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Hood Warfare 2 Weapons

Hood Warfare 2 Weapon Tier List: S to C Ranked

Hood Warfare 2 weapon tier list ranked by verified attachment slots per gun, plus the best weapon for every mode and all four Chicago maps.

10/12/2026 Build 25821950 Last updated: 10/12/2026 7 min read

Which Hood Warfare 2 weapons are strongest right now?

Ranked by customisability, not damage: the Mac-10 sits in S tier with five attachment slots, while the AKM and M-14 take three each. Left over are four one-slot guns and the Combat Knife. This list ranks how much you can change a weapon, because that is the one thing the game files confirm.

Hood Warfare 2 loadout screen showing a weapon with attachment slots

Official Hood Warfare 2 screenshot from the Steam store page.

TierWeaponClassSlotsWhy it sits here
SMac-10SMG5The most configurable gun in the game: magazine, muzzle, suppressor, stock and underbarrel
SAKMAssault Rifle3Magazine, muzzle and stock — a complete mid-range rebuild
SM-14Rifle3Magazine, muzzle and optic, so it works scoped or scopeless
AM40A5Rifle2Optic and muzzle only, but that is the full sniper package: scope plus suppressor
AGlockPistol2Extended mag and the Glock switch, two genuinely functional sidearm accessories
APistolPistol2Flashlight and suppressor, making it a quiet secondary
BAK-47Assault Rifle1Underbarrel grip only, so the rest of its behaviour is fixed
BUziSMG1Extended mag only
BX24Pistol1Magazine only
B12-GaugeShotgun1Optic only
CCombat KnifeMelee0No slots at all

Why does the Mac-10 sit at the top?

Because it accepts more attachment types than any other weapon in Hood Warfare 2 — five of the seven slots. A gun you can reshape that far can be built for close-quarters rushing, quiet objective play, or sustained pressure without ever changing weapon, which is exactly what a tier list should reward.

The same logic lifts the AKM and M-14: three slots is enough to change a gun’s effective range band, while the one-slot group (AK-47, Uzi, X24, 12-Gauge) is stuck close to how it ships.

Which weapon should I use in each game mode?

Match the weapon to what the mode pays you for, not to its tier. Turf War and Hit A Lick reward holding ground, so mid-range guns win; Chaos and Chain Snatch reward speed; Destroy The Block is the only mode where a deep magazine matters more than anything else.

ModeBringWhy
Turf WarAssault rifle or rifleYou are holding territory, and mid-range control beats close-range speed
GangBangSMGA straight kill race, so fast handling wins repeated trades
ChaosSMG or pistolNo teammates and no loyalty — mobility and quick recovery decide fights
Hit A LickSuppressed mid-rangeYou escort a bag carrier and need to disappear afterwards
Destroy The BlockAnything with a big magazineOne life per round, so sustained pressure on the site pays
Chain SnatchSMGYou grab chains and leave; long fights are how you lose them

Which weapons work best on each map?

Map structure decides it, and all four launch maps support all six modes. Downtown and Suburbs have the sightlines for rifles and assault rifles; The Trenches and Chicago Mall remove long sightlines almost entirely, which pushes SMGs and shotguns to the front.

Hood Warfare 2 close-quarters fight on a residential street map

Official Hood Warfare 2 screenshot — the kind of short sightline that decides the map pool.

MapFavoursWhy
DowntownRifles and assault riflesStreet lanes and building frontage give mid-to-long sightlines
SuburbsAssault rifles and riflesProperty-to-property peeking rewards controlled mid-range play
The TrenchesSMGs and shotgunsConstrained lanes force every fight close
Chicago MallSMGs and shotgunsIndoor corridors and storefronts remove distance entirely

Which attachments actually move a weapon up a tier?

The ones that change behaviour rather than looks. A suppressor turns any objective mode into a flanking game, a bigger magazine removes the vulnerable reload window, and a vertical grip is the only underbarrel option in the game — which is precisely why the Mac-10 ranks first.

Attachments are earned through per-weapon challenges, not bought, so raising a weapon’s tier means committing to that gun across a stretch of matches. Kills with each gun also unlock its skins.

Where do these attachment slots come from?

The seven slot types are Optic, Magazine, Muzzle, Underbarrel, Stock, Accessory and Canted Sight — the game’s own attachment-type list. Which weapons accept which slot comes from the per-weapon attachment assets bundled with each gun, such as the AKM’s default magazine, muzzle and stock, or the Glock’s extended mag and switch.

What about damage, fire rate and the other stat numbers?

This page deliberately does not publish them. Hood Warfare 2 stores Damage, Range, Fire Rate, Mobility, Control and Accuracy per weapon inside compressed data assets that are not readable as text, and no public source lists verified figures — so any “damage number” you see on another wiki is guesswork.

Can every weapon be ranked?

No — six of the game’s weapon names cannot be ranked honestly. The Hood Warfare 2 weapon enum lists ARX-19, MG-B63, XM495, X25, M83 and MPX8, but nothing in the shipped build links those names to a model or a slot set, so they stay unranked rather than being guessed into the S or C tier.

Unranked nameBest guess (unconfirmed)
ARX-19Class-default assault rifle
MG-B63Class-default machine gun
XM495Class-default shotgun
X25Pistol variant
M83Pistol variant
MPX8Class-default SMG
Why does the game list 17 weapons but only 11 have data?

The enum is the game’s full weapon registry; the other six appear to be the fallback weapons behind each class animation set. They may be unreleased, or simply internal placeholders that never received their own assets.

Where do I go next?

Set up one flexible loadout first, then learn the maps with bots in a private match. If you want the full weapon roster with classes and skin sets, the weapon list page has it; if you want to know exactly which attachments exist in each slot, the attachment guide covers all 17.

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