[Top 10] Death Stranding Best Weapons (And How To Get Them)

Death Stranding Best Weapons
Updated:
20 Jul 2021

Death Stranding features plenty of weapons for the player to find, customize, and level up. Want to know what to look out for and why? This list is for you.

10. Strand (Best against Higgs)

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 The Strand, infused with Sam’s blood, is a non-lethal, anti-personnel melee weapon. The player will primarily use it to subdue MULEs by sneaking up behind them and using it to bind their wrists. (I prefer silk, but, you do you, Sam) It can also be used to knock them out.

Strand Stats

  • Does not count towards Sam’s weight
  • Always on Sam
  • Non-Lethal

What Makes The Strand Great

  • The best way to deal damage to Higgs during his boss fight is to sneak up behind him and bind him using the Strand, this gives Sam a window to deal damage
  • A non-lethal way to deal with MULEs, avoiding voidouts

How To Get The Strand:

The Strand is the default weapon for Sam, so it is available to him from the start.

 

9. Cord Cutter (Best for avoiding BTs)

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The Cord Cutter is a blade added to Sam’s cuff links in the course of the game. They are arguably a type of melee weapon, but are used to enable more passive gameplay. The Cord Cutter can only be used to cut the umbilical cords of BTs, sending them back to The Beach and avoiding confrontation with them.

Cord Cutter Stats

  • Doesn’t affect Sam’s weight
  • Only usable on umbilical cords

What Makes The Cord Cutter Great

  • When it comes to Death Stranding encounters, avoidance is the name of the game. By using the Cord Cutter and sneaking up on BTs, you can avoid fighting them entirely

How To Get The Cord Cutter:

The Cord Cutter is given to Sam by Mama in Episode 5

  

8. Anti-BT Handgun

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The Anti-BT Handgun is an early game projectile weapon used for dispelling BTs. The weapon is non-lethal, but allows Sam to send BTs back to The Beach. This can be very useful when used correctly, but is less versatile than non-lethal weapons that can still affect MULEs.

Anti-BT Handgun Stats

  • Small
  • Non-Lethal
  • Lv. 1 holds 8 rounds, and another 8 in reserve
  • Only affects BTs
  • Charged by blood bags and/or Sam’s blood

What Makes The Anti-BT Handgun Great

  • Non-lethal early game weapons force the player to learn more about maneuvering around hostiles
  • Easily discharged

How To Get The Anti-BT Handgun:

The schematic for this weapon is given to Sam by the Chiral Artist’s Mother after completing Order No. 33

  

7. Hematic Grenades (Best for early game BT encounters)

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The Hematic Grenade is an early game weapon for doing massive damage to BTs. Using them is not very fluid, but they do large amounts of damage and offer a quick escape.

Hematic Grenades Stats

  • Come in packs of 5
  • Draw at least 50mL of blood

What Makes Hematic Grenades Great 

  • One can easily dispel a Gazer
  • If Sam is grabbed by Gazers, throwing a hematic grenade can break their grasp

How To Get Hematic Grenades:

The Hematic Grenades are a reward after finishing Order 13

  

6. Assault Rifle (Best for BTs)

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 The Assault Rifle is a lethal weapon that can use hematic rounds to dispel BTs. It can also kill MULEs, although the bodies would need to be disposed of in order to avoid a voidout.

Assault Rifle Stats

  • Lethal
  • Holds 30 rounds, with 150 in reserve
  • Medium weight

What Makes The Assault Rifle Great

  • High reserve
  • Rapid hits
  • A last resort against MULEs
  • All-around great choice against BTs when hematic rounds are used

How To Get The Assault Rifle:

The schematics for the Assault Rifle (and the non-lethal version) are obtained upon reaching Connection Rank 1 with the Waystation North of Mountain Knot City (link in the following entry)

 

5. Non-Lethal Assault Rifle (Best for subduing MULEs)

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 The Assault Rifle’s Non-Lethal counterpart fires rubber bullets, making it an effective choice when confronting MULEs.

Non-Lethal Assault Rifle Stats

  • Rubber Bullets
  • Medium cargo
  • 30 rounds, 90 in reserve

What Makes The Non-Lethal Assault Rifle Great

  • High reserve
  • Rapid hits
  • Great for groups of MULEs

How To Get The Non-Lethal Assault Rifle:

The schematics for the Assault Rifle (and the non-lethal version) are obtained upon reaching Connection Rank 1 with the Waystation North of Mountain Knot City

 

4. Shotgun (Best for close range BT encounters)

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A semi-automatic lethal weapon that fires buckshot, making it easy to hit targets.

 

Shotgun Stats 

  • Lethal
  • Medium
  • 8 rounds, 32 round reserve

What Makes The Shotgun Great

  • Can be equipped with hematic shells, making it effective against BTs
  • Deals massive damage at close range

How To Get The Shotgun:

The schematics are given to Sam by the Photographer after completing Order 52

 

 

3. Bola Gun (Best for MULEs)

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The Bola Gun is a Non-Lethal, Anti-Personnel projectile weapon. It shoots wires which immobilize the target, and can either knock-out MULEs or incapacitate them so Sam can knock them out. They are infused with Sam’s blood, and thus can restrain BTs as well, although they will eventually escape.

 

Bola Gun Stats 

  • Non-lethal
  • 1 round, 14 reserve rounds
  • Medium cargo
  • Can be used against BTs

What Makes The Bola Gun Great

  • Safe for use on MULEs
  • Quickly binds the target
  • Can affect BTs
  • Automatically reloads
  • Makes affected BTs permanently visible 

How To Get The Bola Gun:

The Schematics for the Bola Gun are given to Sam by the Craftsman after completing Order No. 22

 

 

2. Grenade Launcher (Best for Groups of BTs)

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 The Grenade Launcher is a very versatile late game projectile weapon. Carrying the Grenade Launcher means the player will be equipped for a variety of encounters, especially those with larger groups.

 

Grenade Launcher Stats 

  • 4 rounds, 20 reserve
  • Medium Cargo
  • Can be Lethal or Non-Lethal

What Makes The Grenade Launcher Great

  • A very versatile weapon
  • Only one type of ammo is needed, as it can be specialized at the point of firing
  • Can be used against BTs
  • Can kill MULEs or hinder them, depending on how the player wants to approach things

How To Get The Grenade Launcher:

Completing Order No. 61

 

 

1. Rocket Launchers (Best Overall)

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There are two rocket launchers available in the game, and it’s hard to go wrong with either one. The Quadruple Rocket Launcher is better for splash damage, while the Multi-Rocket Launcher is best for aimed shots against groups.

 

Rocket Launcher Stats

  • Both are heavy weapons
  • The Quadruple fires in a straight like
  • The Multi fires a guided shot
  • The Quadruple Rocket Launcher will fire 4 rounds at once, and has an 8 round reserve
  • The Multi-Rocket Launcher will fire one round that splits into 5 after firing
  • The Multi-Rocket Launcher has a 5 round reserve
  • Neither’s ammunition will replenish in the Private Room
 

What Makes The Rocket Launcher Great

  • Great for crowd control
  • The greatest damage dealers
  • The Multi can be aimed
  • Can be used against BTs
 

How To Get The Multi-Rocket Launcher:

The Blueprint is awarded after reaching the Distribution Center North of Edge Knot City

 

How To Get The Quadruple Rocket Launcher:

Complete Order No. 63 to get the schematic from the Evo-Devo Biologist

 

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