Strinova has rapidly gained popularity as an engaging third-person shooter game, offering players a diverse selection of characters, each equipped with distinct primary weapons. With a catalog of over 15 unique weapons, selecting the ideal one can be overwhelming. To assist you in this crucial decision, we have developed a comprehensive Strinova weapon tier list, including insights on secondary weapons and throwable items.
Primary Weapon Tier List
In Strinova, primary weapons are critical as they are exclusively paired with each Agent. This characteristic means that once you choose an Agent, their corresponding weapon becomes integral to your gameplay style. Hence, understanding the capabilities of these weapons is essential for picking the Agent that complements your strategic approach.
To streamline your weapon selection, we’ve categorized them into five tiers based on their effectiveness in combat, damage output, and overall usability. The S-tier weapons represent the best choices, suitable for players of all skill levels, including newcomers to Strinova.
S Tier – Top Weapons in Strinova
Weapon | Agent | Pros & Cons |
---|---|---|
Alone | Flavia | + Exceptional accuracy in Hipfire and ADS. + Effective damage across mid to long ranges. + Optimal for burst fire. – High recoil during continuous or automatic fire. |
Falcon | Meredith | + Outstanding accuracy for Hipfire. + Ideal for close to mid-range engagements. + Versatile for burst and auto fire. – Poor performance at long ranges. |
Polaris | Celestia | + Manageable recoil. + Highly accurate burst fire capability. + Strong damage potential at both short and long distances. – Poor Hipfire accuracy, especially on auto mode. |
A Tier
Weapon | Agent | Reason |
---|---|---|
Inspector | Michele | + Strong damage output per shot. + Controllable ADS recoil. + Competent at mid to long ranges. – Poor Hipfire recoil, not effective for burst fire. |
Judge | Nobunaga | + Impressive damage capacity. + Accurate ADS, especially for burst. + Capable across various ranges. – Poor performance with autofire; complex for beginners. |
Beareas | Yvette | + High accuracy in ADS for both auto and burst. + Great for close range and acceptable at mid. + Beginner-friendly option. – Very ineffective at long range. |
Rebelflame | Ming | + Best for players skilled in burst firing. + Significant damage potential. + Strong at close to mid-range. – High recoil, uncontrollable during autofire. |
B Tier
Weapon | Agent | Reason |
---|---|---|
Sawtooth | Fuchsia | + Good performance at close range; decent damage. + Both Hipfire and ADS function well. – Extremely ineffective at medium to long ranges. – Significant recoil, especially during auto fire. |
Quasar | Cocoon | + High-capacity sniper; one-shot headshot potential. + Optimal for long-range engagements. – Requires charge time for maximum impact. – Slow rate of fire; inaccurate Hipfire. |
Dawn | Reiichi | + High damage sniper; two-shot capability. + Effective at both short and long distances. + Decent firing rate with accurate Hipfire. – Poor at medium range, requiring burst fire. |
Chroma | Maddelena | + Versatile; decent performance at any range. + Satisfactory rate of fire. – Excessive recoil requires burst firing for accuracy. |
C Tier
Weapon | Agent | Reason |
---|---|---|
Finale | beautiful | + Highest damage sniper, can one-shot at any range. – Bolt action requires reload after each shot. – Charge time necessary for maximum damage. – Poor Hipfire accuracy. |
Blossom | Fagrans | + Reasonable damage and accuracy; performs better with ADS. – Fails to excel at any range. – High recoil, particularly in Hipfire. – Not suitable for beginners. |
Wildfire | Oak | + Fast firing rate but low damage. – High recoil disrupts both ADS and Hipfire. – Poor accuracy; challenging for most players. |
Champion | Audrey | + Similar to Wildfire, with acceptable damage. – High recoil but easier to manage than Wildfire. – Poor accuracy, especially in Hipfire, suitable only with ADS. |
D Tier
Weapon | Agent | Reason |
---|---|---|
Freedom Reign | Bai Mo | + Can be effective only at close range; shotgun-type weapon. – High difficulty; ineffective in ranged scenarios. – Outclassed by every other weapon available. |
Shadow Assault | avalanche | + Decent damage, but generally weak across ranges. – Significant recoil; limited use. – Poor overall accuracy, with better assault rifles available. |
Secondary Weapon Tier List
Strinova offers five secondary weapon options that players can equip for their Agents. Differing from primary weapons, these can be customized and do not bond exclusively with characters. Below are our top recommendations:
Tier | Weapon | Reason |
---|---|---|
S | Athena | + High damage and effective range. + Exceptional fallback option if main ammo runs low. + Low recoil and high accuracy. – Slow fire and reload rate. |
A | Stinger | + Decent damage with an impressive rate of fire. + Highly effective at close range, especially for sniper users. – High recoil impacts accuracy. |
B | Ignis | + Strong damage output at close range. – Poor performance at medium to long distances, coupled with a slow fire rate. |
B | Emberspit | + Able to deal high damage at close range. – Completely ineffective at mid to long ranges. |
C | Ninjato | + Only functional at close range; a melee weapon. – Limited to close range without rapid application; slow strike rate. |
Throwable Item Tier List
Aside from weapons, tactical items play a vital role for Agents. These throwable components include various grenades, traps, and support items. While you have eight choices, the effectiveness varies significantly. Here’s a look at the top picks:
Tier | Item | Reason |
---|---|---|
S | Frag Grenade | + High damage and exceptional versatility. + Effective area of effect (AoE) and range. |
A | Healing Grenade | + Moderate healing rate. + Beneficial AoE support for teammates. – Risk of allies being vulnerable to AoE attacks. |
A | Smoke Grenade | + Blinds enemies within the smoke zone. + Offers significant tactical advantage. – Non-damaging effect. |
B | Flashbang | + Effective at blinding targets. + Decent range and AoE capability. – No damage inflicted. |
C | Interceptor | + Blocks incoming tactical items. – Only interacts with tactical throws; limited range. – Temporary utility; dissipates over time. |
C | Windstorm Grenade | + Useful for crowd control. – Limited range and duration. – Allows enemies to float but offers no long-term control. |
D | Slow Grenade | – Can decelerate adversaries only when they are right on it. – Easy to avoid. – No damaging capacity. |
D | Tattletale | – Mere enemy detection; no damaging effect. – Hardly practical in various game modes. |
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