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Mortal Kombat 11 Weapons Guide: Best Weapons Ranked

Complete Mortal Kombat 11 weapons guide. Every weapon ranked with stats, best builds, and how to get them.

Researched and editorially reviewed. Updated .
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Mortal Kombat 11 launched on 23 April 2019 from NetherRealm Studios and grew to a 37-fighter roster through the Aftermath expansion and two Kombat Packs, packaged together as MK11 Ultimate from 17 November 2020. Its defining systems are Fatal Blows, Krushing Blows and Kustom Variations, wrapped around a third-person Krypt set on Shang Tsung's island. NetherRealm has long since moved on to Mortal Kombat 1, so MK11 is a finished game rather than a live one: it and its DLC were still on sale in early 2026 and it holds Steam Deck Verified status, but no balance patch is coming.

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
Scorpion's SpearSPunishing whiffed attacks and projectiles from mid-screen.The series' most recognisable move, a thrown spear that pulls the opponent in for a free combo.
Sub-Zero's Ice KloneAControlling approach angles and forcing the opponent to take a bad route.A stationary ice construct that freezes anyone who touches it.
Cetrion's Hell's WrathACovering the space above and in front of an approaching opponent at once.A rock that drops from above at a set distance, one half of the two-direction pressure that made Cetrion a top-tier zoner.
Fujin's Wind PushBEscaping close-range pressure and re-establishing your preferred range.A gust that pushes the opponent back, resetting spacing on demand.
Jacqui Briggs' Up RocketBAnti-airing predictable jump-ins and converting them into full combos.An upward rocket that covers the air space in front of her, one of the reasons Jacqui is difficult to jump in on.

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S-Tier: Scorpion's Spear

The series' most recognisable move, a thrown spear that pulls the opponent in for a free combo. In MK11 it is slower and more committal than in earlier entries, so it functions as a punish tool rather than a neutral option.

AttributeDetail
TierS
Best ForPunishing whiffed attacks and projectiles from mid-screen.
Key MechanicFatal Blow
Recommended RoleZoner

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

Best builds using Scorpion's Spear: Pairs naturally with Zoner thanks to how their stat scaling lines up.


A-Tier: Sub-Zero's Ice Klone

A stationary ice construct that freezes anyone who touches it. It is the backbone of every Sub-Zero game plan because it converts a defensive position into a trap without spending meter.

AttributeDetail
TierA
Best ForControlling approach angles and forcing the opponent to take a bad route.
Key MechanicKrushing Blow
Recommended RoleRushdown

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

Best builds using Sub-Zero's Ice Klone: Pairs naturally with Rushdown thanks to how their stat scaling lines up.


A-Tier: Cetrion's Hell's Wrath

A rock that drops from above at a set distance, one half of the two-direction pressure that made Cetrion a top-tier zoner. Combined with her ground-level projectiles it leaves very little safe space to stand.

AttributeDetail
TierA
Best ForCovering the space above and in front of an approaching opponent at once.
Key MechanicKustom Variations
Recommended RoleSetplay Specialist

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

Best builds using Cetrion's Hell's Wrath: Pairs naturally with Setplay Specialist thanks to how their stat scaling lines up.


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B-Tier: Fujin's Wind Push

A gust that pushes the opponent back, resetting spacing on demand. It is what lets Fujin fight the zoning war on his own terms rather than reacting to someone else's projectile pattern.

AttributeDetail
TierB
Best ForEscaping close-range pressure and re-establishing your preferred range.
Key MechanicSeparate offensive and defensive meters
Recommended RoleGrappler

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

Best builds using Fujin's Wind Push: Pairs naturally with Grappler thanks to how their stat scaling lines up.


B-Tier: Jacqui Briggs' Up Rocket

An upward rocket that covers the air space in front of her, one of the reasons Jacqui is difficult to jump in on. It also opens combo routes that let her convert an anti-air read into real damage.

AttributeDetail
TierB
Best ForAnti-airing predictable jump-ins and converting them into full combos.
Key MechanicFlawless Block
Recommended RoleNeutral and Footsies Player

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

Best builds using Jacqui Briggs' Up Rocket: Pairs naturally with Neutral and Footsies Player 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 Shang Tsung's Island (the Krypt)
  2. Sub-Zero's Ice Klone → Your first real upgrade, available early
  3. Cetrion's Hell's Wrath → Mid-game upgrade with good scaling
  4. Scorpion's Spear → 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.
  • Spend Krushing Blows in the first round rather than saving them. Every Krushing Blow condition resets between rounds, so a Krushing Blow you held onto and never used is damage you threw away.
  • Check our tier list for how weapons rankings affect overall build effectiveness.

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