When I first got into LOCKED:2, I made the same mistake most people are making right now—I kept chasing “the best weapon.” Every time I saw something new or flashy, I thought this is it… this is the one that’s going to carry me. And yeah, sometimes it worked… but most of the time, I still lost.
That’s when it clicked.
This game isn’t just about what you’re using—it’s about how and when you use it. A so-called S-tier weapon in the wrong hands feels average, while a “mid” weapon in the right setup can absolutely take over a match. And honestly, that’s what makes LOCKED:2 fun but also confusing, especially if you’re new or coming from Locked 1.
So instead of just throwing a random tier list at you, I’ve put this together in a way that actually helps you understand why certain weapons are strong, where they work best (autos vs scrims), and when you should keep or reroll them.
Think of this less like a strict ranking… and more like someone who’s already made the mistakes, just sitting down and telling you what actually matters before you waste your spins or time.
Now with that out of the way, let’s break down what’s actually worth using—and what you should drop immediately.
LOCKED 2 Weapon Tier List (Comp + Autos Meta)
S Tier
These are the weapons that either:
- Win games by themselves
- Or dominate in competitive play
Emperor Impact
- Best overall weapon in the game
- Works in both autos and scrims
- Insane power boost + stacking potential
This is the core of the meta. Almost every strong combo includes this.
Serpent
- Best defensive weapon
- Huge hitbox → wins duels easily
- Hard counters most shots
If you play defender, this is non-negotiable meta.
Big Bang Drive
- Top-tier scoring weapon
- Reliable in all modes
- Strong once mastered
Requires aim, but once learned, it’s one of the most consistent finishers.
Bunnies (Scrims S Tier / Autos B Tier)
- Broken in competitive aerial play
- Guarantees possession on lobs
In scrims: S tier
In autos: much weaker due to lower skill level
A Tier – Strong & Versatile
Very powerful weapons, but slightly situational or skill-dependent.
Riptide Curve
- Great for shot variation
- Insane when stacked (Magna shot combos)
- Mid alone, top-tier in combos
Immense Speed
- Elite mobility weapon
- Great for midfielders / fullbacks
- Strong in both autos and comp if used well
Crushing Header
- Extremely strong aerial finisher
- Almost guaranteed goal vs bad goalkeepers
- Needs setup
Black Hole Trap
- Free control + setup tool
- Good for beating defenders
- Strong in both autos and comp with skill
Perfect Counter
- High risk, high reward
- Broken if enemy misplays
- Weak vs disciplined players
B Tier
Useful, but outclassed or limited.
Power Shot
- Very strong shot
- Huge downside: long charge
Good for defenders clearing the ball
Bad for attackers unless stacked with Emperor
Stylish Reach
- Strong defensive tool
- Bigger tackle range
Only good for defenders → limits value
C Tier
These weapons either require too much setup or just don’t perform consistently.
Direct Shot
- Strong in theory
- Requires perfect timing + teammate
Too unreliable → falls off hard
Dragon Header
- Decent aerial shot
- Rarely used
Outclassed by Crushing Header
Metavision
- Vision + minor speed boost
- Better in autos
Weak compared to other uniques
Super Fast Scissors
- Basic dribble tool
- Has gaps (no I-frames during dash)
Too risky for competitive play
D Tier
Monster Lift
- No I-frames
- Easily countered
- Useless vs good players
Stealthy Steps
- Short invisibility + speed
- No real impact
Doesn’t help in actual gameplay situations
Special Tier
Chameleon
- Copies random abilities
- Can be best OR worst
Completely luck-based → impossible to rank properly
Goalkeeper Tier
Bear Claw
- Standard GK weapon
- Basic but usable
Primal Handstand
- Extremely broken hitbox
- Can save almost anything
So strong it’s restricted in competitive play
