Resident Evil Revelations 2

Resident Evil Revelations 2

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Raid mode weapons guide: stats, tags, parts, upgrades and unique weapons
De către kris.aalst
While leveling in raid mode I was looking for an overview of the weapons' basic stats at the same weapon level, to be able to thoroughly compare weapons with each other. I searched the web and didn't find anything like that, so I gathered the data from the store.

I first gathered the data at level 12. When I reached the maximum level, I gathered all the stats once more for the level 95 weapons, the highest level weapons you can find in the store. So below you'll find an overview of all the weapons' stats at low level and at high level.

Since any overview of the raid mode weapons would never really be complete without a list of the weapon tags, the weapon parts and the unique versions of each weapon, I included that information, too.
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Assault Rifles
Level 12
Firing Rate
Firepower
Capacity
Level 95
Firing Rate
Firepower
Capacity
AK-7
7.87
319
30
AK-7
7.87
2083
36
High Roller
3.75
454
18
High Roller
3.75
2965
24
NSR47
9.00
285
33
NSR47
9.00
1862
39

The High Roller clearly deals the highest damage. This compensates for its much smaller ammo capacity. The slower fire rate doesn't really matter because the High Roller's recoil is so heavy that you can only fire a couple of shots before you'll be shooting at the ceiling or the sky. This heavy recoil can be countered by slotting an Anti-Recoil weapon part. You can also learn to compensate for the recoil by dragging the weapon down while firing. Either way, once you reduce or even eliminate the recoil, you'll find the High Roller the best choice for an Assault Rifle.
Handguns
Level 12
Firing Rate
Firepower
Capacity
Level 95
Firing Rate
Firepower
Capacity
MPM
4.09
375
9
MPM
4.09
2450
14
P10
3.27
413
14
P10
3.27
2695
20
Samurai Edge
2.45
525
8
Samurai Edge
2.45
3430
12
Triple Shot
2.73
431
15
Triple Shot
2.73
2818
21

The MPM is the worst handgun, only boasting a slightly higher firing rate which doesn't make up for its low damage. The P10 is a solid choice but at max level, you'll want to look to the Samurai Edge or the Triple Shot.

The Triple Shot is a special case: yes, it really fires three bullets each time you pull the trigger, resulting in serious damage but wasting ammo in the process. More damage is great, but when a monster is almost dead and it would have died from just one bullet, the other two bullets you pumped into it are just a waste.

That being said, the Triple Shot may be a solid choice for high level raiding, when you've maxed out the Handgun Master skill and ammo really isn't a concern anymore, but I don't think a lot of people use handguns for endgame content and if I did, I'd still prefer the Samurai Edge.
Machine pistols
Level 12
Firing Rate
Firepower
Capacity
Level 95
Firing Rate
Firepower
Capacity
Chicago Typewriter
18.00
150
82
Chicago Typewriter
18.00
980
99
MP-AB50
15.00
169
41
MP-AB50
15.00
1103
50
MP-AB50G
15.00
206
41
MP-AB50G
15.00
1348
50
MP-AF
13.95
206
33
MP-AF
13.95
1348
39

Machine pistols are extremely useful if you want to tackle the 'level restricted events' at level 1, because the only real way to deal damage as a level one character is by means of fire damage. Every bullet you fire has a chance to deal fire damage and machine pistols are without a doubt the guns with the highest capacity. So equip a machine pistol, preferably a Chicago Typewriter, with decent Fire Ammo and Extended Burn parts, and you stand a chance against the otherwise unkillable opponents.

Another fun thing to do is equip a machine pistol with a high-level Force Ammo part. Because of the hail of bullets hitting the enemies, they are literally pushed back and can't even reach you before going down.

Combine these two tips to get maximum fun out of your machine pistol.
Magnums
Level 12
Firing Rate
Firepower
Capacity
Level 95
Firing Rate
Firepower
Capacity
2005M
1.23
3375
6
2005M
1.23
22050
8
Anaconda
0.68
4500
6
Anaconda
0.68
29400
6
Model329
1.09
3750
6
Model329
1.09
24500
8
Pale Rider
0.41
5250
3
Pale Rider
0.41
34300
4
Python
0.82
3525
6
Python
0.82
23030
8

Magnums are pocket-sized cannons in Resident Evil Revelations 2. They deal incredible amounts of damage but they are very slow, meaning slow firing rates and long reloading times. Both of these disadvantages can be countered a bit by the Magnum Master skill and by means of certain weapon parts. Also, you can only carry a small amount of ammo for your Magnum. This can also be countered a bit by the Magnum Master skill. Lastly, Magnums have pretty heavy to very heavy recoil, which can be compensated by slotting an Anti-Recoil weapon part.

