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Hell Let Loose Weapons Guide: Best Weapons Ranked

Complete Hell Let Loose weapons guide. Every weapon ranked with stats, best builds, and how to get them.

Researched and editorially reviewed. Updated .
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Hell Let Loose puts 100 players into 50 versus 50 WWII combined arms battles modelled on real European and North African battlefields. A Warfare match runs 90 minutes over five strongpoints, and no side wins it without garrisons, supply trucks and somebody willing to command. Twenty maps are in rotation as of mid 2026, from Omaha Beach to Stalingrad.

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

WeaponTierBest ForNotes
M1 GarandSMid range infantry fighting as a US RiflemanThe US Army's standard semi automatic rifle, eight rounds per clip, with strong stopping power and heavy recoil between shots.
Thompson M1A1AClearing houses in Carentan or Foy as an AssaultAmerican submachine gun with a high rate of fire and a short effective range that punishes anyone who takes it into the open.
Karabiner 98kAGerman Riflemen holding long open lanesGerman bolt action rifle, slow to cycle but lethal at range, killing in a single hit across most of its effective envelope.
MG42BLocking a bridge approach or a street against infantry pushesThe German general purpose machine gun with an extreme rate of fire, only accurate when deployed on its bipod or a mount.
PPSh-41BSoviet close quarters fighting through Stalingrad's rubbleSoviet submachine gun available in box and drum magazine versions, with the drum favoured for sustained close range fire.

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S-Tier: M1 Garand

The US Army's standard semi automatic rifle, eight rounds per clip, with strong stopping power and heavy recoil between shots.

AttributeDetail
TierS
Best ForMid range infantry fighting as a US Rifleman
Key MechanicFive strongpoint tug of war
Recommended RoleOfficer

How to get it: Available from mid-game onward. See our walkthrough for the exact progression point.

Best builds using M1 Garand: Pairs naturally with Officer thanks to how their stat scaling lines up.


A-Tier: Thompson M1A1

American submachine gun with a high rate of fire and a short effective range that punishes anyone who takes it into the open.

AttributeDetail
TierA
Best ForClearing houses in Carentan or Foy as an Assault
Key MechanicGarrisons and outposts as spawns
Recommended RoleRifleman

How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.

Best builds using Thompson M1A1: Pairs naturally with Rifleman thanks to how their stat scaling lines up.


A-Tier: Karabiner 98k

German bolt action rifle, slow to cycle but lethal at range, killing in a single hit across most of its effective envelope.

AttributeDetail
TierA
Best ForGerman Riflemen holding long open lanes
Key MechanicManpower, munitions and fuel
Recommended RoleMedic

How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.

Best builds using Karabiner 98k: Pairs naturally with Medic thanks to how their stat scaling lines up.


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B-Tier: MG42

The German general purpose machine gun with an extreme rate of fire, only accurate when deployed on its bipod or a mount.

AttributeDetail
TierB
Best ForLocking a bridge approach or a street against infantry pushes
Key MechanicFourteen roles across four categories
Recommended RoleEngineer

How to get it: Found in later areas. Our walkthrough covers when you can access this.

Best builds using MG42: Pairs naturally with Engineer thanks to how their stat scaling lines up.


B-Tier: PPSh-41

Soviet submachine gun available in box and drum magazine versions, with the drum favoured for sustained close range fire.

AttributeDetail
TierB
Best ForSoviet close quarters fighting through Stalingrad's rubble
Key MechanicCommander tactical abilities
Recommended RoleTank Commander

How to get it: Found in later areas. Our walkthrough covers when you can access this.

Best builds using PPSh-41: Pairs naturally with Tank Commander thanks to how their stat scaling lines up.


Weapons Progression Path

The order you should acquire weapons as you progress:

  1. Starting gear → Enough to clear Foy
  2. Thompson M1A1 → Your first real upgrade, available early
  3. Karabiner 98k → Mid-game upgrade with good scaling
  4. M1 Garand → Best-in-slot, aim for this by late game
  5. 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.
  • Garrisons cost 50 supplies in friendly territory and 100 in enemy territory. Build the cheap ones behind your line and only pay double when a forward garrison genuinely opens a push.
  • Check our tier list for how weapons rankings affect overall build effectiveness.

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