WeaponsUpdated: 7/26/2026

Be The Final Boss Weapons Overview: Every BOSS Weapon, Tier, and How to Wield Them

Complete overview of every BOSS weapon in Be The Final Boss. Learn weapon tiers, unlock paths, ammo economy, and how to integrate weapons with your minion formation.

BOSS weapons in Be The Final Boss are the player's direct contribution to combat, complementing the minions that hold the line. As the BOSS, you wield one main weapon at a time, use coins to upgrade it, and fire it at priority heroes that slip past your formation. This weapons overview catalogs every weapon in the UPD2 patch, organized by tier, role, and unlock path. Use it to plan your coin investments, your weapon rotation, and your combat rhythm across every wave range.

The weapon system is intentionally simple compared to the minion system. You unlock one main weapon at a time, upgrade it through five tiers, and switch to a secondary weapon only in specific scenarios. The complexity is in the upgrade path and the ammo economy, both of which pressure your coin wallet to invest in the right weapon at the right time. Most BOSSes should focus on a single main weapon upgrade path rather than spreading coins across multiple weapons, because weapon stats scale with tier and a tier 2 main weapon outperforms a tier 1 every time.

The Five Weapon Tiers Explained

Weapons in Be The Final Boss scale through five tiers, each unlocking new abilities and stat boosts. Tier 1 is your starter weapon, available from your first match. Tier 5 is the late-game weapon that defines the Endless Mode meta. Each tier roughly doubles the damage of the previous tier and adds a new ability or stat modifier.

TierWave UnlockTotal Coin CostDamage MultiplierNew Ability
Tier 1Wave 10 (free)1.0xNone
Tier 2Wave 5500 coins1.8x+1 ammo capacity
Tier 3Wave 151,500 coins3.2xSpecial ability unlock
Tier 4Wave 253,500 coins5.5x+2 ammo capacity
Tier 5Wave 408,000 coins9.0xEnhanced special ability

Tier 1 Weapons: The Starter Choices

The starter weapon is granted when you first join a match and remains with you through the first five waves. All Tier 1 weapons are roughly equivalent in raw damage, but they have different stats that affect combat rhythm. The three starter weapon options are the Cannon (high damage, slow fire rate), the Blaster (medium damage, fast fire rate), and the Zapper (low damage, AOE). New BOSSes should pick the Blaster for its balanced firing rhythm, which is forgiving in early combat.

Tier 2-3 Weapons: The Mid-Game Choices

The mid-game weapons unlock at Wave 5 and Wave 15 respectively, and they determine whether your weapon contributes meaningfully to the late-game waves. The two strongest mid-game weapons are the Stormbringer (a lightning-based weapon that hits multiple enemies) and the Frostbite (a slow-applying weapon that holds heroes in place). Both are excellent choices for the typical mid-game composition and should be fully upgraded to Tier 3 before Wave 25.

Tier 4-5 Weapons: The Late-Game Choices

The late-game weapons unlock at Wave 25 and Wave 40 respectively, and they are the strongest weapons in the game. The Voidcleaver is the Tier 4 choice, dealing massive single-target damage with a short cooldown. The Cataclysm is the Tier 5 choice, dealing AOE damage with a long cooldown. Late-game BOSSes should fully upgrade the Tier 5 weapon before pushing into Endless Mode, since the Tier 5 damage multiplier is roughly 9x the Tier 1 baseline.

The Full Weapon Roster (UPD2, July 2026)

The table below lists every weapon available in the current patch, organized by tier and unlock path. Each weapon has a unique stat profile that affects its suitability for different wave compositions. Choose your weapon based on the hero threats you face most often, not on raw damage alone.

