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V Rising 1.1 Tier List – Best Weapons, Gear, Spells (2025)

Aaron by Aaron
May 2, 2025
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V Rising 1.1 Tier List - Best Weapons, Gear, Spells
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With the release of V Rising patch 1.1, the meta has shifted significantly. Weapon balance changes, legendary variants, and scaling buffs have pushed some tools to the top while others have fallen behind. Whether you’re dominating in 1v1s or coordinating team fights in the Arena, picking the right weapon is more crucial than ever.

This V Rising 1.1 Tier List breaks down the best weapons in the current meta — from S-tier monsters like Pistols and Spear, to niche but viable picks like Claws and Axes. We’ve ranked everything based on performance, synergy, skill ceiling, and consistency in high-level play.

Contents hide
1 V Rising 1.1 Tier List – Best Weapons, Gear, Spells (2025)
1.1 S TIER
1.2 A TIER
1.3 Mace
1.4 Whip
1.5 B TIER

V Rising 1.1 Tier List – Best Weapons, Gear, Spells (2025)

S TIER

Pistols

Pistols are borderline busted right now. With Endbringer pistols getting attack speed scaling, they’ve gone from solid to S-tier monsters. Here’s why:

Strong poke autos that are hard to punish.

E ability has insane burst potential — if you land it, you feel it.

Best iframe (Q) in the game — makes dodging and repositioning ridiculously reliable.

Spear

Still a beast. Great for Vail (veil of chaos) synergy, best-in-slot for players who like trading damage with defensive utility. Even with the damage reduction (DR) tweaks, in 1v1s, Spear is unshaken.

Amazing poke with auto + Q

E is consistent and easy to confirm in duels

Great gap closer without being too committal

Slashers

Slashers have low cooldowns, good utility, and now that both legendary variants are worth running, they’re more flexible than ever.

Q is great for interrupting

E is a solid engagement or disengagement

Good autos and strong synergy with most builds

Longbow / Crossbow

You have to bring one of these. If you’re running 8 weapons and don’t have at least one ranged bow, you’re putting yourself at a serious disadvantage.

Longbow is slightly stronger for raw poke and zoning

Crossbow has the best ranged E in the game — feels almost unfair sometimes

Both let you apply pressure while kiting or peeling — essential tools in any comp

A TIER

Reaper

Reaper Q is top-tier utility — arguably the second-best Q in the game, maybe even the best depending on the comp. Great at punishing players who overextend.

Q is a massive AoE slow/interrupt

E can be tricky to land, but the reward is huge when it connects

Mace

Mace is finally getting the respect it deserves. The Q feels much faster now, and it still chunks for 175+. You can even combo it with Spear Q if you’re fast enough.

E into wall is still a kill threat

Surprisingly solid for trading blows

Great pairing with bursty kits

Whip

Whip got toned down a bit, but don’t be fooled — it’s still absurdly strong in the right hands.

Stack enough attack speed, and you’re basically uncatchable

Autos shred if you keep space

Q and E require timing, but reward skill

 Twinblade

A little harder to use, but incredibly rewarding. E into Reaper Q is a true combo — and hurts.

Q is great for gap closing and quick trades

Autos are super strong

Somewhat skill-intensive but definitely A tier

Sword

Sword’s buffed E makes it so much deadlier now — it finally feels like a legit weapon again.

Great burst

Q can help you chase down ranged players

Not as dominant, but extremely viable in the right hands

Greatsword

Greatsword is falling out of meta, but still very solid if you play around its strengths.

Q hits hard, but telegraphed

Mace now fills some of the same roles better

Good AoE control in team fights

Daggers

Only here because of Q, which is still god-tier. Everything else? Meh.

Autos are awful to use against real players

E is almost useless — slow, hard to aim, not rewarding

Still useful as a Q spam weapon, but that’s about it

B TIER

Claws

Claws are great in open world, not so much in Arena. They’ve got:

The best gap closer (E) in the game

Sustain from artifact variants

But… the whole kit feels awkward. Autos are good if they land, but you’ll often just get outpaced

Axes

Axes are niche. The E nuke can hit hard, but try landing that on a good player — good luck.

Q is decent, not amazing

Artifact E turns it into a shotgun, which kinda ruins its core identity

Inconsistent in Arena unless you build around it

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Aaron

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