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Quick Stats Megabonk Tier List
v1.0.64 · March 2026
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| Category | Stat | Value |
|---|---|---|
| Top Picks | ||
| Best Character | Permanent crit stacking S-tier, nerfs incoming | |
| Best Beginner | Forgiving Flex mechanic, no skill cliff | |
| Best Weapon | 360° passive damage field no aiming required | |
| Best Combo | Black Hole + Dexecutioner | Best horde clear in the current meta |
| Meta Notes | ||
| Holy Trinity | XP + Curse + Luck Tome | Foundation of every competitive leaderboard run |
| Watch Out | Dicehead nerfs confirmed | Dev flagged unlimited crit as too powerful patch coming |
| Bugged | Spaceman | Quantum XP Theory gives coins instead of XP |
| Skip | Space Noodle | Worst weapon in the game not worth the unlock grind |
| Rankings based on v1.0.64 leaderboard data, r/MegabonkOfficial community threads, and cross-referenced tier lists · Rogue Ranker | ||
| Tier | Character | Weapon · Passive | Why They Rank Here | |
|---|---|---|---|---|
| S | DiceheadMETA |
Dice · Crit stacking |
Crit chance increases permanently every level. Rolling 6s stacks Dice crit further. Nothing competes late-game. Nerfs confirmed incoming. |
|
| S | CL4NKHIGH SKILL |
Revolver · Shield + crit |
Same crit-per-level passive as Dicehead on Revolver. Glass cannon 40 HP + fast-regen shield. Won't get nerfed. Best long-term pick. |
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| S | RobinetteMETA |
Bow · Gold-damage scaling |
Damage scales with total gold collected. Slow start but accelerates hard. No hard weaknesses across maps. |
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| A | MegachadBEGINNER |
Aura · Flex damage-ignore |
Flex ignores damage taken after a gap. Forgiving, teaches positioning. Best starting character before Dicehead is unlocked. |
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| A | MonkeHIGH SKILL |
Bananarang · Wall climb |
Wall climbing changes survival calculus on most maps. Strong at high skill but mediocre without mobility mastery. |
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| A | CalciumBEGINNER |
Lightning Staff · Speed scaling |
Speed-damage passive nerfed in v1.0.12 but still strong. Best early-game character for silver grinding and stage clearing. |
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| A | AthenaBUFFED |
Aegis · +150% atk unshielded |
v1.0.12 buff made her viable. Attack speed window when unshielded rewards aggressive shield-cycling. |
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| A | Tony McZoomHIGH SKILL |
Chunkers · XP gem damage |
XP gems deal damage requires XP Gem Magnet + high kill rate to shine. Strong ceiling, weak floor. |
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| A | Sir OofieBEGINNER |
Sword · Armor + Aegis unlock |
Unlocking Sir Oofie unlocks Aegis one of the best weapons. Worth prioritising early. Solid baseline character. |
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| B | BanditSITUATIONAL |
Scythe · Build-dependent |
Extreme variance. S-tier with perfect attack-speed/crit build; C-tier without it. Build dependency makes him unreliable. |
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| B | Vlad |
Blood Magic · Post-nerf |
Immortality exploit removed in v1.0.7. Remains functional but no longer dominant. Mid-tier at best. |
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| B | Sir Chadwell |
Corrupted Sword · Post-nerf |
Nerfed alongside Kevin in v1.0.7. Plays fine but no longer warps runs. Solid B at best. |
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| B | Bush |
Sniper Rifle · Pickup range |
+2% pickup range per level and no fall damage. Good in open maps, irrelevant on tight stages. |
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| B | AmogHIGH SKILL |
Poison Flask · Chain kills |
Poisoned enemies explode on death, spreading poison. High skill requires positioning and large groups to activate chain. |
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| B | SpacemanBUGGED |
Black Hole · XP passive broken |