Despite the disadvantages, a Magnum is a solid choice for your short-range shooting needs, especially against boss-type creatures and other monsters that would be bullet sponges if you used any other weapon.
Rifles (Sniper Rifles)
Level 12
Firing Rate
Firepower
Capacity
Level 95
Firing Rate
Firepower
Capacity
Anti-Materiel Rifle
1.23
7125
5
Anti-Materiel Rifle
1.23
46550
7
M1891/30
0.60
2625
5
M1891/30
0.60
17150
8
Muramasa
0.60
3562 (*)
3
Muramasa
0.60
23275
5
SVD
1.23
1875
9
SVD
1.23
12250
11

(*) extrapolated value so could be off by one or two points

The Anti-Materiel Rifle deals crazy damage but you can't manually reload it, meaning you have just the one clip to empty and then the weapon is useless until the end of the mission. If you want an Anti-Materiel Rifle to use as a short-but-sweet devastator in certain situations that call for drastic measures, you should upgrade its ammo capacity as much as you can by slotting Capacity and BSAA parts. You should also seriously consider putting a Final Shot part in your Anti-Materiel Rifle.

When choosing between the other rifles, you need to know that just like in the first Resident Evil Revelations game, there is one rifle that does not have bolt action and that is the SVD. Bolt action means there is a short reloading animation after each shot. Personally I don't mind the lower damage if it means avoiding the bolt-action type of weapon, so the SVD is my personal weapon of choice for all long-range and medium-range combat.

Note that rifles allow you to scan for invisible monsters from afar, by looking for them through the rifle's scope.
Shotguns
Level 12
Firing Rate
Firepower
Capacity
Level 95
Firing Rate
Firepower
Capacity
Drake
1.30
2808 (*)
5
Drake
1.30
18354
9
Hydra
1.70
2051
4
Hydra
1.70
13377
7
M147S
3.00
2548
2
M147S
3.00
16639
4
TAP194
1.46
2310
8
TAP194
1.46
15092
12

(*) extrapolated value so could be off by one or two points

Shotguns are great for short-range combat. Their violent discharge can knock down most monsters and they deal a lot of damage, so it matters little that they have such slow firing rates. But their real downside is their low ammo capacity, meaning you can spend more time reloading than actually shooting. For this reason I preferred the TAP194 while leveling up. But at level 100 the Drake is definitely the best choice, especially since you can upgrade its capacity more than enough when 'Upgrading beyond limits' (see below).
Weapon tags
Sometimes a weapon is 'tagged', meaning it has one or more additional characteristics. The tag is indicated between brackets at the end of the weapon's name, for example '[Steady Shot]' for this Magnum:



Below is a list of the tags and their advantages and disadvantages.

Tag
Positive effects
Negative effects
Long range
If target is more than 6m away: +22% damage
If target is less than 4m away: -17% damage
Longe Range +
- If target is more than 6m away: +22% damage
- Critical hit chance +20%
- If target is less than 4m away: -17% damage
- Fire rate -10%
Short Range
If target is less than 4m away: +22% damage
If target is more than 6m away: -17% damage
Short Range +
- If target is less than 4m away: +22% damage
- Fire rate +10%
If target is more than 6m away: -17% damage
Speed Load
- Capacity +30%
- Reload Speed +20%
Fire rate -10%
Sonic Assist
Hit Radius +50%
none
Sonic Assist +
- Hit Radius +100%
- Piercing +1
none
Speed Shot
- Capacity +30%
- Fire rate +15%
Reload speed -10%
Steady Shot
- Fire rate +8%
- 60% recoil reduction
- Critical hit chance +20%
Hit radius -50%

Note: tags and weapon parts stack. For example, a shotgun tagged [Short Range] equipped with a Close Range weapon part can deal serious amounts of damage up close.
Weapon parts
You get weapon parts from chests in any of the gauntlet missions (there are no chests in the daily missions or during events) or by buying them from the store i.e. the telephone in the room you start raid mode in.