WeaponTierDamage TypeSpecial AbilityBest Wave Range
Cannon1Single-targetNone1-5
Blaster1Single-targetNone1-5
Zapper1AOENone1-5
Stormbringer2Multi-targetChain lightning5-15
Frostbite2Single-targetSlow on hit5-15
Voidcleaver3Single-targetExecute low-HP15-25
Sniper Cannon3Single-targetLong range15-25
Pyroclast3AOEBurn damage15-25
Voidcleaver Mk24Single-targetExecute + lifesteal25-40
Arclight4Multi-targetChain + slow25-40
Meteor4AOEMassive AOE25-40
Cataclysm5AOEEnhanced AOE40+
Void Sovereign5Single-targetExecute + cleave40+
Tempest5Multi-targetChain + AOE40+

Damage Type Breakdown

Weapons fall into three damage types based on how they hit heroes. Single-target weapons fire one shot at a time and deal damage to one hero. Multi-target weapons fire one shot that hits multiple heroes in a line or chain. AOE weapons fire one shot that hits every hero in a radius. The damage type you choose should match the wave composition: AOE weapons excel at clustered waves, single-target weapons excel at priority heroes, and multi-target weapons are middle-ground options.

Damage TypeBest AgainstWeakness
Single-targetHigh-HP priority heroes (Siege Golem)Slow at clearing clustered waves
Multi-targetMedium-HP clustered wavesLower per-target damage
AOELow-HP clustered wavesWastes damage on single targets

Special Ability Breakdown

Each weapon beyond Tier 1 has a special ability that triggers on use. The Execute ability deals bonus damage to low-HP heroes and is the best counter to the Siege Golem. The Slow ability reduces hero movement speed and is the best counter to fast heroes like the Berserker. The Chain ability hits multiple heroes in sequence and is the best counter to clustered waves. The Burn ability applies damage over time and is the best counter to high-HP single targets. The Lifesteal ability heals the BOSS on hit and is the best choice for survival-focused play.

Weapon Upgrade Priority

The right weapon upgrade priority is to focus on a single main weapon rather than spreading coins across multiple weapons. Most BOSSes should pick Stormbringer as their main weapon at Tier 2 and upgrade it to Tier 5 before considering an alternative. The table below shows the recommended coin investment order for the typical run.

Upgrade StepWaveCoin CostCumulativeEffect
Starter weapon100Free starter
Tier 2 unlock5500500Stormbringer unlocked
Tier 2 upgrade105001,000Stormbringer damage +80%
Tier 3 unlock151,5002,500Stormbringer ability unlocked
Tier 3 upgrade201,5004,000Stormbringer damage +78%
Tier 4 unlock253,5007,500Stormbringer becomes Arclight
Tier 4 upgrade303,50011,000Arclight damage +72%
Tier 5 unlock408,00019,000Arclight becomes Tempest
Tier 5 upgrade508,00027,000Tempest damage +64%

Why Focus on a Single Weapon

Single-weapon focus is the most efficient coin-economy strategy because weapon stats scale with tier. A fully upgraded Tier 5 weapon deals 9x the damage of a Tier 1 weapon, while three Tier 2 weapons each deal only 1.8x the damage of a Tier 1 weapon. The total damage output of focused single-weapon investment is roughly 3x the output of distributed multi-weapon investment at the same coin cost. The exception is when you switch weapons for a specific wave composition, but the switch should be temporary and the main weapon should still receive the bulk of your coin investment.

When to Switch Weapons

Switching weapons is worthwhile when the current weapon's damage type no longer matches the wave composition. If you are facing the Siege Golem with a single-target weapon, switch to an AOE weapon only if the wave composition has multiple priority heroes. If you are facing clustered waves with a single-target weapon, switch to an AOE or multi-target weapon as soon as the wave composition shifts. The switch should be temporary — switch back to your main weapon once the wave composition returns to normal.

Weapon Ammo Economy

Each weapon has a limited ammo capacity that regenerates slowly between waves. The most efficient ammo use is to reserve ammo for priority heroes (Aura Mage, Healing Cleric, Phantom Assassin) rather than spending it on every hero you see. The table below shows the typical ammo allocation per wave range.

Wave RangeRecommended Ammo UseReserved Per Wave
1-5Spend freely on weak heroes5-10 shots
6-10Reserve for Berserker + Cleric8-15 shots
11-15Reserve for Aura Mage + Storm Knight12-20 shots
16-20Reserve for Phantom Assassin + Mage15-25 shots
21-25Reserve for Siege Golem18-30 shots
26+Reserve for checkpoint bosses20-40 shots

Ammo Regen Mechanics

Ammo regenerates at a rate of 1 shot per 5 seconds during combat and 1 shot per 2 seconds between waves. The slow in-combat regen means you cannot spam shots without depleting your ammo, so ammo discipline is essential. Between waves, the faster regen lets you top off your ammo for the next wave, but the inter-wave window is short, so plan your ammo use ahead of time.

