Understanding which arsenals to prioritize in the chaotic sandbox of Klevinoroto’s fighting game can mean the difference between dominating a lobby and a quick trip back to the spectator screen. Arsenals serve as secondary items equipped in toolbar slots 2 and 3, offering utility, mobility, offensive pressure, or defensive buffs that complement your primary weapon. In the fast-paced environment of Anime Randomizer, players must adapt instantly to whatever random loadout they receive.
This tier list ranks every major arsenal from S-tier to C-tier based on combat efficiency, versatility across diverse game modes, synergy with top-tier weapons, and mechanical ease of use. While the game features a massive array of references to various shows and games, these secondary items remain core to your survival. Rankings are compiled using competitive match data, patch analysis, and high-level mechanical testing.
Ranking Criteria
To evaluate each secondary item objectively, we analyze its performance across four primary metrics. Each metric is weighted based on its overall impact on winning rounds in both casual and ranked game modes.
| Criterion | Weight | Description |
|---|---|---|
| Combat Power | 30% | Direct damage output, crowd control, healing potency, or immediate defensive value in active combat. |
| Versatility | 25% | The item's utility across different game modes (Default, Retake, Replication, Team, and Asylum) and map layouts. |
| Synergy Potential | 25% | How effectively the arsenal pairs with both light/fast weapons (like Murasama) and heavy/slow weapons (like Crucible). |
| Ease of Use | 20% | The skill floor required to get value out of the item, including activation times, aiming requirements, and positioning vulnerability. |
Arsenals that rank in the S and A tiers generally offer high combat power or game-changing mobility that works with almost any weapon. Lower-tier arsenals are highly situational, requiring specific weapon pairings or map conditions to be effective.
Arsenal Tier Rankings
┌─────────────────────────────────────────────────────────┐
│ ARSENAL TIER LIST │
├─────────┬───────────────────────────────────────────────┤
│ S-Tier │ Machine Gun Jetpack, Grappling Hook │
├─────────┼───────────────────────────────────────────────┤
│ A-Tier │ Mach Rush, Mark For Death, Flashbang │
├─────────┼───────────────────────────────────────────────┤
│ B-Tier │ Medic, Metal Box, Mini Sentry Gun, Bear Trap │
├─────────┼───────────────────────────────────────────────┤
│ C-Tier │ Knife Fencing, Decoy │
└─────────┴───────────────────────────────────────────────┘
S-Tier — Dominant Picks
S-tier arsenals are universally powerful. Regardless of the weapon you roll at the start of a round in Anime Randomizer, these items elevate your combat capability, provide unmatched escape options, or allow you to control the pace of any engagement.
| Arsenal | Type | Combat Power | Versatility | Synergy | Ease of Use | Overall |
|---|---|---|---|---|---|---|
| Machine Gun Jetpack | Mobility / DPS | ★★★★☆ | ★★★★★ | ★★★★★ | ★★★★☆ | S |
| Grappling Hook | Mobility | ★★★☆☆ | ★★★★★ | ★★★★★ | ★★★★☆ | S |
Machine Gun Jetpack
The Machine Gun Jetpack remains the gold standard for secondary items. It provides sustained vertical and horizontal mobility, allowing you to hover above ground-based Area of Effect (AoE) attacks and escape devastating combos. By holding the activation key, you take flight, while the secondary function fires a stream of low-damage bullets. These bullets are excellent for chipping away at an opponent's health, preventing them from initiating passive health regeneration, or popping shields from a safe distance.
Pairing the Jetpack with ranged weapons allows you to rain down projectiles with minimal risk. When paired with heavy melee weapons, it solves their biggest weakness: slow approach speed. You can fly directly over an opponent, cancel the flight, and land a heavy overhead strike before they can react.
Grappling Hook
Mobility is king in Anime Randomizer, and the Grappling Hook offers instantaneous, high-speed relocation. Unlike flashstepping (Q), which has a fixed distance and direction, the Grappling Hook pulls you toward any solid geometry, including walls, ceilings, and pillars. This is incredibly valuable in vertical maps like Asylum, where falling into pits results in instant death.
Experienced players use the Grappling Hook to slingshot around corners, breaking lock-ons and escaping aggressive rush-down builds. It can also be used offensively to quickly close the gap on ranged spammers, pulling you into melee range before they can cycle through their cooldowns.
A-Tier — Strong and Reliable
A-tier items are highly effective tools that excel in specific roles. While they may not have the absolute universal utility of S-tier items, they can easily dominate rounds when utilized correctly.
| Arsenal | Type | Combat Power | Versatility | Synergy | Ease of Use | Overall |
|---|---|---|---|---|---|---|
| Mach Rush | Mobility | ★★★☆☆ | ★★★★☆ | ★★★★☆ | ★★★★☆ | A |
| Mark For Death | Offensive Buff | ★★★★★ | ★★★☆☆ | ★★★★☆ | ★★★☆☆ | A |
| Flashbang | Crowd Control | ★★★★☆ | ★★★★☆ | ★★★★☆ | ★★★☆☆ | A |
Mach Rush
Mach Rush provides a massive burst of forward momentum, launching your character in a straight line at extreme speeds. It functions as a supercharged flashstep, covering triple the distance in a fraction of a second. This makes it the premier tool for punishing opponents who miss heavy attacks or try to run away to heal.
