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Exclusive Weapon Promotion Guide

Gear · 2026-03-19

What Are Exclusive Weapons?

Every UR hero has an Exclusive Weapon — a unique equipment piece that amplifies their core identity. Unlike regular gear, Exclusive Weapons do not occupy a gear slot. They are a separate progression system that layers on top of your existing gear investment.

Exclusive Weapons become available in Season 1 and are one of the largest power systems in the game.

Why Exclusive Weapons Matter

Exclusive Weapons are multiplicative with your existing investment. They do not just add flat stats — they amplify what your hero already does. A well-geared hero with a levelled Exclusive Weapon deals exponentially more damage (or provides exponentially more defence) than one without. Ignoring weapons is like leaving a permanent multiplier at 1x.

How the System Works

Unlocking Weapons

Exclusive Weapons unlock in Season 1. Each hero's weapon becomes available as your server enters the correct season. Once unlocked, the weapon starts at Level 1 and can be levelled up using Weapon Blueprints and Weapon Ore.

Levelling Breakpoints

Exclusive Weapons level from 1 to 30. Not every level is equal — certain breakpoints provide disproportionate power:

Level RangePower IncreasePriority
Level 1-10Foundation. Each level provides a moderate stat increase and begins activating the weapon's passive effectGet your main carry here immediately — cheap and impactful
Level 10-20Major power spike. The weapon's unique mechanic fully activates. Damage/defence scaling jumps significantlyThe most important breakpoint. All 5 squad members should reach Level 20
Level 20-30Maximum power. Substantial but diminishing returns per level compared to 10-20. Costly to achieveOnly push your main carry to 30 after all 5 weapons are at 20
The Level 20 Rule

Get all 5 squad members' weapons to Level 20 before pushing any single weapon to Level 30. The combined benefit of five Level 20 weapons exceeds one Level 30 weapon plus four Level 10 weapons. The jump from 10 to 20 is where the weapon's unique mechanic truly comes online — skipping this for other heroes leaves massive power on the table.

Resource Costs

Exclusive Weapons require two resources to level:

ResourceDetails
Weapon BlueprintsThe primary bottleneck. Obtained from events, season rewards, and packs. Required in increasing quantities per level
Weapon OreSecondary resource. Obtained from daily activities, events, and shops. Less scarce than blueprints but still requires planning

When to Start Weapon Promotions

Prerequisites Before You Begin

Do not start Exclusive Weapon investment until your squad meets these baselines:

RequirementWhy
Main carry has gold Gun at Level 40Weapons multiply your gear stats. If the base is low, the multiplier has less to work with
Main tank has gold Radar at Level 40Your tank needs to survive long enough for your carry's weapon to matter
All 5 heroes have at least 2-3 gold gear piecesA squad with partial gold gear benefits less from weapon investment than a well-geared squad
Main carry and tank Tactics at Level 30+Skills interact with weapon effects — higher skill levels mean stronger weapon synergy
The Gear-First Rule

Gear comes before weapons. A hero with gold gear and no weapon will outperform a hero with purple gear and a Level 20 weapon. Weapons are multipliers — they amplify an existing foundation. Build the foundation first.

If You Are Behind on Gear

If your squad is not fully gold-geared when Season 1 starts, split your resources:

  • 80% of resources toward completing gold gear — follow the Gear Guide craft order
  • 20% toward your main carry's weapon — getting it to Level 10 is cheap and provides immediate value even before full gold gear

Once your carry has a gold Gun at Level 40, shift to a 50/50 split between gear completion and weapon levelling.