Quantum XP Theory gives coins instead of XP. Core passive non-functional. Avoid for leaderboard runs until patched. |
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| C | Birdo |
Tornado · Slow early |
Tornado is niche at best. Early game is brutal before any investment. Not recommended for new players. |
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| C | Ogre |
Axe · Survivability focus |
Strong early survivability but passive doesn't synergise with meta crit builds. Falls behind mid-game. |
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| C | NoelleNICHE |
Frostwalker · CC only |
Freeze trail is useful for crowd control but contributes almost nothing to damage scaling. Niche utility pick. |
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| C | Fox |
Firestaff · Low base scaling |
Firestaff falls off hard mid-game. Luck passive is marginal. No synergy that makes up for the weak weapon foundation. |
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| C | NinjaNICHE |
Katana / Speed focus |
Very fast attack speed but glass cannon with almost no survivability. Requires perfect positioning. Katana synergy is real but the risk is too high for most runs. |
| 1 |
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Both are forgiving starting points. Calcium's speed helps you reach shrines before bosses. Megachad's Flex mechanic teaches positioning without punishing mistakes. Use these runs to grind early silver. |
| 2 |
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Condition: block 500 damage with Armor. This unlocks Aegis one of the best S-tier weapons in the game. Easy condition: play Megachad with any armor pickup and you'll hit 500 in a few runs naturally. |
| 3 |
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Unlocks after completing Stage 2. Revolver + crit passive teaches you the meta faster than anything else. Master shield management here before picking up Dicehead. |
| 4 |
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Requires Luck Tome at Level 12 to unlock the Dice weapon first. Once you have Dice, unlock Dicehead. His crit scaling is unmatched in v1.0.64 though nerfs are confirmed incoming from the devs. |
| Tier | Weapon | Notes | |
|---|---|---|---|
| S | AuraBEST FOR BEGINNERS | 360° passive damage field. No aiming required. Works with every character. Knocks back normal enemies and scales into endgame. Start here. | |
| S | AegisMETA | Block incoming damage and return it to attackers. Best balance of offence and defence in the game. Unlocked via Sir Oofie. | |
| S | DexecutionerMETA | Executes enemies below HP threshold. Pairs with Black Hole for best horde-clear combo in the meta. Scales with Crit and Damage tomes. | |
| S | DiceMETA | Core to Dicehead. Rolling 6s permanently increases crit chance. Unlock via Luck Tome Level 12. Essential for any crit build. | |
| S | Bananarang | Pierce + bounce damage. Monke's signature. Strong on open maps where bounces hit multiple groups. | |
| S | KatanaHARD UNLOCK | 5% drop chance from Tumbleweed on Desert Stage 1 RNG-gated. Once unlocked, top-tier melee with Size/Crit/Damage scaling. | |
| A | Revolver | CL4NK's core weapon. Strong base damage + fast fire rate. Synergises well with most Tomes. | |
| A | Sniper Rifle | Long-range pierce with strong crit scaling. Pairs with Precision Tome. Requires positioning discipline. | |
| A | FlamewalkerDEFAULT | Available from the start. Solid all-round performance with Damage and Cooldown Tomes. One of the better default unlocks. | |
| A | Corrupted Sword | Melee with lifesteal scaling. Good for aggressive builds that want sustain alongside DPS output. | |
| A | Lightning StaffDEFAULT | Chain AoE clears groups well in mid-game. Default unlock one of the best starting weapons available. | |
| A | Hero Sword | High base melee damage. Works well with Size and Damage Tomes. Straightforward to build around. | |
| B | BoneJUST BUFFED | v1.0.64: knockback upgrades replaced with Crit Chance/Damage. Now viable as a secondary in crit builds. Was C-tier before this patch. | |
| B | ShotgunJUST BUFFED | Same v1.0.64 treatment as Bone. Crit upgrades make it a solid close-range option for crit-focused runs. | |
