Resident Evil 4 Remake Best Weapons by Class (2026)

Resident Evil 4 Remake YouTube thumbnail: The BEST WEAPONS in RESIDENT EVIL 4 REMAKE PROFESSIONAL S+ GUIDE

The best weapons in Resident Evil 4 Remake, going by Game8's July 2026 tier list, are the Red9 handgun, the Striker shotgun, the Stingray rifle, the LE 5 submachine gun, the Killer7 magnum, the Bolt Thrower and the Fighting Knife. Once you have finished the story, the bonus Handcannon and Chicago Sweeper outclass all of them because their exclusive upgrades remove ammo from the equation. Below is why each pick earns its slot, when you can actually get it, and how to spend your pesetas so the picks pay off.

We checked these picks against Game8's weapon tier list, strongest guns table, handgun and shotgun rankings and exclusive upgrade data, plus PowerPyx's weapon locations guide, in November 2026.

The Short List, Class by Class

A tier list only helps if you know when each gun shows up, because the Remake hands you weapons chapter by chapter and you cannot backtrack between the Village, Castle and Island. Game8 ranks nine weapons in its top tier: the Red9, Striker, Riot Gun, Stingray, LE 5, SR M1903, Fighting Knife, Killer7 and Blacktail. Its single best pick in each class looks like this:

  • Handgun: Red9. Highest base power of any handgun (1.50) and free in a chest in the middle of the lake in Chapter 4, or sold by the Merchant from Chapter 5.
  • Shotgun: Striker. Highest base power (9.00) and ammo capacity (12) among shotguns, in a smaller 2x4 case footprint. Sold from Chapter 10.
  • Rifle: Stingray. Semi automatic, highest base power of the rifles (3.3), sold from Chapter 7.
  • SMG: LE 5. Better damage and accuracy than the TMP, free behind the Freezer lock in Chapter 13.
  • Magnum: Killer7. The top base power of any listed gun (20.0) plus a built in laser sight, sold from Chapter 11.
  • Special: Bolt Thrower. Reusable bolts and attachable mines, sold from Chapter 2.
  • Knife: Fighting Knife. Dropped by the transformed Krauser on the Island, with the highest knife power and durability.

The catch is timing. Half of those picks arrive after the Village, so your early game is really about the SG-09 R, the W-870 you can grab off a wall in the Village Square in Chapter 1, and whatever you buy at the first Merchant in Chapter 2. That is why Game8's early loadout pairs the Red9 with the Riot Gun, SR M1903 and TMP rather than any late game name.

Base power of the top picks (Game8 strongest guns table, November 2026)
WeaponClassBase powerEarliest chapter
Killer7Magnum20.011
Broken ButterflyMagnum157
HandcannonMagnum (bonus)12Extra Content Shop
StrikerShotgun9.0010
Riot GunShotgun6.406
StingrayRifle3.37
Red9Handgun1.504
LE 5SMG0.8013

Handguns: Red9, Blacktail or Punisher

You will fire your pistol more than anything else, so this is the decision that matters most. Game8 ranks the Red9 first, the Blacktail second and the Punisher third. The Red9 wins on raw numbers: at full upgrades Game8 lists it at 2.7 power and 16 rounds against the Blacktail's 2.4 power and 13 rounds. It kicks hard at base, but the Red9 Stock (9 Spinels from the Merchant's trade stock from Chapter 6) steadies it, and because the gun itself is free you can pour pesetas straight into power upgrades.

The Blacktail is the comfortable alternative. It reloads faster and fires faster (Game8's level five numbers show 2.2 rate of fire against the Red9's 1.26), takes less case space and costs nothing in Spinels. Its exclusive upgrade is the same 1.5x power boost the Red9 gets. If your aim is shaky, the Blacktail's handling may get you more headshots per minute than the Red9's raw damage.

The Punisher earns its keep in a narrow window. You can trade 5 Spinels for it from the very first Merchant, and its penetration lets a single bullet pass through a body or a wooden shield. Game8 singles it out for the Castle, where shielded Zealots crowd into corridors. Its exclusive upgrade multiplies penetration by five. Outside the Castle, though, its 0.90 base power falls behind.

The Matilda sits at the bottom of Game8's handgun ranking: it costs 10 Spinels, burst fire drains ammo, and the Spinels are better spent elsewhere. The Sentinel Nine is a slightly stronger SG-09 R that comes with the Deluxe Edition and the Switch 2 Gold Edition, so it is a decent opener but not an endgame answer.

Shotguns and Magnums: Where the Damage Lives

Shotguns handle the moments when the Remake surrounds you, and magnums handle the moments when one enemy refuses to fall. Game8 puts the Striker first among shotguns, the Riot Gun second and the W-870 and Skull Shaker tied third.

The Striker's 12 round drum is the real selling point, because a reload in the middle of a Garrador or Armadura fight is how runs end. It also stores shotgun shells inside the gun rather than in your case. The Riot Gun is the better pick if you like range: its tighter spread lets you hit weak points from further away, which is why Game8 rates it as one of the strongest guns in the game once fully upgraded. You can buy it from Chapter 6, four chapters before the Striker, so many players run the Riot Gun through the early Castle and swap later.

For magnums, the Killer7 tops Game8's list because its 20.0 base power and built in laser need no upgrades to feel strong. The Broken Butterfly arrives earlier (Chapter 7) and Game8 notes it can become the strongest magnum once fully upgraded, thanks to a 1.5x power exclusive. The practical answer is to buy the Broken Butterfly when it appears, use it for Castle bosses, then decide in Chapter 11 whether your pesetas are better spent upgrading it or buying the Killer7.