Weapon Promotion Order by Squad Type

Tank Squad Weapon Order

1
Kimberly — Rocket ShadowCore energy damage amplification stacking. Dramatically increases her AoE output. The single most impactful weapon for Tank squads
→ Level 20
2
Murphy — Mitigation MasterEnhanced damage mitigation for multiple allies. Makes Murphy nearly unkillable and enables the Murphy Exception for Aircraft squads later
→ Level 20
3
Mason — WeaponBoosts his UR-promoted stats and team damage reduction. Significant DPS increase after his UR promotion
→ Level 20
4
Marshall — WeaponEnhances his team-wide buffs. The 16.5% attack buff and 30% cooldown reduction become even stronger
→ Level 20
5
Williams — WeaponStrengthens percentage-based damage reduction. Lower priority because his passive scales well without heavy weapon investment
→ Level 20
6
Kimberly — Rocket ShadowPush your carry to maximum after all 5 weapons are at Level 20. The Level 20-30 range is expensive but Kimberly benefits most
→ Level 30
7
Murphy — Mitigation MasterEspecially important if you are transitioning Murphy into an Aircraft squad via the Murphy Exception
→ Level 30

Aircraft Squad Weapon Order

1
DVA — Energy MasterTransforms her burst into an energy damage powerhouse. Can one-shot enemy carries from full HP. The most important weapon in the game for PvP
→ Level 20
2
Murphy — Mitigation MasterEssential for the Murphy Exception. Level 20 is the minimum before using Murphy in an Aircraft squad. Without it, he cannot tank effectively outside his type
→ Level 20
3
Morrison — WeaponAmplifies Armor-Piercing Shot effectiveness. Morrison's defence shred directly increases DVA's burst damage
→ Level 20
4
Schuyler — WeaponImproves stun reliability and CC duration. CC becomes more impactful as enemy DPS heroes hit harder
→ Level 20
5
Lucius/Carlie — WeaponDefensive weapon for the second tank slot. Lower priority because front-row survivability depends more on gear than weapon
→ Level 20
6
DVA — Energy MasterPush DVA to maximum. Her Level 30 weapon is the single strongest power spike available to any hero in the game
→ Level 30
7
Murphy — Mitigation MasterLevel 30 Murphy becomes nearly immortal. Critical for late-game Murphy Exception viability
→ Level 30

Missile Squad Weapon Order

1
Tesla — Lightning WeaponAmplifies chain damage stacking. Tesla's Lightning Chain mechanic scales enormously with weapon level
→ Level 20
2
Fiona — WeaponScales Radiation DoT damage. ATK-based scaling means weapon investment directly increases her persistent damage
→ Level 20
3
McGregor — WeaponSteady targeted damage boost. Important for finishing off priority targets that survive Tesla's burst
→ Level 20
4
Adam — WeaponDefensive weapon for the Missile tank. Missile squads are fragile — Adam surviving longer matters
→ Level 20
5
Swift — WeaponSupport weapon. Lowest priority but still worth reaching Level 20 before pushing any weapon to 30
→ Level 20
6
Tesla — Lightning WeaponMaximum chain damage. Push to 30 only after all squad weapons are at 20
→ Level 30

Weapon and Gear Interaction

Exclusive Weapons and gear are multiplicative, not additive. This means investing in both creates exponential growth:

HeroWeaponGear Interaction
KimberlyRocket Shadow — energy damage stackingMultiplies her Gun's attack power. Higher Gun level = more base damage for weapon to amplify
DVAEnergy Master — burst conversionTransforms Chip's crit stats into devastating burst. Star-promoted Chip + weapon = exponential damage
MurphyMitigation Master — ally mitigationScales with Radar's defensive stats. Higher Radar = more effective mitigation for the whole squad
FionaRadiation enhancementGun ATK directly scales DoT damage. Weapon amplifies the DoT multiplier — both compound together
The Multiplication Effect

Never invest heavily in weapons while neglecting gear, or vice versa. A Level 20 weapon on a hero with purple gear wastes the weapon's multiplier. A 4-star gold Gun on a hero with a Level 5 weapon wastes the gear's potential. Keep both systems advancing together for maximum power.