| B | Axe | Weak early, scales well with Size, Projectile Quantity, and Damage upgrades. Late-game pick only. | |
| B | Bow | Robinette's signature. Best on that character. Decent pierce + crit scaling but outshone by Revolver in most other builds. | |
| B | Blood MagicRISKY | HP-cost DPS. Unlock via Bloody Tome Level 12. Punishing without regen support. High ceiling in the right build. | |
| B | Dragon's Breath Fire breath | Fires dragon breath in your movement direction. Strong burst on bosses, weaker in open maps. | |
| B | Frostwalker Freeze AoE | Freezes and damages enemies in an area. Good CC support, damage falls off without heavy Size investment. | |
| B | Wireless Dagger Auto-seek | Smart daggers that find targets automatically. Reliable early pick, outpaced by Revolver mid-run. | |
| B | Slutty Rocket Homing missiles | Homing missiles — very forgiving to use. Scales well with Projectile Count tome. | |
| B | Scythe AoE slash | Broad melee swing. Works well in tight corridors, underperforms when enemies stay spread out. | |
| B | Firestaff Explosive AoE | Fireballs that explode on impact. Good area coverage but slow projectile speed hurts at range. | |
| C | Poison Flask DoT AoE | Toxic flasks that poison an area. Damage over time only — quickly overtaken by direct damage mid-game. | |
| C | Sword Multi-hit melee | Slashes through multiple nearby enemies. No unique scaling pathway — overshadowed by Dexecutioner and Katana. | |
| C | Tornado Knockback AoE | Tornadoes with knockback. Better for spacing than actual damage output. | |
| D | Black Hole | D-tier standalone. S-tier in combination with Dexecutioner. Don't pick Black Hole without Dexecutioner also in your build. | |
| D | Chunkers Orbiting rocks | Rocks that orbit around you. Short range and low damage — one of the weakest options available. | |
| D | Mines Proximity traps | Mines that require enemies to walk into them. Entirely passive and unreliable in fast-moving waves. | |
| D | Space Noodle Tether beam | Latches onto a nearby enemy and damages in-between. No viable build path — worst weapon in the game. |
Every competitive leaderboard run builds around these three tomes first. Don't run Holy Trinity as a pure beginner Curse Tome punishes you before the build comes online. Once you know early-game survival, it's non-negotiable.
| Tier | Tome | Notes | |
|---|---|---|---|
| S | XP Tome |
+XP Gain from all sources. Accelerates leveling to all critical stat thresholds. S-tier every run. |
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| S | Luck Tome |
+Luck. Increases chance for higher-tier level-up offers, shrines and more. Unlocks Dice weapon at Level 12 required for Dicehead builds. |
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| S | Cursed Tome |
+Difficulty. Harder enemies but drastically better loot quality and drop rates. Best risk/reward ratio in the tome pool. |
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| S | Damage Tome |
+Damage on all attacks. Flat multiplier, no conditions. Always take it. |
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| S | Precision Tome |
+Crit Chance. Enables overcrit above 100%. Core in Dicehead and CL4NK builds. |
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| A | Cooldown Tome |
+Attack Speed. More attacks = more procs. Scales with every on-hit item and effect. |
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| A | Quantity Tome |
+Projectile Count. More projectiles hit more targets simultaneously. Universal value. |
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| A | Size Tome |
+Size of attacks, projectiles, and explosions. Dramatically improves AoE weapons like Aura and Axe. |
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| A | Armor Tome |
+Armor reduces damage taken. Enables Sir Oofie block builds and keeps tank characters alive in late waves. |
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| A | Projectile Speed Tome |
+Projectile Speed. Makes ranged weapons harder to dodge and increases effective range. Solid on Revolver and Bow builds. |
