Tier List

2 Player Raid Tycoon Weapon Unlock Order

A numbered climb from pistol through mid guns to flamethrower and rocket—eco-safe for duos.

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Weapon Unlock Order

Unlock order philosophy

2 Player Raid Tycoon gives you a nine-weapon ladder. The starter pistol teaches the map; mid guns win ordinary power fights; flamethrower denies chokes; rocket breaks turtles. Exact display names and button prices change with floors and patches, so this page ranks a numbered progression—not a fake price list.

Use it with the role rankings on the Weapons Tier List, the spend conscience in Factory Building, the loop in How to Raid, and the pre-dive Raid Checklist. Parent hub: Tier List.

The rule above all nine steps

Income and light defense beat gun greed. If droppers are incomplete or your vault path has no wall/laser, you are not “due” a specialty weapon. Codes (LAUNCH, THX1500) and Double Cash exist to fund the spine first—see Codes and Events.

Numbered progression (1–9)

1 — Pistol (learn the loop)

Buy/equip the pistol tier and do not apologize. Use it to learn ranges, where power sits, how vault mouths feel, and how long a cash run takes. Optional soft targets only. Mentally graduate the moment a true mid gun is affordable.

2–3 — First mid-gun steps

Early mid progression exists to stop you from pistol-dueling forever. Prioritize the unlock that helps power pressure and general peeks—not the flashiest model. After step 3 you should be able to contest weak bases with a partner.

4–5 — Solid mid-gun identity

These steps are the “real starter kit” for serious raids. Many duos should pause specialties here until:

  • Conveyor line is stable
  • Next floor plan is clear
  • Wall + laser/turret minimum is online
  • At least a Rare/Epic guard covers the break point when available

If two mid options appear, pick power-room comfort over vault-greed fantasy.

6–7 — Stronger mid / utility bridges

Later mid variants and bridging tools fill gaps: cleaner hallway clears, better defender peeks, smoother escort for the cash runner. Still resist rockets-if-broke syndrome. Reinvest stolen cash into floors between these unlocks.

8 — Flamethrower role (area denial)

Unlock flamethrower-style power when mid-gun clears stall in tight bases. Job description:

  • Deny vault mouth re-peeks
  • Hold chokes while Partner B cracks
  • Peel Oddball chasers in corridors

Do not judge it in open yards. Pair with a partner still on a mid gun so you are not both short-ranged in a wide approach.

9 — Rocket role (breakthrough)

Last on the honest ladder for a reason. Rockets punish turtled factories, turret nests, and “we need the vault open now” moments—especially when Predator Missile metas make hit-and-break valuable. Requirements before buying:

  • Both partners have functional mid coverage (or one mid + flamethrower)
  • Factory still prints after the purchase
  • You have a target that actually rebuilt hard

Rockets on empty tutorial pads teach bad habits and delay floors.

One-page buy ladder

  1. Pistol online
  2. Mid step A
  3. Mid step B
  4. Confirm eco + defense minimum
  5. Mid identity locked
    6–7. Bridging mids / utility as floors allow
  6. Flamethrower denial
  7. Rocket breakthrough

Between 4 and 8, it is legal—and often optimal—to buy a floor, laser, or guard instead of the next gun. Weapons do not replace How to Defend.

Duo staggered unlocks

Avoid cloning wallets:

MomentPartner APartner B
EarlyMid focusFloor + wall fund
MidMid completeMid complete
Late specialty 1FlamethrowerSave
Late specialty 2Hold mid/flameRocket
After patchReassess rolesReassess roles

Voice the next purchase out loud (Players). Two rockets and zero lasers is how revenge deletes a session.

When to break the order

Break upward early only if a single contested hallway is blocking all progress and flamethrower is the on-sale answer—rare on day one.

Break downward (skip a flashy mid) if your line is jammed or your vault is naked. The Raid Checklist exists to catch ego buys.

Event exception: During Double Cash, prefer buttons over guns. During KotH/Oddball spikes, a finished mid gun matters more than starting a rocket fund while broke.

Linking order to the raid loop

Every unlock should map to a job:

  • Pistol/mid → shoot power, win ordinary peeks
  • Flamethrower → lock the vault mouth
  • Rocket / missile timing → break the turtle, then still run cash home

Read How to Raid after each major unlock and do one clean deposit before greeding a second base.

Common unlock mistakes

  • Saving only for rockets while pistol-stalling raids
  • Both partners buying the same specialty on the same paycheck
  • Spending THX1500 on step 9 before step 4 eco exists
  • Ignoring guards/lasers because “gun gap” feels more exciting
  • Inventing DPS sheets from random videos—this wiki lists no YouTube tutorial IDs for this title yet, and we will not fake them

Practice plan

  1. Reach a solid mid (steps 4–5) with walls online—no specialties.
  2. Complete three power → vault → home loops.
  3. Add flamethrower; repeat loops on tight bases only.
  4. Add rocket; use it once on a hardened target, then repair home.
  5. Re-read Weapons role notes after the next patch.

Climb the nine steps like a budget, not a highlight reel. The duo that unlocks mid guns on schedule and specialties on purpose owns the ladder.

FAQ

Frequently Asked Questions

Quick answers for codes, raids, defenses, and co-op play.

How many weapons should I plan for?

Nine on the progression ladder—from pistol through mid guns toward flamethrower and rocket roles.

What is the best unlock order?

Pistol, then mid guns until power fights feel realistic, then flamethrower for chokes, then rocket for breakthroughs—after income and light defense exist.

Should both players unlock the same guns?

Share mid guns early if needed, but stagger specialties so one partner covers denial and the other covers breakthrough.

Why don’t you list exact names and prices?

Labels and costs shift by floor and update. Role-based order stays accurate without inventing a spreadsheet.

When do I buy guns versus factory buttons?

During Double Cash and after codes, prefer droppers and floors first. Buy the next gun when the spine is stable and the Raid Checklist passes.