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Lobbystrike guides

Lobbystrike weapons guide: the best guns in every class

Looking through the red dot sight of an M416 in Lobbystrike

Lobbystrike has 22 guns in seven classes. None of them is a trap, but they are not equal either, and the right one depends on the map more than on the numbers.

The stat tables on this page are not typed by hand. They are read from the game's own weapon definitions every time the site is built, so they match what is in the game.

How to read the numbers

  • Damage is per bullet at close range, to the body. Shotguns fire nine pellets, so multiply.
  • Rounds per minute is how fast the gun cycles. For bolt-actions it is the pace of working the bolt.
  • Magazine is the standard size. An extended magazine adds about a third.
  • Reload is in seconds, without an extended magazine.

In Team Deathmatch and Free-for-all you have 125 health and a light vest. Other modes use their own rules: Hardcore gives you 30 health, and One in the Chamber makes every hit a kill.

Assault rifles

GunDamageRounds / minMagazineReload
M41628700301.8 s
AKM33600302 s
SCAR-L27630301.9 s
AUG A328720302 s
Groza33750302.1 s

The default choice, and for good reason. An assault rifle works at every range an arena map has.

Our pick: M416. It sits in the middle of the group on recoil, fire rate and range, and has nothing it is bad at. Learn its pattern first. The AKM hits harder per bullet but kicks sideways, so it pays off for players who tap or burst. The Groza has the AKM's damage at a higher fire rate and is the best rifle at close range, if you can hold it down. The AUG A3 is the most accurate, kicks the least and comes with a 2x optic as standard. The SCAR-L is the calm one: slowest of the 5.56 rifles, easiest to keep on target.

SMGs

GunDamageRounds / minMagazineReload
UMP4523670301.7 s
Vector191100251.6 s
Micro UZI171200251.5 s

SMGs let you move a little faster, and of the primary weapons they come up quickest out of a sprint. They lose badly past medium range, and they only go through the thinnest cover.

Our pick: UMP45 for a first SMG, because its recoil is mild and its range is the longest in the class. The Vector and Micro UZI shred up close and empty a magazine in just over a second. Take an extended magazine or accept that you will be reloading in the open.

Shotguns

GunDamageRounds / minMagazineReload
S189718 × 97552.5 s
S12K17 × 924082.6 s
S68621 × 940022 s

Nine pellets a shot. Inside a building, nothing is faster. In a street, nothing is worse.

Our pick: S12K. Semi-automatic with eight shells, it forgives a miss. The S686 has the hardest hit and only two shells, which is plenty if you land them and a problem if you do not. The S1897 is the pump-action all-rounder.

Machine guns

GunDamageRounds / minMagazineReload
M249248001004.5 s
DP-2833550473.6 s

Slow to raise, slow to reload, slow to walk with. In return you get a belt that lasts a whole fight and rounds that go through walls.

Our pick: M249 for holding a lane or a hardpoint: 100 rounds means you can shoot through the wall someone just ducked behind and still have enough for the next person. The DP-28 hits harder per bullet with less than half the ammunition. Never reload either of them where you can be seen.

Marksman rifles

GunDamageRounds / minMagazineReload
SKS48320102.2 s
Mini 1440420202.1 s

Semi-automatic, scoped, and happiest at the ranges where assault rifles start to struggle. Excellent on the multi-storey maps and on the islands.

Our pick: Mini 14. Twenty rounds, light recoil and a fast follow-up shot. The SKS does more damage per hit, with a stronger headshot bonus, from a ten-round magazine.

Sniper rifles

GunDamageRounds / minMagazineReload
M24883852.5 s
Kar98k804252.8 s
AWM1103053 s

Bolt-action. One shot, then a pause while you work the bolt, so the shot has to count. In Team Deathmatch the M24 and AWM kill with a hit to the head or upper chest.

Our pick: M24. It is quicker to cycle than the AWM and nearly as deadly. The AWM has the most damage and range in the game and the slowest bolt. The Kar98k is the classic with an 8x scope as standard. There is a whole mode for these: Snipers Only, 4v4, no sidearms.

Pistols

GunDamageRounds / minMagazineReload
P9222450151.3 s
P19112640071.4 s
Deagle5217071.7 s
P18C171000171.3 s

Your sidearm matters more than you think, because switching to it is faster than reloading.

Our pick: Deagle. It does about twice the damage of the others per shot. The P18C is fully automatic and works as a pocket SMG. The P92 has the biggest magazine of the semi-automatic pistols and is the easiest to shoot.

Attachments

You fit attachments per gun in the armory. Each one makes the gun slightly slower to aim, so do not fill every slot by habit.

AttachmentWhat it doesWorth it when
SuppressorQuieter shots, no muzzle flash, keeps you off enemy minimapsYou flank, or you play Battle Royale
CompensatorLess recoil, mostly sidewaysThe gun wanders left and right: AKM, Groza
Vertical gripLess climb, tighter hip-fireYou fight at close range and fire long bursts
Extended magazineAbout a third more rounds, slower reloadFast-firing guns: Vector, Micro UZI, Groza

A muzzle takes one device, so it is suppressor or compensator, not both. Not every gun has every slot: pistols, shotguns and sniper rifles take no grip, and a few guns have no muzzle or magazine option. Modes that hand you the guns, such as Gun Game and Gunfight, use them bare.

Optics

Press T to cycle sights: red dot, 2x, 3x, 4x, 6x, 8x, then iron sights. Pistols go up to 2x. While scoped you can also scroll to adjust the zoom.

  • Red dot or 2x for arenas. Anything more and you lose sight of what is next to you.
  • 3x or 4x on a marksman rifle, and on an assault rifle for the multi-storey maps.
  • 6x or 8x for sniper rifles and the islands. From 3x up, hold Shift to steady the scope for a few seconds. Run out of breath and the sway gets worse.

Three loadouts to start with

StylePrimarySidearmAttachmentsMaps
All-rounderM416, red dotP92Vertical gripAny arena
Room clearerS12K or VectorDeagleExtended magazineKillhouse, Warehouse, Cul-de-sac
RooftopMini 14, 4xP18CCompensatorBazaar, Railyard, Whiteout, Marina

Where to take them is covered in the maps guide. The quickest way to learn a gun is a private room with a few bots on Easy: see practising with bots. And if you want a mode that walks you through 15 of them in one match, play Gun Game.

Questions and answers

What is the best gun in Lobbystrike?

For most players and most maps, the M416. It is the most balanced of the assault rifles and works at every arena range. On big maps a Mini 14 or M24 is stronger.

How many weapons are in Lobbystrike?

22 weapons in seven classes: assault rifles, SMGs, shotguns, machine guns, marksman rifles, sniper rifles and pistols.

Does Lobbystrike have attachments?

Yes. Most guns can take a suppressor or compensator, a vertical grip and an extended magazine, plus a choice of sights from a red dot to an 8x scope. Pistols, shotguns and sniper rifles have fewer slots.

Can bullets go through walls in Lobbystrike?

Rifles, machine guns, marksman and sniper rifles go through timber, sheet metal and thin house walls with reduced damage. Concrete, brick and containers stop everything.

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