At the workbench, you can
  • add weapon parts to your weapons if they have at least one free slot
  • destroy weapons to salvage its weapon parts
  • destroy weapon parts to 'clean' the weapon of unwanted weapon parts
Slotting weapon parts is free; the other two actions cost a certain amount of gold.

After finishing gauntlet #2, you'll have access to a toolbox where you can combine two weapon parts of the same level to make one weapon part of one level higher (e.g. 2x 'Damage 4' equals 1x 'Damage 5') for a specified amount of gold.

Below is a list of all the weapon parts and my opinion on each part. Because of character limit per section, I had to divide the weapon parts list into several sections. I split them up as follows:
  • Parts with a maximum level of 20
  • Parts with a maximum level of 10
  • Parts with a maximum level of 5
  • Parts with a maximum level of 1
See the respective sections below.
Parts with a maximum level of 20
  • Capacity: the weapon can carry more ammo. The amount of extra ammo increases with the part's level. For most weapons, you should have plenty of ammo if you learn to aim before you shoot, if you learn when to shoot (e.g. don't shoot your shotgun unless the monster is close to you) and if you increase one or several of your preferred weapon skills. However, this weapon part can be useful for Magnums, which have low ammo capacity, and it's especially useful for the Anti-Materiel Rifle, as you can't reload that weapon.

  • Damage: the weapon deals more damage. The amount of extra damage increases with the part's level. More damage is a very good thing, of course. In my opinion, you shouldn't increase your Damage parts beyond level 15 as it takes an insane amount of lower level parts (you'll only find level 7 or 8 parts in the store and you may occasionally find a level 10 or 11 Damage part if you're farming code red at level 100).

  • Daze: the weapon has a chance to stun monsters. The chance to stun increases with the part's level. If you're looking for a weapon part that allows you to stun your opponents, the Ice Ammo part is the better choice.

  • Firing Rate: the weapon fires faster. The rate increases with the part's level. Sounds good, but at higher levels you won't want to give up a slot for this weapon part.

  • Quick Load: the weapon reloads faster. The reloading speed increases with the part's level. Sounds good, especially for those slow-reloading weapons like magnums, but at higher levels you won't want to give up a slot for this weapon part.
Parts with a maximum level of 10
  • Charge Shot A, Charge Shot B and Charge Shot C: these weapon parts can each be put in specific types of weapons and cause an increase in damage if you hold down the trigger for 1-3 seconds before firing by releasing the trigger. The amount of extra damage increases with the weapon part's level. When it comes to damage output, the charge shot parts aren't bad. But from my experience with the first Resident Evil: Revelations game, it breaks the flow of combat too much (or maybe I lack the patience for it) and I just don't like playing the game with Charge Shot, so I don't use these parts.

  • Close Range: the closer a monster is, the more damage you'll deal to it. The maximum increase in damage depends on the part's level. I think this is an unmissable part for any shotgun, as you'll only be firing that weapon up close anyway. You should also slot a Close Range part in a weapon with a Longe Range tag if the weapon isn't meant for long-range combat only.

  • Critical Hit: increases the chance to deal a critical hit by a percentage. The percentage increases with the part's level. I suppose this could be a good part for weapons with high damage output (notably magnum or sniper rifle) but I never really noticed much effect from this weapon part and there are certainly better parts out there, so I ended up not using Critical Hit anymore.

  • Easy Hit: "increases the hit zone on monsters" by a percentage. The percentage increases with the part's level. This weapon part just compensates for bad aiming, so try to avoid using this part and practice your aim a bit more. Also, ironically, a weapon with an Easy Hit part equipped makes it harder to hit sweet spots on enemies. That's because of the way Easy Hit works: it actually considers the bullet larger than it is so as to determine whether or not the bullet hit. That means if you're aiming for the sweet spot or the head of an enemy, your shot may turn into a torso shot because of Easy Hit's 'autocorrection'.

  • Elite Killer: increases damage dealt to elite monsters by a percentage. The percentage increases with the part's level. When slotted into your strong weapon, the one you usually reserve for difficult boss-like monsters like your Magnum or Anti-Materiel Rifle, this can be a very strong weapon part.