Do not forget the plain Rocket Launcher. Game8 places it in its B tier because it is single use and expensive, but it one shots most enemies, and PowerPyx's speed run advice is to buy one before the Salazar fight and another before Saddler. The Infinite Rocket Launcher is a different item entirely and only appears in a New Game Plus file.

Rifles, SMGs and the Bolt Thrower

The Stingray is Game8's best rifle because it combines the highest base rifle power with a semi automatic action, so you can follow up a missed shot without working a bolt. The SR M1903 is still worth owning early: it is sold from Chapter 2, deals triple damage to weak points, and its exclusive upgrade doubles its power, which is why Game8 keeps it in the top tier. The CQBR Assault Rifle lands in A tier as a rapid fire option that also triples weak point damage.

Submachine guns are support weapons in this game. The TMP holds a big magazine and arrives in Chapter 3, but it has poor accuracy, so it only works up close. The LE 5 fixes that with better accuracy and penetration and a scope mount, which makes it Game8's pick for the Island, where fast Novistadors and Regenerators show up. Game8's late game loadout pairs it with the Biometric Sensor on the Stingray for Regenerators.

The Bolt Thrower is the odd one out. Its 1.20 power looks weak, but bolts can be picked up and reused, and attachable mines turn it into a trap launcher. Game8 recommends it against the blind Garrador, where a silent weapon matters, and against shielded Zealots in the Castle.

Upgrade Priorities and the Perks That Reshuffle the List

A fully upgraded mid tier gun beats an untouched top tier one, so where your pesetas go matters as much as which gun you hold. Every regular weapon has an exclusive upgrade that unlocks after you max its power, ammo capacity, reload speed and rate of fire, or instantly with an Exclusive Upgrade Ticket. Game8's cost table shows how much these perks are worth: 2x power for the W-870, SR M1903 and Fighting Knife, 1.5x power for the Red9, Blacktail, Riot Gun, Broken Butterfly and CQBR, 2x capacity for the Striker, Matilda and Bolt Thrower, and 5x critical rate for the SG-09 R and Killer7. Most exclusive upgrades cost between 60,000 and 100,000 pesetas on top of the regular tiers. Our guide to Exclusive Upgrade Tickets and perks covers which weapon deserves your first ticket.

A sensible order for a first playthrough, based on Game8's loadout advice:

  1. Upgrade your handgun's power first, since it fires most often.
  2. Put money into one shotgun's capacity so you are not reloading in crowds.
  3. Keep your Combat Knife's durability topped up until Krauser drops the Fighting Knife.
  4. Buy a rifle for weak point damage and upgrade it before the Castle bosses.
  5. Only then spread money into a magnum or the LE 5.

Money is the bottleneck on a first run. PowerPyx's advice is to inlay gemstones into treasures instead of selling them loose, because the combined treasure sells for far more, and Game8 suggests selling used key items and ammo for guns you no longer carry. Both habits free up cash for the next upgrade tier without any extra grinding.

Bonus Weapons After the Credits

Everything above assumes a first run. After the credits, four bonus weapons change the picture. The Chicago Sweeper (complete Professional with an A rank) and the Handcannon (complete a New Game on Professional without bonus weapons, or get an S rank on all three Mercenaries stages) each cost 1,000 CP in the Extra Content Shop, and their exclusive upgrades give them unlimited ammo for 10,000 pesetas once fully upgraded. The Handcannon's 12 base power plus that perk is why PowerPyx calls it the best weapon in the game. The Primal Knife (destroy all 16 Clockwork Castellans) becomes indestructible with its exclusive upgrade.

The fourth, the Infinite Rocket Launcher, is sold by the Merchant only in New Game Plus for 2,000,000 pesetas. Our breakdown of every in-game way to get infinite ammo walks through each route, the full unlockables and Extra Content Shop list shows what each item costs in CP, and the New Game Plus guide explains why your upgraded arsenal carries straight into a second run.

Testing Builds Without the Grind

Comparing a maxed Red9 against a maxed Blacktail, or seeing what the Killer7 feels like with every upgrade, normally takes several playthroughs worth of pesetas. If you would rather experiment straight away, the store's Resident Evil 4 Remake modded save sets Ptas to 999,999,999 and Completion Points to 10,000,000, with Standard and Hardcore slots that have unlimited pistol ammo and a Professional slot (Chapter 2) with an unlimited Rocket Launcher and 999 Exclusive Tickets.

It is for PlayStation 4 and PlayStation 5 only, works only with the Remake, needs active PlayStation Plus on the same account, and the game itself is not included. Other listings for the game sit on the Resident Evil 4 Remake hub.

Frequently Asked Questions

What is the best handgun in Resident Evil 4 Remake?

Game8 ranks the Red9 first for its top base power and free pickup in Chapter 4, with the Blacktail a close second for players who prefer faster handling. Both get a 1.5x power exclusive upgrade.

Is the Striker better than the Riot Gun?

Game8 prefers the Striker for its 12 round capacity and higher base power, but the Riot Gun has a tighter spread and better range and is available four chapters earlier, in Chapter 6.

What is the strongest gun in RE4 Remake?

By listed base power it is the Killer7 at 20.0. The Rocket Launcher hits harder per shot but has no assigned power stat and is single use.

Should I buy the Killer7 or keep the Broken Butterfly?

The Killer7 is stronger at base, while a fully upgraded Broken Butterfly can overtake it according to Game8. Keep whichever you have already invested in unless you have spare pesetas.

How do I get the Handcannon?

The easier route is scoring S on each of the three Mercenaries maps; the harder one is a fresh Professional clear using no bonus gear. Either way it then appears in the Extra Content Shop for 1,000 CP, and you pull it out of typewriter storage.

Is the Bolt Thrower worth buying?

Yes for most players. It is cheap, its bolts can be recovered, and its mines handle shielded enemies and the Garrador, which is why Game8 calls it the best special weapon.