Poly Wars Weapons Tier List
Rank Armory gear for tanks, helicopters, infantry, and destructible buildings.
The Armory is how infantry keep 25+ tanks honest in Poly Wars. RPGs, Stingers, frags, molotovs, AT mines, C4, and mortar strikes each answer a different threat on the road to 600 points. This list ranks them for flag fights on A, B, and C—not for random spawn camping. Use it with the tank tier list, armory and loadouts, and helicopters and airlift so your kit matches the board.
Ranking criteria
- Impact on armor — Can it stop T-34 rotates or Jagdtiger holds?
- Impact on air — Can it punish Hueys and Chinooks before they drop Bofors or howitzers?
- Impact on infantry / buildings — Does it clear pads, flush rooms, or open destructible cover?
- Tempo and risk — Setup time, self-damage risk, and whether a miss throws the flag timer.
Tiers: S (carry tools), A (must-have specialists), B (strong support), C (situational), D (narrow or redundant).
S tier — carry tools
RPG is the backbone anti-tank answer. One clean hit forces heavies to respect every doorway and ridge near a flag. Carry RPG whenever the enemy commits Jagdtiger, Karl-Gerät, or stacked mediums onto a point you must flip. Best practice: shoot from a new angle after each volley, never reload in the open, and coordinate with AT mines so the hull cannot reverse into safety. RPG also pressures light vehicles escorting airlift drops. Weaknesses are sky targets (use Stinger) and close rooms where a miss gets you deleted—swap to frags or C4 indoors.
Stinger is S-tier the moment helicopters matter. Hueys ferry players; Chinooks airlift guns onto flags. A team without Stinger cover donates free howitzer positions to the enemy. Hold Stinger when you hear rotors, when the minimap shows air paths toward B or C, or when your Karl-Gerät is setting up and needs a sky shield. Lead the shot, fire with a teammate if possible, and reposition after lock-on reveals you. Stinger is wasted only when both teams ignore air for an entire round—rare in serious lobbies.
A tier — must-have specialists
C4 earns A for buildings, parked armor, and cheeky satchel plays on capture pads. Destructible structures define many mid fights; packing C4 into a wall that blocks LOS opens the flag for your T-34 push. Against tanks, plant on sides or rear after a stun from RPG or mortar, then clear the blast radius. Group rewards sometimes include a free C4 satchel for joining and liking—claim codes and group bonuses so you enter rounds with extras. Risk is high if you cook too long on a live hull; practice plant-and-leave timing from armory and loadouts.
AT mines are A-tier area denial. Seed the reverse slopes and alley exits that Jagdtiger drivers love, or the straight roads mediums take from spawn to B. Mines win fights you are not even in: a hull that dies before reaching the flag never contests the tick. Mark minefields for teammates so friendlies do not eat them, and refresh after big explosions. Combine with RPG for a two-step kill: mine forces a path, rocket finishes the panic reverse.
B tier — strong support
Mortar strikes belong in B approaching A when towns still stand. Indirect fire softens infantry on pads, chips buildings before a C4 breach, and harasses siege guns that think they are safe behind a ridge. You will not delete a full-health Jagdtiger with mortar alone, but you will force it to move into RPG angles. Use mortar when your team lacks Karl-Gerät or when you need damage without exposing a hull. Learn safe fire positions so counter-mortar and Huey passes do not farm you—see how to capture flags for which pads reward lobbed pressure.
Frags are B-tier infantry cleaners. Clear rooms, finish wounded crews that bail from tanks, and deny a naked flag for a few seconds while your medium arrives. Frags lose value if you only fight open-field armor; switch to RPG or mines when the enemy is hull-heavy. In mixed fights, keep one frag ready for the player who exits a burning tank onto the capture zone.
C tier — situational pressure
Molotovs shine when enemies cluster in buildings, trenches, or wreckage near a point. Fire denies a doorway longer than a single frag and punishes players who hide in destructible interiors. Against pure armor in open terrain, molotovs are weak—do not open with them into a T-34 front. Bring molotovs for urban flags, post-breach holds, and flushing Revenge hunters who camp your corpse path. They pair well with C4: explode the wall, molotov the room, walk the flag.
Other C tools include niche throwables or one-off Armory unlocks that duplicate RPG or frag jobs with worse tempo. Slot them when you already covered sky and armor and need a weird denial tool.
D tier — narrow or last pick
D-tier covers novelty loadouts, duplicate explosives you already outclassed with C4, or anti-infantry toys brought into a pure vehicle mirror. If your backpack is full of D picks while Hueys run free, you are throwing the round. Respec at the Armory toward Stinger and RPG before the next death. Meme runs are fine after the 600 is safe.
Matchups cheat sheet
| Threat | Primary | Secondary |
|---|---|---|
| T-34 / mediums | RPG | AT mines |
| Jagdtiger / heavies | RPG + mines | C4 on flanks |
| Karl-Gerät siege | RPG rush + mortar harass | Huey dive if Stingers are down |
| Huey / Chinook | Stinger | Focus fire from tanks |
| Infantry on pad | Frags | Molotovs in buildings |
| Blocked buildings | C4 | Mortar / Karl-Gerät |
Loadout templates
- Anti-armor defender — RPG + AT mines + one frag. Hold the lane your Jagdtiger covers.
- Sky police — Stinger + frags + C4. Escort your own Chinook drop and delete theirs.
- Breach specialist — C4 + molotovs + mortar. Open mid buildings for the tank combat push.
- Flex roamer — RPG + Stinger. Answer whatever the enemy spawned after checking the Tier List Hub.
New players should finish Getting Started and skim the Guides Hub before optimizing every slot. Ignore scripts that promise infinite ammo; learn the fair timings instead. When tanks and weapons agree—Stingers up, mines down, T-34 on the pad—you convert kills into the 600-point win.
Frequently Asked Questions
Quick answers for Poly Wars tanks, flags, and codes.
Is RPG or Stinger more important?
RPG is the default when armor contests flags. Stinger becomes equal or higher the moment Hueys or Chinooks fly. Many stacks run one dedicated Stinger player every round.
When should I use C4 instead of RPG?
Use C4 to demolish buildings that block a capture, to satchel parked or side-exposed tanks, and when you already forced a hull to stop with mines or mortar.
Do AT mines work on helicopters?
No. Mines punish ground vehicles on predicted paths. Bring Stinger for Hueys and Chinooks, and use mines on the roads those airlifts are trying to reinforce.
Are molotovs good against tanks?
Rarely. Molotovs excel against infantry in buildings or wreckage. Versus armor, prefer RPG, AT mines, and C4.
Where do I learn full Armory loadouts?
See armory and loadouts, then cross-check tanks on the tank tier list and air play in helicopters and airlift.