Tier list de armas de Mo.co
Armas clasificadas por daño, supervivencia, control y utilidad en situaciones en solitario, de grupo y contra jefes.
Nivel S

Por qué está aquí: High-speed stabs plus a charged dash that deals massive damage and stuns non-boss monsters.

Por qué está aquí: Long-range boss pressure ramps after 10 attacks through SPEED mode.

Por qué está aquí: SPIN mode adds faster attacks, enemy pass-through, area damage, and a chance to avoid hits.
Nivel A

Por qué está aquí: The summoned wolf adds area damage, a taunt, and a body-slam stun while you attack from range.

Por qué está aquí: Bouncing energy balls give reliable cleave and stun value, with a stronger mega-ball combo.

Por qué está aquí: Front-facing area damage combines with up to three bees that add long-range pressure.
Nivel B

Por qué está aquí: Its free rightmost-gadget activation can be strong, but the result depends on gadget cooldown and build.

Por qué está aquí: Reliable area swings and a slowing big hit are useful, but its single-target ceiling is more limited.

Por qué está aquí: Poison volleys add damage over time and slow groups; spreading poison is more valuable than pure boss focus.

Por qué está aquí: Twenty-five percent damage reduction and a retaliate slam make it dependable for defensive play, not raw damage.
Nivel C

Por qué está aquí: Area attacks and gadget cooldown reduction bring utility, but the kit is more tempo-dependent than top picks.

Por qué está aquí: Long-range area damage and a delayed stun bomb are useful, but the combo is slower to land.

Por qué está aquí: Three bolts and a piercing mega-shot reward tight positioning, which makes its output less forgiving.
Nivel D

Por qué está aquí: It heals allies while damaging at range, but the dedicated support role is niche when teams prioritize damage.

Por qué está aquí: Close-range area damage and every-third-attack healing are useful in a coordinated group, but situational overall.