  • Executioner: decreases the recovery time of your active skills. This is only useful for certain playstyles that depend on active skills e.g. if you rely heavily on the Shield skill. Usually you'll want to avoid slotting this weapon part.

  • Final Shot: increases damage dealt by the last bullet in the gun by a percentage. The percentage increases with the part's level. I only like this part for Magnums and for the Anti-Materiel Rifle, and only when I haven't increased their capacity much.

  • Follow-Up Strike: increases damage dealt to monsters that have been knocked down. The percentage of extra damage dealt increases with the part's level. The amount of monsters you'll be shooting at while they're down is maybe 5%, which just isn't enough to warrant a weapon slot. So I suggest you avoid slotting Follow-Up Strike and go for one of the weapon parts with a more consistent increase in damage output.

  • Force Ammo: the monster you shoot gets pushed back a bit with each hit. The distance it's pushed back increases with the part's level. Weapon parts that add elemental ammo are overall stronger than Force Ammo and if you're looking for a weapon part to stun your opponents, the Ice Ammo part is the better choice.

  • Greedy Killer: increases gold earned from kills. The amount of extra gold gained increases with the part's level. This may be cute to use in a weapon while leveling, but it will never get a spot in your endgame weapons, of course.

  • Homing Ammo: this weapon part just compensates for bad aiming, so try to avoid using this part and practice your aim a bit more. Homing Ammo may be useful for speed runs, as you gain a lot of time by not having to aim meticulously. However, Homing Ammo causes your bullets to go towards the centre mass of the enemy, meaning it's very hard and sometimes impossible to hit the sweet spot on enemies (Uroboros and Revenants) or exploding barrels and electric generators.

  • Life Stealer: when you kill a monster, a percentage of your health is restored. The percentage increases with the part's level. Unfortunately, this is a great weapon part. You want those medals, don't you, and one of the medals prohibits you from using any healing herbs, so Life Stealer is the only way to compensate for that 'handicap'. This part will also keep you alive on more than one occasion during difficult events.

  • Long Range: the further away a monster is, the more damage you'll deal to it. The maximum increase in damage depends on the part's level. I think this is an unmissable part for any sniper rifle, as you'll mostly be using them for long-distance targets anyway. You should also slot a Long Range part in a weapon with a Short Range tag if the weapon isn't meant for short-range combat only.

  • Merciless: increases damage dealt to monsters that have less than half their health by a percentage. The percentage increases with the part's level. This sounds great on paper, but in reality you'll want to choose weapon parts that increase ALL of your damage instead of boosting your damage only in certain circumstances. So I suggest you avoid slotting this weapon part, except to fill up weapon slots that would otherwise remain empty while leveling up.

  • Mundane Murderer: increases damage dealt to non-elite monsters by a percentage. The percentage increases with the part's level. Non-elite monsters are the ones that go down easily so this weapon part may save you some ammo and some time, but it won't make it into your endgame weapons. So feel free to use it while leveling up.

  • Soul Eater: increases XP gained from kills. The amount of extra XP gained increases with the part's level. This may be cute to use in a weapon while leveling, but it will never get a spot in your endgame weapons, of course.

  • Last but not least: elemental damage related weapon parts

    There are 6 weapon parts that have to do with elemental damage:

    • Cold Ammo & Frostbite

    • Electric Ammo & Electrocute

    • Fire Ammo & Extended Burn

    There are three types of elemental damage in Resident Evil Revelations 2: fire, ice and electricity. Each of these has an elemental ammo part, meaning your bullets have a chance to deal fire, ice or electric damage and inflict their respective status effect:

    • Ice => slows or even freezes the target

    • Electricity => makes the target vulnerable so it takes more damage

    • Fire => puts a DoT (damage over time) effect on the target

    The chance to trigger the elemental damage depends on the weapon type and it increases with the part's level.

    Frostbite, Electrocute and Extended Burn are weapon parts that cause more damage to happen to targets that are frozen, being electrocuted or on fire, so these are complementary to the 3 elemental ammo parts. They are also complementary to some of the active skills to throw sub-weapons (bottles) e.g. Frostbite increases the damage dealt by Ice Bottles.

