Cuphead is Studio MDHR's hand inked run and gun built around 19 base game boss fights, six run and gun stages and three mausoleum challenges across three Inkwell Isles and Inkwell Hell. Every frame was drawn and painted by hand in a 1930s cartoon style, with a soundtrack recorded by a live jazz band. You get three hit points, no checkpoints inside a fight, and a letter grade at the end of every level.
Your choice of weapons defines your damage output and playstyle. This guide ranks every major option, explains what makes each one strong, and tells you which builds they pair best with.
Weapons Rankings
| Weapon | Tier | Best For | Notes |
|---|---|---|---|
| Peashooter | S | Long range phases and anyone still learning a pattern | The starting weapon, with straight forward shots, unlimited range and the most reliable damage per second at distance. |
| Spread | A | Big stationary bosses you can safely hug | Fires a short cone that hits for far more than Peashooter if every pellet lands, which means standing next to the boss. |
| Chaser | A | Erratic flying bosses and pattern learning runs | Homes in on targets automatically with the lowest damage in the set, so it frees your attention entirely for movement. |
| Lobber | B | Grounded bosses behind obstacles | Throws slow arcing projectiles that pass over low cover and deal solid damage per hit. |
| Charge | B | S rank attempts and dodge heavy phases | Holds fire to build one heavy shot that hits harder than several seconds of Peashooter fire. |
S-Tier: Peashooter
The starting weapon, with straight forward shots, unlimited range and the most reliable damage per second at distance. It stays viable through the whole game because nothing about it is situational.
| Attribute | Detail |
|---|---|
| Tier | S |
| Best For | Long range phases and anyone still learning a pattern |
| Key Mechanic | Three hit points and no checkpoints |
| Recommended Role | Cuphead |
How to get it: Available from mid-game onward. See our walkthrough for the exact progression point.
Best builds using Peashooter: Pairs naturally with Cuphead thanks to how their stat scaling lines up.
A-Tier: Spread
Fires a short cone that hits for far more than Peashooter if every pellet lands, which means standing next to the boss. On large targets like Grim Matchstick or Cala Maria the whole cone connects.
| Attribute | Detail |
|---|---|
| Tier | A |
| Best For | Big stationary bosses you can safely hug |
| Key Mechanic | Pink parry |
| Recommended Role | Mugman |
How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.
Best builds using Spread: Pairs naturally with Mugman thanks to how their stat scaling lines up.
A-Tier: Chaser
Homes in on targets automatically with the lowest damage in the set, so it frees your attention entirely for movement. It is the standard pick for phases where aiming and dodging pull in opposite directions.
| Attribute | Detail |
|---|---|
| Tier | A |
| Best For | Erratic flying bosses and pattern learning runs |
| Key Mechanic | Super meter cards |
| Recommended Role | Ms. Chalice |
How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.
Best builds using Chaser: Pairs naturally with Ms. Chalice thanks to how their stat scaling lines up.
B-Tier: Lobber
Throws slow arcing projectiles that pass over low cover and deal solid damage per hit. The travel time punishes fast movers but rewards fights where the boss holds one spot.
| Attribute | Detail |
|---|---|
| Tier | B |
| Best For | Grounded bosses behind obstacles |
| Key Mechanic | Two weapon loadout with one charm |
| Recommended Role | Damage rush playstyle |
How to get it: Found in later areas. Our walkthrough covers when you can access this.
Best builds using Lobber: Pairs naturally with Damage rush playstyle thanks to how their stat scaling lines up.
B-Tier: Charge
Holds fire to build one heavy shot that hits harder than several seconds of Peashooter fire. The rhythm suits Expert attempts where you spend most of the fight dodging anyway.
| Attribute | Detail |
|---|---|
| Tier | B |
| Best For | S rank attempts and dodge heavy phases |
| Key Mechanic | Letter grade scoring |
| Recommended Role | Parry survival playstyle |
How to get it: Found in later areas. Our walkthrough covers when you can access this.
Best builds using Charge: Pairs naturally with Parry survival playstyle thanks to how their stat scaling lines up.
Weapons Progression Path
The order you should acquire weapons as you progress:
- Starting gear → Enough to clear Inkwell Isle One
- Spread → Your first real upgrade, available early
- Chaser → Mid-game upgrade with good scaling
- Peashooter → Best-in-slot, aim for this by late game
- Upgrade to max → The power spike from max upgrades is enormous
Weapons Tips
- Always upgrade your primary weapon before diversifying. One strong option beats three mediocre ones.
- Match your weapons to your build's stat priorities for maximum scaling.
- Parry the first pink object of every fight even when you do not need the card. Building the habit early means you reach five cards before the phase where a Super Art actually saves the run.
- Check our tier list for how weapons rankings affect overall build effectiveness.
More Cuphead Guides
- Cuphead Cuphead Overview
- Cuphead Best Builds
- Cuphead Tier List
- Cuphead Walkthrough
- Cuphead Beginner's Guide
- Cuphead Tips & Tricks
- Cuphead Combat Guide
- Cuphead Boss Guide
- Cuphead Maps & Locations
- Cuphead Crafting Guide
- Cuphead Classes & Characters
Similar Games
If you enjoy Cuphead, check out these related guides:
- Helldivers 2 Weapons Guide: action game with similar mechanics
- Black Myth: Wukong Weapons Guide: action game with similar mechanics
- Monster Hunter Wilds Weapons Guide: action game with similar mechanics


