Call Of Duty: Warzone - SMG Tier List
Call of Duty: War Zone Submachine Gun Grading Guide: From Top Weapons to No-Baby Choice
Call of Duty: Warzone has a huge selection of weapons to choose from, from sniper rifles to submachine guns. Each weapon type has many different options that will vary in practice, especially after you start exploring how the gunsmith system creates weapons.
Submachine guns are usually divided into two categories: close-range fire suppression type and capable of medium-range combat type. Both have their own unique application scenarios, but the former is usually more capped at the expense of some versatility.
S-class
The S-class submachine gun is almost invincible at its best. They have the highest ceiling, and unless the technical gap is huge, it is difficult to compete with low-level submachine guns.
arms | reason |
---|---|
C9 | The C9 is a very easy to use and has a high ceiling, making it a very popular and effective option. |
KSV | KSV sacrifices a small amount of damage for higher mobility. KSV will be a great choice for those who rely on jumping and random shooting. |
Jackal PDW | Jackal has extremely high damage and mobility, and its only disadvantage is horizontal recoil. If you can control the recoil, or control the combat distance, so that the recoil impact is reduced, this weapon will win many battles. |
Kompakt 92 | Kompakt has a very high firing rate and the magazine will be empty quickly. But the high damage from its high firing rate is enough to make up for this, and the enemy is likely to have fallen before you reload. Use it for extremely close combat, with few weapons matching it. |
Saug | Saug is very easy to get started, has balanced recoil and a high firing rate. The maneuverability is very good, and like many of the best submachine guns, it will become a powerful force if you can get into ultra-close range. |
Class A
Class A weapons are right after Class S weapons, and the difference between the two is usually the difference in the potential of a small amount of damage. But they are very close, and Class A weapons are a great addition to the equipment.
arms | reason |
---|---|
Tanto .22 | The Tanto is a very strange submachine gun with a much lower fire rate than average, but the damage per bullet is much higher than average. It also has a further range than the usual submachine gun, making it a unique weapon that fills the combat space that most other submachine guns are not capable of. |
PP-919 | If PP had no stability it had, it wouldn't have ranked so high. However, slightly lower damage is offset by almost non-existent horizontal recoil. If you can compensate for vertical recoil, you can do perfect damage to your target. |
PPSH-41 | The PPSH has an extremely high rate of fire and is also slightly above average for a submachine gun, which makes it a little unusual. Recoil is controllable, and it has good maneuverability, making it a good choice for a slightly wide range of submachine guns. |
Lachmann Shroud | Lachmann's maneuverability is much lower than many other submachine guns, but this sacrifice of maneuverability is exchanged for an extremely smooth shooting experience. This weapon has very little recoil and has a higher than average range for a submachine gun, making it an intermediate weapon for close and mid-range combat. |
Superi 46 | Superi has almost no disadvantages, only slightly poor range and maneuverability. However, it does a lot of damage and horizontal recoil can be corrected in the Gunsmith system. |
FJX Horux | Horux has a very high rate of fire and has a pretty good damage. It has some rough horizontal recoil, but with some improved mobility and good handling of the stock, you can get close to enemies and make the recoil impact smaller. |
AMR9 | AMR does good damage and is very easy to shoot. A little inferior in mobility and handling, but its damage provides a benchmark for this rather high-capped weapon. |
HRM-9 | The HRM brings some good damage and recoil, which sets a good foundation for it as a submachine gun. The handling is also above average, with only a slight lack of mobility. Recoil and range allow it to play a role in closer midrange combat. |
WSP Swarm | The Swarm variant of WSP has very good damage and extremely high firing rate. Considering its rate of fire, the recoil is better than expected, and so is the range. The handling is also quite good, so it can become very powerful after installing some accessories. |
Level B
The damage or ease of use of B-level weapons begins to decline. These weapons usually have at least one major factor that is against them. They are still very practical, and any type of submachine gun can quickly knock down enemies. It's just that they will be surpassed by higher-ranked weapons.
arms | reason |
---|---|
PDSW 528 | This weapon has good attributes, and if its damage can be higher, the ranking will be higher. For now, it is a very friendly submachine gun, only limited by a relatively low upper limit. |
Fennec 45 | Fennec's kill time is not ideal, but it's excellent in many other ways. The weapon has little recoil and quick response, making it easy to use within some surprising range. |
BAS-P | BAS-P barely at this level rather than a lower level, as it wins in the versatility of the weapon. This weapon has a very good range for a submachine gun and can also control the recoil. The damage is not very high, but this weapon can be competent for enough combat types to earn a B-level ranking. |
FSS Hurricane | FSS has fairly average damage at slightly below average rate of fire, but it's easy to control. It's not a very flexible weapon, and if you want to use it to run and shoot, this may hinder you. |
Minibak | Minibak is on the edge between Class B and Class C. On the one hand, it has quite good damage and the best close-range shooting potential in its class. On the other hand, this close-range shooting potential is limited by below-average maneuverability. Vertical recoil is easy to control, but horizontal recoil still has room for improvement. |
Static-HV | Static's damage is below average, but its recoil and close shooting potential are very compact. The maneuverability can be improved, but the weapon handling is pretty good, allowing you to slightly improve the maneuverability in the Gunsmith system. |
RAM-9 | The RAM-9 is slightly insufficient in terms of damage and lags behind in handling. But recoil is not difficult to control, and after a period of improvement in the Gunsmith system, it can become a very effective weapon. |
Rival-9 | Rival is very similar to AMR, except that it fires faster. It's more compact and handles better, although it suffers significantly more recoil. |
WSP-9 | WSP-9 has above-average damage at low rate of fire. The recoil is not out of control, and after a period of time to improve mobility and handling, this weapon can become deadly in close combat. |
C-level
These weapons are not bad, but they are the worst among submachine guns. They have multiple factors that affect their potential, and when so many things need to be fixed in the gunsmith system, all you can do is limited.
arms | reason |
---|---|
ISO 45 | Except for close-range shooting scattering, the ISO 45 is at a moderate level on almost all attributes. It's not a really bad weapon, but it will lose compared to many other submachine guns in all the same conditions. |
ISO 9mm | The recoil of this weapon is slightly smaller than that of the ISO 45, but there are still many of the same problems, with attributes in all aspects being at a moderate level. |
VEL 46 | The VEL is disappointing in terms of damage, and the relatively smooth recoil cannot compensate for this. It is neither flexible nor quick, and is below average in most respects. |
Lachmann Sub | Lachmann's Sub variant is inferior to the Shroud variant in many ways. This doesn't mean it's a bad weapon, but it means it has much less advantages. It's far from that smooth, and has low mobility and moderate damage. |
Vaznev-9K | The 9K is very similar to the Minibak in many ways, but is slightly worse in most ways. It has lower damage, greater recoil, and only slightly more maneuverable. |
Striker 9 | There is nothing to be praised for the Striker 9. It has poor recoil, slightly below average damage, and bad maneuverability and range. |
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