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| A | HP Tome |
+Max HP. Bigger HP pool means more room for high-risk builds and Cursed Tome stacking. |
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| A | Bloody Tome |
+Lifesteal. Over 100% guarantees 1 heal per hit, with chance for 2. Essential on fast-attack builds. |
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| A | Duration Tome |
+Duration of attacks and projectiles. Dramatically improves persistent weapons like Aura, Mines, and Space Noodle. |
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| A | Attraction Tome |
+Pickup Range. More XP collected passively. Pairs with Tony McZoom's gem-damage passive. Also unlocks Quin's Mask at level 8. |
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| B | Regen Tome |
+HP Regen per minute. Sustained healing between waves. Decent early, falls off when you need burst sustain. |
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| B | Gold Tome |
+Gold from all sources. Accelerates shop access. Strong in Robinette gold-scaling builds, situational otherwise. |
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| B | Agility Tome |
+Movement Speed. Better kiting and shrine access. Enables Turbo Socks unlock at Level 5. |
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| B | Evasion Tome |
+Evasion chance to avoid attacks entirely. Strong on low-HP glass cannon builds. Inconsistent otherwise. |
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| B | Thorns Tome |
+Thorns damage when hit. Scales with armor. Core in Sir Oofie and Athena builds. Niche elsewhere. |
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| B | Knockback Tome |
+Knockback distance. Keeps enemies at range. Useful in tight corridors. Enables Black Hole unlock at Level 10. |
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| C | Silver Tome |
+Silver Gain from all sources. Meta-progression currency. No in-run combat value pure long-term investment. |
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| C | Shield Tome |
+Shield capacity. Shield absorbs damage before HP. Only impactful on CL4NK and Tony McZoom who have starting shields. |
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| C | Chaos Tome |
Boosts a random stat. Can be excellent or wasted. Unlock condition (charge all Charge Shrines on a Tier 3 run) makes it rare. Fun but unreliable. |
| Tier | Item | Notes | |
|---|---|---|---|
| S | Clover | Luck boost stacks with Luck Tome. Increases drop quality and crit proc rate. Universal S-tier pickup. | |
| S | Forbidden Juice | Temporary power spike that scales with current level. Best in late-game runs when your stats are already multiplied. | |
| S | Golden Glove | Melee crit multiplier. Core in Dicehead and CL4NK crit builds. One of the highest damage ceilings in the item pool. | |
| S | Gym Sauce | Permanent damage boost on kill streak. Snowballs hard. | |
| S | Boss Buster | Massive damage bonus vs elite and boss enemies. Always pick this up. | |
| S | Leeching Crystal | Life steal on hit. Combined with a fast weapon this replaces Medkit entirely. S-tier on Athena and fast-attack builds. | |
| S | Demonic Blade | High flat damage bonus. No conditions. Pick it up and your DPS goes up immediately. | |
| S | Demonic Soul | Damage multiplier that stacks per kill. In long runs this compounds into the highest raw damage modifier in the game. | |
| S | Big BonkACTIVE | Large AoE slam with high damage. Clears groups. Active cooldown is short enough to use every wave. | |
| S | Za WarudoACTIVE | Time stop. Lets you reposition and attack frozen enemies without counterplay. Strongest active item in the game. | |
| S | Echo Shard | Chance to repeat the last attack. Procs on weapons with multiple hits. Broken on Katana and Bananarang builds. | |
| A | Oats | Max HP increase plus small regen. Straightforward value. | |
| A | MedkitACTIVE | On-demand heal. Low CD means you can sustain through bad spawns. | |
| A | Turbo Socks | Move speed passive. Better kiting and shrine access. | |
