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| Tier | Role | Goal |
|---|---|---|
| A | Upgraded starter rifle/auto | Push toward ~2-shot normals |
| B | Stock rifle / balanced auto | Stable Freezer income |
| C | Shotgun without reload help | Close clusters only |
| D | Neglected base weapon | Replace via damage ticks ASAP |
| Tier | Role | Goal |
|---|---|---|
| S | High fire-rate auto after damage pivot | Fill Freezer fast with dog support |
| A | Rifle with solid mag economy | Day Cash + light boss help |
| B | Shotgun with reload upgrades | Burst flocks, watch downtime |
| C | Heavy without mobility plan | Situational; punish if you miss |
| Tier | Role | Goal |
|---|---|---|
| S | Feather-unlocked rate or heavy boss kit | Night DPS while strafing |
| A | Mid auto brought into night with dog S/A | Flexible clear + boss chip |
| B | Pure daytime Cash specialist | Great sells, weaker boss uptime |
| D | Day kit with no night plan | Feathers drought |
Competitor-style hubs often paste long named inventories. During Beta those strings rot overnight. Our Catch 1 Billion Ducks weapons tier list keeps S/A/B/C/D role cards tied to rifle, auto, shotgun, and heavy archetypes so Google-facing pages stay accurate even when lobby labels shuffle.
Cross-link rule: use this page for stage planning, the weapons database for class primers, and pellet/reload when shotgun downtime is the real villain.
Damage lowers shots-to-kill — the community pivot near two shots on normal ducks unlocks huge Freezer throughput.
Fire rate raises ducks/min only if the dog keeps up; otherwise you paint the grass with uncollected birds.
Reload / magazine decide whether shotgun and auto roles stay A-tier or fall to C when downtime spikes.
Handling (spread, ADS feel) matters more on night bosses where sideways strafes already tax aim.