Mo.co Weapon Tier List
Weapons ranked for damage profile, survivability, control, and usefulness across solo, group, and boss situations.
S-Tier

Why it ranks here: High-speed stabs plus a charged dash that deals massive damage and stuns non-boss monsters.

Why it ranks here: Long-range boss pressure ramps after 10 attacks through SPEED mode.

Why it ranks here: SPIN mode adds faster attacks, enemy pass-through, area damage, and a chance to avoid hits.
A-Tier

Why it ranks here: The summoned wolf adds area damage, a taunt, and a body-slam stun while you attack from range.

Why it ranks here: Bouncing energy balls give reliable cleave and stun value, with a stronger mega-ball combo.

Why it ranks here: Front-facing area damage combines with up to three bees that add long-range pressure.
B-Tier

Why it ranks here: Its free rightmost-gadget activation can be strong, but the result depends on gadget cooldown and build.

Why it ranks here: Reliable area swings and a slowing big hit are useful, but its single-target ceiling is more limited.

Why it ranks here: Poison volleys add damage over time and slow groups; spreading poison is more valuable than pure boss focus.

Why it ranks here: Twenty-five percent damage reduction and a retaliate slam make it dependable for defensive play, not raw damage.
C-Tier

Why it ranks here: Area attacks and gadget cooldown reduction bring utility, but the kit is more tempo-dependent than top picks.

Why it ranks here: Long-range area damage and a delayed stun bomb are useful, but the combo is slower to land.

Why it ranks here: Three bolts and a piercing mega-shot reward tight positioning, which makes its output less forgiving.
D-Tier

Why it ranks here: It heals allies while damaging at range, but the dedicated support role is niche when teams prioritize damage.

Why it ranks here: Close-range area damage and every-third-attack healing are useful in a coordinated group, but situational overall.