| A | Tactical Glasses | Crit chance + crit damage. Cheaper version of Golden Glove that still enables crit builds. | |
| A | Ice Crystal | AoE slow aura. Reduces incoming DPS by keeping enemies at range. | |
| A | Turbo Skates | Speed + dodge window. The dodge frames save lives in tight spawns. | |
| A | Anvil | Drops armor shards on kill. Feeds Megachad Flex mechanic passively. | |
| A | Cursed Doll | Converts damage taken into bonus damage dealt. Incredibly strong when you can control incoming damage. | |
| A | Time Bracelet | Cooldown reduction. Take it if you have 2+ actives. | |
| A | Power Gloves | Flat damage bonus to melee. Non-conditional, always useful. | |
| A | Beefy Ring | HP per kill. Sustain in dense waves. | |
| A | Soul Harvester | XP on kill. Accelerates leveling past the critical level thresholds. | |
| A | Shattered Knowledge | Unlocks an extra item slot in the shop. More items means more build diversity. | |
| A | Bloody Cleaver | Bleed stacks on hit. Excellent on fast-attack weapons. | |
| A | Golden Ring | Gold per kill. Feeds Robinette damage scaling and shop economy. | |
| A | Lightning Orb | Chain lightning on kill. Great in dense corridor maps. | |
| A | Demonic Blood | HP to damage conversion. High risk but massive damage when managed well. | |
| B | BeerACTIVE | Temporary damage buff. Use before a boss phase, not mid-wave. | |
| B | BorgarACTIVE | Heal over time. Weaker than Medkit but useful if Medkit is not available. | |
| B | Bob (Dead) | A ghostly companion that appears as you move around the map. Passive AoE damage with no resource cost the more ground you cover, the more value you get. Solid B-tier on open maps. | |
| B | Scarf | Damage reduction aura. Decent early while still building your kit. | |
| B | Slippery Ring | Dodge chance. Useful against fast-hitting enemies. | |
| B | Battery | Reduces active cooldown on kill. Combos with Za Warudo and Medkit. | |
| B | WrenchCL4NK | Repairs shield instantly. High value on CL4NK, minimal elsewhere. | |
| B | Backpack | Extra inventory slot. More choices per shop visit. | |
| B | Cactus | Damage on hit taken. Pairs with Cursed Doll and Sir Oofie. | |
| B | Chonkplate | Flat armor. Simple tankiness. Decent early, overtaken by damage items by midgame. | |
| B | Feathers | Jump height and fall speed. Niche on vertical maps. | |
| B | Sucky Magnet | XP magnet radius. Pairs with Tony McZoom gem-damage passive. | |
| B | Pumpkin | Explodes on kill. AoE chain potential in dense groups. | |
| B | Mirror | Reflects damage back. Niche on Ogre and Sir Oofie armor builds. | |
| B | Moldy Gloves | Slow on hit. Decent in tight maps, weak in open ones. | |
| B | Spiky Shield | Thorns + block chance. Best on Sir Oofie. | |
| B | DragonfireACTIVE | Fire AoE burst. Decent on boss phases but cooldown is long. | |
| B | Phantom Shroud | Brief invincibility frames. Emergency panic button. | |
| B | Old Mask | Buff from NPC interactions. Strong on shrine-dense maps. | |
| B | Cowards Cloak | Speed boost when below 30% HP. Keeps you alive for repositioning. | |
| B | Joes Dagger | Fast melee with bleed. Synergises with Bloody Cleaver. | |
| B | Speed Boi | Movement speed + attack speed. Helps with kiting and DPS. | |
| B | Grandmas Secret TonicACTIVE | Heal + brief buff. Similar to Beer but safer. | |
| B | Idle Juice | Bonus stats when standing still. Exploitable during shop screens. | |
| B | Campfire | Regen aura. Useful during wave gaps but too slow for active combat. | |
| B | Credit Card Green | Shop discount. Strong if the shop has good items. | |
| B | Slurp Gloves | HP on kill. Similar to Beefy Ring, slightly weaker. | |
| B | Kevin (Epic) | Pet that attacks enemies. Free damage with no resource cost. | |
| B | Brass Knuckles | Melee punch with knockback. Defensive when surrounded. | |
| B | Eagle Claw | Hook-pull on actives. Enables combo with Za Warudo. | |
| B | Moldy Cheese | Minor speed boost. Take it only if nothing else is available. | |
| C | Credit Card Red | High-interest loan: costs HP for gold. Usually a trap. | |
| C | Golden Shield | Breakable one-hit absorb. Value is very inconsistent. | |