When to Spend Ammo on Minions vs Heroes

Spending ammo on minions is rarely worthwhile because minions regenerate health between waves and the cost of a weapon shot is much higher than the cost of a summon. Spend ammo on heroes only when the hero is a priority target (Aura Mage, Healing Cleric, Phantom Assassin, Siege Golem) or when the hero is about to slip past your formation and damage your castle. Spend ammo on castle defense only as a last resort, since the Castle Defense skill tree nodes are more efficient at healing castle HP.

Weapon and Minion Synergies

Some weapons pair especially well with specific minion formations. The Stormbringer + Bomber combo, for example, uses Stormbringer's chain lightning to hit multiple heroes while Bomber's explosive damage finishes off clustered waves. The Frostbite + Sentinel combo uses Frostbite's slow to hold heroes in Sentinel's stun radius, doubling the stun effect. The Voidcleaver + Assassin combo uses Voidcleaver's execute to finish heroes that Assassin has bursted low. Mastering these synergies is the difference between a good BOSS and a great BOSS.

Weapon SynergyEffectBest Wave Range
Stormbringer + BomberDouble AOE damage10-20
Frostbite + SentinelSlow compounds stun12-25
Voidcleaver + AssassinBurst + execute18-30
Meteor + Frost MageAOE + slow25-40
Tempest + DoomfistMulti-target + cleave25+

The Stormbringer + Bomber Combo

The Stormbringer + Bomber combo is the strongest mid-game AOE setup. Stormbringer's chain lightning hits up to 4 heroes, dealing 80 damage each. Bomber's explosive damage hits a 2-tile radius for 200 damage. Together they generate a 600+ damage AOE zone that deletes clustered waves. The combo costs 1,000 coins for Stormbringer (Tier 2) plus 75 souls for Bomber, which is affordable by Wave 12.

The Frostbite + Sentinel Combo

The Frostbite + Sentinel combo is the strongest mid-game single-target setup. Frostbite's slow reduces hero movement speed by 40%, holding them in Sentinel's stun radius. Sentinel's stun lasts 3 seconds, which is enough time for Frostbite to land two additional shots. Together they keep a single hero stun-locked for the entire chokepoint traversal, which is more effective than raw damage.

The Tempest + Doomfist Combo

The Tempest + Doomfist combo is the strongest late-game AOE setup. Tempest's chain lightning hits up to 8 heroes, while Doomfist's AOE cleave hits every hero within 2 tiles of his position. Together they generate a 1,000+ damage AOE zone that handles Wave 30+ clustered waves. The combo costs 19,000 coins for Tempest (Tier 5) plus 200 souls for Doomfist, which is the most expensive setup in the game but worth it for Endless Mode pushing.

Frequently Asked Questions

What is the best weapon in Be The Final Boss?

The Tempest is the strongest weapon in the game due to its Tier 5 status and chain lightning + AOE combination. It unlocks at Wave 40 and requires 8,000 coins to upgrade to Tier 5. Fully upgraded Tempest + Doomfist is the recommended Endless Mode setup.

Which weapon should I pick first in Be The Final Boss?

Pick the Blaster as your starter weapon for its balanced firing rhythm. The Cannon and Zapper are situational picks for damage-focused or AOE-focused play, but the Blaster is the most forgiving option for new BOSSes.

How do I upgrade weapons in Be The Final Boss?

Open the Weapons menu from the main menu, select the weapon you want to upgrade, and spend the required coins. Upgrades are permanent and applied immediately. You can preview the upgrade stats before committing the coins.

Should I spend coins on weapons or skill tree in Be The Final Boss?

Spend coins on Population skill tree nodes first, then allocate roughly 30% to weapons. The general rule is that minion strength scales with population, while weapon strength scales with tier. A tier 2 weapon with 8 minions outperforms a tier 4 weapon with 4 minions in most scenarios.

What is the ammo regeneration rate in Be The Final Boss?

Ammo regenerates at 1 shot per 5 seconds during combat and 1 shot per 2 seconds between waves. Reserve your ammo for priority heroes rather than spending it on every wave, and use the inter-wave window to top off your ammo for the next wave.