold at the Not a Weapon Store in Free Market Station by “Scorched” Dowlearn.
Kaur’s Korroder
Pistol; bouncing corrosive canisters
Shreds armor, inflicts vulnerability, and stacks damage rapidly on clustered targets.
Side with Kaur early and progress her questline through the Sky Cutter mission.
Chainspark Cannon
Shock cannon; chained lightning blasts
Wipes groups of auto‑mechs and clustered enemies with chain shocks.
Dropped by Montelli in the Vox Relay area.
Emergency Stop
Repeating rifle; shock rounds (Big Red Button mod)
Crits stun auto‑mechs; combines with Hack skill to turn them friendly temporarily.
Quest reward from Haggard in Westport after sourcing Automax parts.
Rattler
Revolver; fires eight cartridges per trigger pull
Massive close‑range burst; pairing with a Shock Barrel melts shields fast.
Purchase from Arthur at Perfect Goods in Fairfields.
Zyranium Ray
Energy weapon; stacking radiation damage
Damage ramps over time; pairs well with Time Dilation to extend firing windows.
Vendor purchase at the Automax Facility.
Shrink Ray
Science weapon; shrinks or stuns targets
High stealth multipliers and reliable crowd control against tough enemies.
In a rift cave southwest of the Paradise Island landing pad.
Goomerang
Bio‑weapon; multiple ricocheting corrosive blobs
Eight‑ish projectiles create extreme corrosive burst, especially in tight spaces.
Found in a rift chest near a watchtower north of Paradise Island.
Last Whisper
Silenced shotgun; stealth/headshot monster
+150% sneak damage and a huge headshot multiplier; bodies disintegrate to hide evidence.
Rift anomaly chest at a camp northwest of Prayer.
Note: an early standout, Rookie’s Reward, gains power as it racks up kills. It’s a strong pickup if you find it early.
Unique weapon tier snapshot (names-only)
Tier
Uniques
S
Death Sentence; Prototype N‑Radiated Scythe; Murder’s Best Friend
A
Agatha; Thunderstruck; Chainspark Cannon; Cleo’s The Hunt; Kaur’s Korroder
B
Wham‑Bam!; Zyranium Ray; Emergency Stop; Rattler
C
Adrenaline‑Edge Mk 3; Deluxe Moon Man Staff; Premium Moon Man SMG
Build notes and synergies
Weak‑spot play: Death Sentence only adds its Doom Counter on weak‑spot hits. Pair it with gear that boosts weak‑spot damage and precision to maximize payoff.
Robot control: Emergency Stop’s shock crits stun auto‑mechs; with sufficient Hack you can flip them to friendly for breathing room in heavy fights.
Elemental coverage: Kaur’s Korroder and Goomerang handle armor via corrosive damage; Chainspark Cannon and Rattler with shock mods excel against shields and synthetics.
Time windows: Radiation ramp (Zyranium Ray) benefits from Time Dilation to keep fire on target while stacks build.
What to prioritize early
Secure a dependable mid‑range primary: a common Marksman Rifle will carry early missions until Assault Rifles show up.
Grab at least one armor shredder: Kaur’s Korroder or Goomerang erase armored enemies and keep you from getting stuck on elite targets.
Add a burst clearer: Agatha or Rattler chunk groups and close‑range threats; Thunderstruck is a boss‑killer if you can reach Sky Cutter early.
Carry a control tool: Shrink Ray or Emergency Stop offer hard control in chaotic encounters and against auto‑mechs.
The short version: run a versatile primary (Marksman or, later, Assault Rifle), then slot one high‑impact unique for armor/shield solutions and another for burst or control. Thunderstruck, Kaur’s Korroder, Agatha, Death Sentence, and Chainspark Cannon are the easiest wins for most builds, with Emergency Stop and Shrink Ray filling crucial utility slots when fights go loud.