| C | Golden Sneakers | Drops gold on movement. Income rate is too low to matter. | |
| C | Thunder Mitts | Lightning on dodge. Only activates on dodge inputs, too conditional. | |
| C | Electric Plug | Chain lightning on kill. Weaker version of Lightning Orb. | |
| C | Unstable Transfusion | Random HP swing. The variance is too high. Never worth it. | |
| C | Key | Unlocks a locked chest. Entirely luck-dependent value. | |
| C | Toxic BarrelACTIVE | Poison AoE. Damage-per-second is too low. | |
| C | Slutty CannonACTIVE | Massive AoE blast but cooldown is too long for reliable use. | |
| C | Gamer Goggles | Minor stat boost. Too small to justify over damage or sustain. | |
| C | Gas Mask | Poison immunity. Only relevant on specific maps with toxic enemies. | |
| C | Ice CubeACTIVE | Freeze self and enemies. Extreme niche. Usually a mistake to pick this up. | |
| C | Giant Fork | Damage bonus to slowed enemies. Too conditional without a dedicated slow source. | |
| C | Overpowered LampACTIVE | Blinds nearby enemies. Low priority defensive active. | |
| C | Skuleg | Pet enemy ally. Unreliable pathing and low damage. | |
| C | Beacon | Marks enemies for slightly increased damage. Too passive. | |
| C | Spicy Meatball | One-time fire DoT consumable. Skip. | |
| C | Snek | Poison bite on contact. Only relevant if you run into enemies intentionally. | |
| C | Cursed Grabbies | Steals buffs from enemies. Stolen buff values are too small to matter. | |
| C | Holy Book | Minor damage to undead types only. Too niche. | |
| C | Energy Core | Battery for actives. Only relevant with 3+ active items simultaneously. | |
| C | Quin's MaskUNLOCK | Unlock condition: Attraction Tome Level 8. Cosmetic/unlock only. | |
| C | Ghost | Phasing through enemies briefly. Niche escape tool. |
Meta Notes v1.0.64 Updated March 2026 · Rogue Ranker | |
| Topic | Summary |
|---|---|
| Meta Theme | |
| Dominant strategy | Crit-scaling builds define the meta since the v1.0.7 exploit removal. Exponential scaling beats raw stats in every scenario. Every top leaderboard run uses a crit weapon. |
| Incoming change | Dicehead nerfs confirmed. Dev notes flag unlimited crit stacking as too powerful. CL4NK is the safer long-term investment same crit mechanic, no nerf scheduled. |
| v1.0.64 winners | Bone and Shotgun. Knockback upgrades replaced with Crit Chance/Damage slots both are now viable B-tier secondary weapons in crit builds. |
| Key Rules | |
| Don't skip Holy Trinity | XP + Curse + Luck Tome is the foundation of every competitive run. Beginners should wait until they understand early-game survival before running Curse Tome. |
| Build Luck first | Luck affects chest item quality. Wait until at least 15–30% Luck before spending gold on paid chests. Free chests from Keys are fine earlier. |
| Restart without guilt | If the first three minutes are bad, restart. The opening sets the arc for the whole run. Bad starts rarely recover this is a consistent community finding across Reddit threads. |
| Go deeper | For a full breakdown of positioning, shrine routing, and early-game decision-making, see our Megabonk tips guide it covers the practical habits that separate average runs from leaderboard attempts. |
| Data sourced from r/MegabonkOfficial, amiibodoctor.com, Pro Game Guides, Twinfinite, and current leaderboard data · Rogue Ranker | |
| Version | Changes |
|---|---|
v1.0.64Mar 2026 |
↑ Bone and ↑ Shotgun: knockback upgrades replaced with Crit Chance/Damage options. Both move from C to B-tier. No character changes in this patch. |
v1.0.17Jan 2026 |
↓ Joe's Dagger capped at 2,000% damage. ↓ XP Tome nerfed 9%→7%/level. Final Swarm mode added. Duration bug fixed enabled Dexecutioner/Axe/Sword builds. |
v1.0.12Oct 2025 |
Major balance overhaul. ↓ Calcium movement speed nerfed. ↑ Athena +150% attack speed when unshielded. Character diversity increased significantly meta shifted away from two-character dominance. |
v1.0.7Sep 2025 |
↓ Kevin + Mirror: immortality exploit removed, leaderboards reset. Meta shifted from exploit-based to skill-focused. Holy Trinity (XP + Curse + Luck Tome) became the competitive foundation from this point forward. |