Ziggurat 2

Ziggurat 2

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Alchemical Weapons Tierlist
By Amora Faust
A tierlist for alchemy type of weapons. Slightly opinionated and bottom heavy (as the category of weapons itself), but mostly just.
   
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Tier Justification
S Tier – Universally strong. Amazing at clearing rooms AND at killing bosses.

A Tier – Strong pick with a minor downside.

B Tier – Solid weapon that might be situationally good.

C Tier – An okay weapon.

F Tier – The worst of the bunch. Extremely niche usage cases.
S-tier
Dwarven Blunderbuss - The real MPV of the alchemy section. Might be the best weapon in the game, not just in the alchemy section, depending on your playstyle. Is excellent for clearing rooms while also performs good in boss encounters. Both passives are buffing itself, making it even more of a beast.



Doombringer - an amazing rifle-type alchemy weapon. You could do a full campaign with this without switching to another weapon. Aiming/using is easy, DPS is solid and it outperforms most staves. The only caveat is the uselessness of the passives, but the weapon makes up for it by being extremely universal. If facing off a boss, make sure to start with alternate fire, to curse the boss and then proceed with primary fire.
A-tier
Plaguebearer - honestly, could've been an S-tier, if not for a small issue. This weapon is awkward to use at long-range combat. Other than that, both passives are amazing, the damage type is neat (unless you face a lot of slimes/undead), and it is great for both clearing the rooms and killing the boss.





Energy Blaster - this one could go to S-tier, but semi-automatic fire can get a bit awkward. Also it shoots out 3 shots no matter what, so you can waste quite a bit of mana when finishing off a low HP enemy. The shots pierce through enemies, so it is great for mowing down swarms.The passives are kinda useless.




Shooting Star - similar to Energy Blaster in the way it fires, in series of 3. Same issues as above. This one doesn't pierce through enemies, but offers an elemental synergy (depending on your other weapons and perks).
B-tier
Dark Cannon - a solid rifle. Shots travel slow, which can be problematic, but not very often. The alternate fire provides amazing utility. It also buffs other curse weapons, so that's a noticeable bonus.







Stormfury - good for clearing rooms, but not good vs bosses. Ideally you want to align several enemies in line, as it pierces everyone. By the late game it one shots most enemies, making room clearing even easier.






Incarnation of Pain [DLC exclusive] - the first grenade entry on this list. It is good for clearing rooms, but not good vs bosses. The passives are outstanding and it is probably the most mana-efficient alchemy weapon. After the initial typeless explosion, it spreads shrapnel in all directions, finishing off low HP enemies. Alternate fire isn't very useful.
C-tier
Frostbow - kind of an awkward weapon. It has only 2 things going for it, a universal damage passive and it being okay by the late game when it 1-shots most enemies when clearing rooms. In all other regards - a forgettable weapon.






Norse Cannon - this feels like a much worse version of a dwarven blunderbuss. The damage is worse, freeze chance is non-existent and alternate fire is bad.






Icewind Grenade - can be cool (pun intended), when you're chased by melee foes, as it can freeze hordes in place. The chance is low though. Also friendly fire can make you slow.









Firestor Grenade - same as above entry, but for different attribute. It burns instead of freezing. Friendly fire is worse, as you quickly lose HP. Slightly better than its ice counterpart if you use other fire weapon, as the damage buff does come up often.
F-tier
Toxic Sting - a worse version of 2 previous entries. It always poisons foes, but why would you want to kill them slowly? The entire purpose of grenades is to get rid of crowds.









Fireweaver bomb - a much slower version of firestorm grenade, without a great passive too!











Retribution - feels like a grenade weapon. Looks like a rocket launcher. Technically easier to aim than grenades, but the missile is worse. The passives are also inconsequential.







Magnum rifle - depending on how early you're in the dungeon, for the most characters this will have a lower DPS than a wand. Requires positioning enemies in a line to extract maximum benefit. Very slow fire rate.