    Notes:
    • The shield of shielded monsters (the ones with a blue 'force field' in front of them) does not block elemental damage, so use one of your weapons with elemental damage on them. Fire is especially handy for shielded monsters because of its DoT effect.

    • Elemental damage can be dealt to you, too. So keep in mind that taking ice damage will slow you down or even freeze you in place, fire damage puts a DoT effect on you, and you take considerably more damage while being electrocuted.
Parts with a maximum level of 5
  • Anti-Recoil: reduces weapon recoil. The amount of recoil that's reduced increases with the part's level. This is useful for Magnums and assault rifles (the High Roller in particular). But if you keep pulling your assault rifle down while firing (practice makes perfect!) and/or if you learn to fire in bursts of a few shots instead of keeping your finger on the trigger button, you'll be able to do without Anti-Recoil, meaning you can slot another weapon part instead.

  • Focus: reduces the spread of shotgun shots. The rate of the spread reduction depends on the part's level. A good weapon part for your shotguns, but only if you can spare the slot for it. It concentrates the damage of your shotgun shells, which can come in handy if you're aiming for a specific part of a monster (the head or a different weak spot). But if you have more weapon parts you want to slot in your shotgun than there are slots in that shotgun, Focus should be the first one to go.

  • Piercing: increases piercing power. The amount by which the piercing power is increased, depends on the part's level. Piercing means the bullet travels through your target and into the monster behind it, if there is one. More piercing power means a bullet can travel through more targets. Remember that magnums, assault rifles and sniper rifles have 1 rank of piercing by default. I don't really see the need to increase that. I mean, how often do you have 3 or more targets lined up perfectly? Although there is some merit to putting this weapon part in some of the other weapon types, I just think there are a lot better parts to fill up your precious slots with. So I suggest you avoid this weapon part, except for putting it in a few weapons while leveling, to fill up weapon slots that would otherwise remain empty anyway.

  • Scatter: increases the spread of shotgun shots. The rate of the spread increase depends on the part's level. I cannot imagine why you would want this part in your shotgun.
Parts with a maximum level of 1
  • Auto-Shot: no more need to pull the trigger; the weapon fires automatically if you aim it at something. This makes the game very, very boring so I wouldn't advise using this weapon part. However, I suppose it can be a must-have part for people who go raiding online and only want to run the hardest missions.

  • BSAA: increases firing rate by 9% and increases capacity by 25%. Could be useful for a variety of weapons but I only use it for my Anti-Materiel Rifle because increasing capacity is key for that weapon.

  • Burst 1: fires 2 bullets with one pull of the trigger. I think this may be useful in weapons like machine pistols and assault rifles because it increases your damage per second while not causing too much waste of ammo. For weapons that have a slower firing rate and more damage output, I think this part would waste a lot of ammo so I wouldn't use it.

  • Burst 2: fires 3 bullets with one pull of the trigger. Same remarks as for Burst 1.

  • DSO: increases damage dealt to non-elite monsters by 17% and increases firepower of the weapon the further the target is from you (like the Long Range part), to a maximum of +9%. A decent part for sniper rifles, although the increased damage to non-elite monsters isn't all that useful and you can easily get +9% damage in other ways, for example by slotting a S.T.A.R.S. (see below).

  • FBC: increases damage dealt to elite monsters by 17% and increases firepower of the weapon the closer the target is to you (like the Close Range part), to a maximum of +9%. A good part for shotguns and Magnums.

  • Full Burst: only useful in combination with the Evade Cancel skill to cheese through events. It's not really my style (and it looks utterly ridiculous if you watch someone 'play' the game that way on YouTube) but without a doubt, it's an effective 'playstyle' to breeze through the more difficult events.

  • S.T.A.R.S.: increases weapon damage by 9% and increases critical hit rate by 8%. This is a very good part for any weapon.
Upgrading level 100 weapons 'beyond limits'
When examining level 100 weapons at the workbench, you'll see an option to 'Upgrade Beyond Limits'. When you click on that button, you'll see three options to upgrade the weapon:
  • Upgrade Firepower
  • Upgrade Firing Rate
  • Upgrade Capacity



You can perform a total of 30 upgrades to any level 100 weapon. The price for the first upgrade in each of the three options is 200,000 at first and it rises by 5,000 with each upgrade. So if you upgrade firepower once, the cost for the next firepower upgrade is 205,000, while the cost for upgrading firing rate or capacity remains at 200,000.

