Tier List

Drill to Earth's Core Shop Guns and Gear

What to buy with Coins after the drill, and what to skip.

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Weapons and Gear Tier List

Shop gear keeps you alive between walls. It does not replace Drill Power. If the shared vehicle cannot break the next layer, a Void Shotgun only buys time. Rank weapons after you have read the drill upgrade tier list, and pick a combat class from the class tier list if you want those guns to scale. This page is the Coin ladder for personal loadouts in Season 1: boots, guns, melee, bandages, the Dynamite skip, void variants, and the town turrets that make panic shopping unnecessary.

The shop ladder (Coins)

ItemCostRankNote
Bandages10AlwaysCheapest HP; stack them
Steel Speed Boots150Early SFirst movement buy
Dynamite200SkipWorse than a drill node
Shotgun500FineClose rooms, then upgrade
Rifle750Default gunRange for bosses
Void Shotgun3,000Late SVoid guns hit harder

Bandages are not a strategy, they are a habit. At 10 Coins you should never walk into a dungeon with an empty stack. Steel Speed Boots at 150 Coins are the first real shop purchase for almost every class — they cut the time you spend jogging back to the cart, chasing loot goblins, and rotating in a boss room. If you already play Scout, the boots still help; they do not replace a class. Skip fashion armor until the gun and the boots are in the sack.

The Shotgun at 500 Coins is a close-range trainer. Buy it if the lobby is poor and goblin rooms are eating you. Sell it or park it when you can afford the Rifle at 750. The Rifle is the default adult gun: you can fight dungeon bosses from range, you can chip a brute without standing in the swipe, and Gunslinger’s +50% gun damage (see the players hub for that kit and for Bruiser) turns it into a real build. The Void Shotgun at 3,000 Coins is the late spike. Void guns hit harder than their mundane twins. If a trading post is holding a void variant and you have the Coins after Drill Power is stacked, take it. If the choice is Void Shotgun versus the Epic upgrade the vehicle still lacks, the vehicle wins.

Melee, Bruiser, and lifesteal

Melee is not a shop row in the same way guns are. You start with class steel — Miner’s pickaxe, Bruiser’s rusty sword, Executioner’s boss blade — and you find or buy better sticks as you descend. Sharpness (Rare drill upgrade) buffs the whole team’s melee. Life Steal (Epic) returns HP on melee hits and is the reason Bruiser climbs to A-tier on the class list. Reaper already heals from soul orbs; adding Life Steal is greedy in a good way. Do not buy a melee identity through the shop if you are a Gunslinger. Do not ignore melee if you are a Bruiser who keeps spending Coins on Rifles you will not fire.

Pickaxes still matter. Some enemies and mutations want a pick or an explosive, not a bullet. Miner lives on that rule. Everyone else should keep a pickaxe in the sack for ore and for those stubborn targets, then swap to the gun or sword when a room is actually a fight. The core boss guide assumes you can damage the glowing-core fight from range; a Rifle or a void gun is the honest plan, Executioner is the class plan, Dynamite is not.

Dynamite is a skip

Dynamite costs 200 Coins and looks like a problem-solver. It is usually a trap. The same 200 Coins toward Drill Power, Bandages, or the last bit of a Rifle will do more for the run. Goblin brutes can be kited into town turrets or into a Deadly Drill front. Walls want drill nodes, not fireworks. Demolitionist is the class that actually wants explosives, and even then Blast Power on the upgrade board plus settlement discounts beat a stack of shop sticks. If you already bought Dynamite, throw it at a pack that is blocking a door, then stop buying more.

Town turrets are the hidden S-tier “weapon.” When you roll into a settlement with a pack behind the cart, you do not have to win a fair fight. Pull the mob into turret range and let the town finish the job. That is free damage, it saves Bandages, and it is why panic Dynamite is even worse — you spent Coins to do a turret’s work. Mounted Gunner on the drill is the mobile version of the same idea. Neither turret source replaces a Rifle in a dungeon boss room, because those rooms do not come with a settlement AI.

Void variants and deep-layer loadouts

Void is the prefix that means “this copy hits harder.” Void Shotgun is the shop example with a public price. Other void guns and void armor drop or rotate through deeper vendors; treat them as upgrades to a kit you already understand, not as a new class. Extra Health (99 Robux pass) and Sack Storage (79 Robux pass) are account bonuses, not shop rows, but they change how greedy you can be with void gear: more HP to survive a miss, more sack space to carry the expensive gun without deleting Bandages.

A clean mid-run kit looks like this: Steel Speed Boots, a Rifle (or Shotgun if you are broke), a pickaxe, a stack of Bandages, and Coins reserved for Drill Power. A clean deep-run kit adds a void gun, better melee if you are Bruiser or Executioner, and enough sack space to leave the dungeon with chests instead of leaving chests on the floor. Lucky Looter wants that sack space more than anyone; a Gunslinger wants the void gun more than anyone. The drill still comes first.

Use the tier list hub to jump back to class and upgrade ranks. If a shop is rotating a 10,000-Coin novelty, remember the Black Hole Gun stories: selling your entire kit for a timed counter is a highlight reel, not a default rank. Buy the boring Rifle. Live.

FAQ

Frequently Asked Questions

Quick answers for Cores, classes, and the 100 KM wall.

What is the first shop item I should buy?

Steel Speed Boots at 150 Coins, then Bandages as you go. A Rifle at 750 is the first real gun for dungeon bosses.

Why skip Dynamite if it costs only 200 Coins?

Those Coins are better on Drill Power, Bandages, or a real gun. Town turrets and Deadly Drill already delete packs that chase the cart into a settlement.

Do void guns replace class picks like Gunslinger or Bruiser?

No. Void guns hit harder for everyone, but Gunslinger scales firearms and Bruiser scales melee plus Life Steal. Buy the class, then the void copy.

Can shop weapons beat the glowing core without drill upgrades?

No. Weapons help you live in the boss room. Wall damage still comes from Drill Power, RPM Overclock, and Power Burst on the shared vehicle.