Resource Management

Weapon Blueprint Sources

SourceStrategy
Season EventsParticipate in every event that rewards Weapon Blueprints. These are your primary source
Season StoreCheck each refresh for Weapon Blueprints. Buy when available
Alliance EventsAlliance boss rewards and Arms Race often include weapon materials
Daily ActivitiesComplete all daily tasks — small amounts add up over weeks
PacksWeapon Blueprint packs can be good value — evaluate before purchasing

Budget Allocation

How you split weapon resources between heroes determines your progression speed:

PhaseAllocation
Phase 1: Carry to Level 20100% of weapon resources go to your main carry (Kimberly, DVA, or Tesla) until they reach Level 20
Phase 2: Tank to Level 20100% to your main tank's weapon (Murphy in most cases) until Level 20
Phase 3: Remaining 3 to Level 20Split resources across your remaining 3 heroes. Prioritise by the squad-specific order above
Phase 4: Carry to Level 30100% back to your carry. Push from 20 to 30 — this is expensive but provides the biggest single-hero power spike

Multi-Squad Weapon Strategy

When you begin building a second squad, weapon investment becomes more complex:

Do Not Split Early

  • Finish your primary squad's weapons to Level 20 before starting a second squad's weapons
  • One squad with all Level 20 weapons beats two squads with Level 10 weapons in every game mode
  • The only exception is Murphy — if you are transitioning him to Aircraft via the Murphy Exception, his weapon investment benefits both squads

The Murphy Exception Advantage

Murphy's Mitigation Master is unique because it serves both Tank and Aircraft squads:

  • Investing in Murphy's weapon is never wasted — he is used in both formations
  • If you run Tank as your primary and are preparing Aircraft, Murphy's weapon is the bridge between the two
  • Push Murphy to Level 20 as your second weapon regardless of which squad you main — he belongs in both

Second Squad Weapon Timeline

Start second squad weapon investment when:

  1. Your primary squad has all 5 weapons at Level 20
  2. Your carry's weapon is at or progressing toward Level 30
  3. You have the gear foundation for the second squad (at least carry with gold Gun at Level 40)

Common Weapon Promotion Mistakes

  1. Starting weapons before gear is ready — weapons are multipliers. A multiplier on a weak base gives weak results. Get your carry's gold Gun to Level 40 first
  2. Pushing one weapon to Level 30 while others sit at Level 5 — the Level 20 breakpoint on all 5 heroes provides more total squad power than one maxed weapon
  3. Ignoring Murphy's weapon — even if you do not plan to use the Murphy Exception yet, his weapon investment benefits your Tank squad now and your Aircraft squad later
  4. Spreading weapon resources across two squads too early — finish your primary squad's weapons before starting a second squad
  5. Not using weapon blueprints when available — unlike gear blueprints, weapon blueprints have no competing use. Spend them immediately on your priority hero
  6. Levelling weapons on heroes you plan to replace — check your long-term squad composition before investing. If Mason is replacing Stetmann, do not level Stetmann's weapon
  7. Neglecting gear star promotion for weapon levels — gear star promotion and weapons should advance together. Do not push weapons to 30 if your carry's Gun is still at 0 stars

Quick Reference: The Full Promotion Path

For each squad type, here is the complete progression from start to finish:

Step 1: Gear Foundation (Pre-Season / Early Season 1)

  • Complete gold gear for your main carry and tank
  • Get carry's Gun and tank's Radar to Level 40
  • Fill remaining gold gear pieces

Step 2: First Weapon (Early-Mid Season 1)

  • Push main carry's Exclusive Weapon to Level 20
  • This is your single highest-priority investment once gear is ready

Step 3: Tank Weapon (Mid Season 1)

  • Push Murphy's (or your main tank's) weapon to Level 20
  • For Aircraft players, this enables the Murphy Exception

Step 4: Fill to Level 20 (Mid-Late Season 1)

  • Get remaining 3 squad members' weapons to Level 20
  • Follow the squad-specific order above

Step 5: Push to 30 (Late Season 1 / Season 2)

  • Push carry's weapon from 20 to 30
  • Begin gear star promotion in parallel (carry's Gun to 2-star, then 4-star)

Step 6: Second Squad (Season 2+)

  • Start second squad weapon investment
  • Follow the same progression: carry first, then tank, then fill

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