Although firepower seems like the most desirable upgrade, in some cases capacity is the better choice, especially for Magnums, Shotguns and (Anti-Materiel) Rifles. Each extra bullet means a full 100% more damage, a percentage you'll never achieve by upgrading raw firepower. Of course, if the weapon has a large capacity but relatively low damage to begin with, as is the case with Machine Pistols, you may not want to sink your money into capacity upgrades but go for firepower upgrades instead, or mix it up a little.

Upgrading firing rate is rarely worth it. The firing rate stat increases very little to not at all with each of your precious upgrades. I did sink a few firing rate upgrades into my Magnum Anaconda with 'Long Range+' tag, because the Anaconda is a slow-firing weapon as it is, and the tag made it even slower. But exceptions like that are pretty much the only times you want to go for upgrading firing rate.
Unique weapons list
Each weapon has a unique, named version that deals more damage than its non-unique counterpart. These weapons are super rare. I came across this list on the Gamefaqs forum, so credit to Musambani who posted the list there.

2005M
Mr. Train
AK-7
Dagger Fang
Anaconda
Basilisk
Anti-Materiel Rifle
Sledgehammer
Chicago Typewriter
Godfather
Drake
Lindwurm
High Roller
Million Dollar
Hydra
Cerberus
M147S
Gravedigger
M1891/30
Zaytsev
Model 329
Ticket Puncher
MP-AB50
Banshee
MP-AB50G
Goldfish
MP-AF
Firebolt
MPM
Liberator
Muramasa
Unscripted
NSR47
Beelzebub
P10
Coffin Nail
Pale Rider
Grim Reaper
Python
Serpent
Samurai Edge
Bushido
SVD
Overlord
TAP194
Decimator
Triple Shot
Trident
18 comentarii
overlordxviii 15 oct. la 12:41 
Thank you!!!
Aty 9 apr. 2023 la 18:24 
tyvm for those nice tips ! ^^
kris.aalst  [autor] 4 apr. 2023 la 5:33 
Hey! That's one lucky drop :neon_surprise: I'd definitely choose Anti Recoil 5 and Capacity 20. For the other 4 slots, it depends on preference. You could increase the speed of your Basilisk even further with Firing Rate 20 and Reload 20. And/or go for BSAA for a similar effect. The weapon deals insane amounts of damage out of the box, but if you really want to increase its damage further you can go with a Damage 20 and/or Elite Killer 10. As I mention in the guide I didn't notice much difference with higher crit chance but if you do, you may want Critical Hit 10 or FBC. Finally, Life Stealer 10 is always nice to have, especially if you're going for all the badges, one of which prevents you from using healing herbs. There's not much you can do wrong with a weapon like that so besides Anti Recoil 5 and Capacity 20 I'd say 'follow your gut instincts' :uZippie:
Aty 3 apr. 2023 la 7:53 
Hey !
Old post I know, but that's the only guide I have found so far ^^'
Got a question about mod suggestions for weapons, could you help please ?
Freshly dropped a 6 Slots Basilisk Lv. 100, what parts should I equip, and what mods ? (capacity, firerate, power?) Thx !
Lee Enfield 11 iun. 2021 la 13:06 
Anti-Materiel Rifle should be named Overlord. instead of rifle don't you think :re3charlie:
♥Melissa_Juliette♥ 14 apr. 2021 la 17:34 
Lee, yes - fire is against 100% enemies + burning effect is stronger. Strongly recommend you to have only fire effect if going on world-wide Survivours weekend Online Mission.
Lee Enfield 13 mart. 2021 la 6:11 
Wow btw does fire ammo cause more damage than electric ammo at the same level or the same damage? but I think frozen is less
felixdmello777 31 iul. 2020 la 13:14 
Thanks.
Gojo 12 iul. 2020 la 7:44 
Thank you so much for this guide, it help me a lot.
Dgo 13 mart. 2020 la 8:13 
Are rare weapons better than norma ones? Because I got a rainbow "Mumei" Muramasa with only 4 slots but much more damage. I guess it's unscripted in English. I thought rares are just the same with different names.