There are plenty of guns to choose from in Rogue Core, and while all of them are pretty decent, some simply stand out for being very reliable in the vast majority of situations players will find themselves in. In this guide, we’ll be going over our top picks for the best guns in DRG: Rogue Core to help you get a better idea of what you should be looking out for during your next run.

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Best Guns in Rogue Core Overview
P-96 Mag Blaster
Hammercaster 58MM
Warthog Auto 210
MM4 Charger
Drak-25 Plasma Rifle
M1000 Classic
Zhukov NUK17
Bulldog Heavy Revolver
Silverback HAR
This list is in no particular order, and I chose these weapons mainly based on versatility and efficiency. A good gun in DRG: Rogue Core should mainly be able to handle large swarms of enemies while being somewhat decent at fighting everything else. Of course, there’s a lot of nuance between these weapon picks, so I’ll explain exactly why I think they’re awesome.
Mag Blaster
DMG: 30
ROF: 4.5
Mag Size: 20
Ammo: 200
Reload Time: 2.1s
I fell in love with the Mag Blaster the moment I got my hands on it because of how stable and steady it feels. It’s not the fastest-firing or hardest-hitting gun in the game, but with good accuracy, decent damage, and a generous max ammo pool, the Mag Blaster is more than enough for handling both chaff and elites (most of the time). More importantly, this rifle is very good at filling up status bars, meaning it becomes even more efficient at taking targets down when you slap Fire or Poison on it.
Of course, the Mag Blaster isn’t perfect. If you don’t get the right upgrades, you’ll easily find yourself swarmed by Creepers or overwhelmed by big numbers of elite monsters. It’s not that good against armored enemies either. Regardless, this rifle is extremely reliable, and it’ll always be my top pick.
Hammercaster
DMG: 100
ROF: 2.8
Mag Size: 8
Ammo: 56
Armor Piercing (Innate): 80%
Reload Time: 2.4
While this heavy rifle isn’t as ammo-efficient as the Mag Blaster or many of the other weapons here, it is still an excellent choice for players who want to deal boatloads of precision damage. The Hammercaster is one of the hardest-hitting guns in Rogue Core, but its low ammo capacity makes it a little unreliable against very large groups.
The Hammercaster is built to take down heavy enemies like Clamorheads, Edgestalkers, and Vanguards, and it’ll blow smaller Creeper heads clean off if you can manage to aim well. If you can get one of these with the Double Magazine upgrade along with some max ammo Enhancements, it’ll be more than enough for an entire mission.
Warthog Auto Shotgun
DMG: 11 per pellet
Pellets: 9
Mag Size: 8
Ammo: 72
ROF: 1.6
Reload Time: 2
The ol’ reliable Warthog shotgun is still as good in Rogue Core as it is in the original Deep Rock Galactic. Much like the Hammercaster, it is a solid gun that does some serious heavy lifting when it comes to sweeping away enemies at close range. The Warthog’s maximum ammo stocks leave much to be desired, though, so you may want to stack max ammo Enhancements or forego a secondary weapon if you want to use this gun a lot.
Now, unlike the Hammercaster, the Warthog loses some of its damage against targets that are far away enough for the weapon’s Pellet Spread to matter, so either stay close to your target, or grab the right upgrades.
MM4 Charger
DMG: 40 (uncharged); 200 (fully charged)
ROF: 1.5
Full Charge Time: 1.6s
Mag Size: 1–10
Ammo: 270
The Charger is a pocket-sized cannon that can put out some seriously silly damage numbers if you can hit weakspots with it. This gun can be charged up to deal five times the damage of a regular shot, albeit at the cost of consuming up to 10 ammo per trigger pull. The Charger does not need to be reloaded, but this is balanced out by its fairly slow rate of fire.
Unlike the Rogue Core guns I’ve mentioned so far, I wouldn’t recommend using the Charger as your primary weapon, and that’s simply because of its ammo economy. It only has 270 shots to spare, and if you have poor trigger discipline, you can easily burn through all of that if you keep firing fully-charged shots. Either be very mindful of how much you charge this gun, or just bring a secondary weapon for dealing with hordes.
What’s That Weapon?

Identify the silhouettes before time runs out.
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Drak-25 Plasma Rifle
DMG: 10
ROF: 15
Ammo: 650
Target-seeking rounds
Speaking of horde-clearing weapons, the Drak-25 is pretty good at mowing down large numbers of Creepers and other small targets. It doesn’t hit quite as hard as other weapons, but its target-seeking bullets and high fire rate more than make up for that.
I put the Drak-25 on this best Rogue Core guns list as a complement to the Charger. This weapon’s target-seeking rounds are unreliable for hitting weakspots, so I highly recommend packing a precision weapon in your secondary slot if you want to use the Drak during a run.
M1000 Classic
DMG: 70
ROF: 4
Mag Size: 8
Ammo: 80
Focus Shot Bonus Damage: 100%
If you can’t get a Charger pistol, then the M1000 Classic is a good alternative. This is a classic semi-automatic rifle with high accuracy, and like the Charger, its shots can also be charged, as weird as that sounds. Holding down the Fire button while using the M1000 Classic puts you in Focus Mode; you’ll move more slowly, but your vision will zoom in, and your next shot will deal more damage and be more accurate.
Using Focus Mode will take some getting used to, as the zoom effect can be a little jarring. However, once you get used to it, you’ll be able to pop heads with the M1000 very effectively. You can use Rogue Core’s Workbench to upgrade the M1000 to have auto-aim while using Focus Mode too.
Zhukov NUK17
DMG: 14
ROF: 15
Mag Size: 32
Ammo: 608
Reload Time: 1.4s
The NUK17 machine pistols are twin bullet hoses that are great for close-range crowd control. Their high fire rate, decent damage, snappy reload time, and healthy ammo pool make them one of the best guns in Rogue Core for players who want a solution to big Creeper hordes. The NUK17s are also pretty good at burning down the health bars of bigger targets, though ammo efficiency will suffer a bit against them.
The main drawback of the NUK17s is their high spread. Like other SMGs, these are basically impossible to use against targets that aren’t already in your face, so consider bringing a precise weapon as a back-up for fighting distant targets.
Bulldog Heavy Revolver
DMG: 70
ROF: 4.2
Mag Size: 4
Ammo: 72
Reload Time: 1.5
The Bulldog is much like the Warthog; both are returning weapons from DRG, and both are very reliable at their intended roles. In the Bulldog’s case, its job is to counter high-health targets by focusing on weakspots. It doesn’t have any fancy, baked-in features like the Charger or the M1000, but it will rarely ever let you down when you need it.
The good thing about the Bulldog is it can come with upgrades that allow it to either pierce or break enemy armor. If Clamorheads, Vanguards, or other similar enemies are a problem, you can rely on the Bulldog to crack their shells open and give everyone in the team an easier time dealing with them.
Silverback HAR
DMG: 40
ROF: 6
Mag Size: 15
Ammo: 120
Reload Time: 3.6
I was a little reluctant to recommend the Silverback at first. Its poor ammo economy and high recoil made it feel like a worse version of the Mag Blaster during the first couple of times I used it, but after getting upgrades that let me deal both Heat and Poison damage, I found that the Silverback is actually very good if you can get some elemental damage on it.
When I upgraded my Silverback for maximum damage, my shots were instantly poisoning and setting targets on fire, allowing for a fire-and-forget playstyle where I would just tag something and let the DoT effects do the rest of the work. If you’re on the fence about the Silverback HAR like I was, try an elemental build for it. I imagine the Falconer class in Rogue Core would be very strong with it.









