RUNAWAYS [beta] Weapons
Buy from the Weapons Dealer (white truck, right of spawn). Letter bands S–D are community tier labels. Added Role (Melee / Ranged / Special), listed Cost, and damage-or-ammo notes from multi-source inventories. Contested prices (e.g. Baton) stay contested. Class rankings live on /tier-list — this page is weapons only. Not Marvel Runaways. For which ones are worth playing, see the tier list.
How weapons work
Weapons Dealer S–D bands stay as published. Role columns follow the usual type fields (Melee / Gun / Special); DPS is not listed. Escape-loop buy-order essay on this hub (Bat→Pan→Machete→Axe · MAC→AK/M4→Minigun · GL vs RPG · Crowbar robbery≠combat) rebuilt 2026-09-28 Asia/Shanghai.
- S-band consensus (keep): Axe · Machete · Minigun · Grenade Launcher.
- Role = Melee / Ranged (Gun) / Special (explosive/fuel) — from multi-source type tables.
- Cost = displayed shop $ when mirrors agree; Baton stays CONTESTED — confirm in-client.
- Guns list ammo type only; DPS and TTK are not listed.
- Class loadouts do not replace weapon purchases — bring both into the escape loop.
All weapons
S 4 entries
A 5 entries
B 5 entries
C 4 entries
D 2 entries
Nothing matches that. Clear the search to see the full list.
Role playbook — escape-loop buy order
Escape-loop buy order from the live Weapons Dealer (white truck). Rank bands below stay S–D as published; this essay answers when to buy, not a second letter list. Marvel Runaways is a different property (see FAQ).
Early melee climb (loot-run first upgrade)
Fund robberies before a gun stack. Typical Credz climb across most guides:Bat → Pan → Machete → Axe. Bat / Pan cover the first towns; Machete is the mid-loop step once pawn trips are stable;Axe is the melee save target when the run is funded and you still want a reliable close-range option. Keep a Crowbar in the plan the whole time — see robbery note below.
Gun climb (ammo type only)
When Cash / Credz allow a ranged step: MAC → AK / M4 → Minigun. Tables on this page list ammo type only for guns — DPS, TTK and magazine size are not listed. Prefer the in-client dealer row whenever guide Credz prices differ.
Specials — GL vs RPG-7
Grenade Launcher usually wins value narratives vs RPG-7 in other guides’ “first upgrade” write-ups (crowd clear per Credz), but live truck prices move — confirm both rows before a big spend. Specials are not a substitute for Crowbar robberies or a fueled car.
Crowbar — robbery ≠ combat
Crowbar is a robbery tool (safes / ATM / registers). It is not a combat replacement for Machete/Axe and should not be ranked as if it were a DPS weapon. Keep Crowbar for the loot → pawn loop even after you buy a fight melee.
Escape-loop tip strip
- Loot-run buy order: Crowbar + bag first → Bat/Pan → Machete → Axe → then MAC → AK/M4 when the circuit is stable.
- Border-defense guns: once you commit south, prioritize sustained gun / special ammo you already own — still ammo type only for the gate fight.
- Class kits ≠ weapons: class loadouts do not replace Weapons Dealer purchases — bring both into the escape loop.
Baton $ stays CONTESTED — confirm the displayed price in-client. Update-4 names (Tommy Gun / Luger / revolver) are FAQ-only until they appear on the live dealer snapshot — not listed as dealer rows here. Rebuilt buy-order essay 2026-09-28 Asia/Shanghai.
Role · Cost · Damage / ammo
Dealer S–D bands unchanged. Role columns from multi-source type fields.
| Weapon | Tier | Role | Cost | Damage / ammo | Why this band |
|---|---|---|---|---|---|
| Axe | S | Melee | $2,000 | 40 dmg (listed) | Highest listed melee at the Weapons Dealer — strong mid-run buy. |
| Machete | S | Melee | $1,700 | 21 dmg (listed) | Best cheap high-dmg melee before Axe. |
| Minigun | S | Ranged (Gun) | $20,000 | Light ammo | Top sustained gun; save for late stable runs. |
| Grenade Launcher | S | Special | $10,000 | Explosive | Best-value explosive special vs RPG-7 price narrative. |
| Mace | A | Melee | $2,500 | 22 dmg (listed) | Strong blunt A-band melee. |
| RPG-7 | A | Special | $9,000 | Explosive | Single-target explosive; GL often wins on value. |
| Sniper | A | Ranged (Gun) | $12,000 | Heavy ammo | Long-range gun; confirm live dealer Credz. |
| Flamethrower | A | Special | $7,000 | Fuel | Area pressure special. |
| M4 | A | Ranged (Gun) | $5,000 | Light ammo | Default mid-range rifle. |
| AK | B | Ranged (Gun) | $4,500 | Light ammo | Cheaper rifle step vs M4. |
| Pan | B | Melee | $1,000 | 18 dmg (listed) | Budget melee step toward Machete/Axe. |
| Bat | B | Melee | $500 | 16 dmg (listed) | Cheapest melee entry while saving. |
| Shotgun | B | Ranged (Gun) | $2,200 | Shotgun ammo | Close burst gun. |
| MAC | B | Ranged (Gun) | $2,000 | Light ammo | Budget SMG before AK/M4. |
| Sawed-Off | C | Ranged (Gun) | $1,900 | Shotgun ammo | Shorter shotgun — weaker value than full Shotgun. |
| Revolver | C | Ranged (Gun) | $5,000 | Heavy ammo | Weak value vs M4 at similar spend. |
| Baton | C | Melee | CONTESTED — confirm in-client | 20 dmg (listed) | Some mirrors list extreme shop $ — verify dealer row before buying. |
| Knuckles | C | Melee | $2,800 | 14 dmg (listed) | Poor dmg/price vs Bat/Pan/Machete. |
| Pistol | D | Ranged (Gun) | $1,500 | Light ammo | Stopgap gun only. |
| Crowbar | D | Melee / tool | $800 | 8 dmg (listed) | Robbery tool (safes/ATM/registers) — utility separate from combat rank. |