The main drawback of Mach Rush compared to the Grappling Hook is its linear path, making it predictable if used repeatedly. However, its immediate acceleration makes it perfect for initiating block-string pressure or escaping multi-hit ultimate moves.
Mark For Death
Mark For Death is a projectile-based arsenal that applies a visual target marker to an opponent. While marked, the target takes 1.5x damage from all sources. In a game where high-tier weapon combos can already deal 50-70% of a player's health pool, this damage multiplier makes almost any successful combo lethal.
The item requires precise aiming, and missing the projectile puts it on a lengthy cooldown. It shines brightest in Team and Retake modes, where you can mark a target and let your teammates melt their health bar. In solo play, it requires a setup, such as using a stun ability before applying the mark to guarantee a hit.
Flashbang
The Flashbang is a throwable utility item that detonate on impact, completely blinding and deafening any players caught in its radius. The screen of the affected player turns entirely white for up to three seconds, during which they cannot see incoming attacks, visual indicators, or terrain.
This duration is more than enough time to walk behind an opponent for a backstab or charge a high-damage, long-windup weapon ability. The Flashbang is also an excellent defensive tool; if you are cornered or low on health, throwing a Flashbang at your feet gives you the window needed to slide (C) away and find cover.
B-Tier — Balanced & Situational Utility
B-tier arsenals are solid items that require strategic timing or specific matchups to reach their full potential. They are not weak, but they lack the raw power or escape options found in higher tiers.
| Arsenal | Type | Combat Power | Versatility | Synergy | Ease of Use | Overall |
|---|---|---|---|---|---|---|
| Medic | Healing | ★★★☆☆ | ★★★★☆ | ★★★☆☆ | ★★★★★ | B |
| Metal Box | Defense Buff | ★★★☆☆ | ★★★☆☆ | ★★★☆☆ | ★★★★☆ | B |
| Mini Sentry Gun | Summon / Zoning | ★★★☆☆ | ★★★☆☆ | ★★★☆☆ | ★★★☆☆ | B |
| Bear Trap | Crowd Control | ★★★★☆ | ★★★☆☆ | ★★★☆☆ | ★★☆☆☆ | B |
Medic
The Medic arsenal allows you to deploy a small healing station or activate a self-heal over time. In casual lobbies and during the Intermission phase between rounds, this item is highly valued for keeping you topped off without relying on random health spawns.
However, in high-level PvP, finding the time to heal is difficult. The activation animation leaves you stationary for a brief moment, making you a prime target for ranged attacks. It is best used after winning a skirmish to prepare for the next encounter, rather than during active combat.
Metal Box
Upon activation, the Metal Box encases your character in temporary armor, reducing all incoming damage by 30% for a short duration. This is highly effective for surviving high-damage combos or ultimate abilities.
The downside is a slight reduction in movement speed during the active buff window. If you activate it too early, smart opponents will simply run away or use mobility options to wait out the duration. It requires precise timing—ideally activated right as an opponent commits to a multi-hit attack string.
Mini Sentry Gun
The Mini Sentry Gun deploys a small automated turret that targets the nearest enemy within its line of sight. It deals low but consistent chip damage and draws enemy aggro.
While the turret can be easily destroyed with one or two M1 attacks, its primary value is distraction and zoning. Placing it around tight corners or near chokepoints forces opponents to choose between shooting the sentry or focusing on you. In the chaos of Team mode, a well-placed sentry can rack up significant damage over time.
Bear Trap
The Bear Trap is a stealthy ground trap that roots any player who steps on it. Once triggered, the target is completely immobilized for two seconds, preventing them from running, sliding, or flashstepping.
The trap is difficult to see in the heat of battle, especially on dark or cluttered maps. It requires foresight to use effectively; you must bait opponents into chasing you over the trap. If successful, it guarantees a free hit with your strongest weapon abilities.
C-Tier — Niche or Underwhelming
C-tier arsenals are currently weak in the meta. They offer minimal utility, have high risk associated with their use, or are easily countered by basic movement mechanics.
| Arsenal | Type | Combat Power | Versatility | Synergy | Ease of Use | Overall |
|---|---|---|---|---|---|---|
| Knife Fencing | Offensive | ★★☆☆☆ | ★★☆☆☆ | ★☆☆☆☆ | ★★★☆☆ | C |
| Decoy | Distraction | ★☆☆☆☆ | ★★☆☆☆ | ★☆☆☆☆ | ★★★☆☆ | C |
Knife Fencing
Knife Fencing grants the player a quick, short-range stabbing attack. While it has a fast startup, the damage is negligible, and the range is shorter than almost every standard M1 attack in the game. It does not provide any crowd control or meaningful hitstun. In almost every combat scenario, you are better off using your primary weapon's basic attacks or abilities rather than risking close-range exposure for the minimal damage this item provides.
Decoy
The Decoy arsenal spawns a clone of your character that runs in a straight line, mimicking movement to distract opponents. While this can occasionally trick newer players, experienced players in the Anime Randomizer community will immediately recognize the straight-line pathing and lack of attack animations. It offers no defensive stats or offensive pressure, making it a wasted slot in competitive matches.
Allusions 2 Engine & System Changes
The transition to the updated engine in the sequel introduced fundamental mechanics that shifted the arsenal meta. The implementation of a dedicated block and dodge system directly impacts how secondary items are utilized.
In the original game, raw mobility and burst damage ruled supreme. In the sequel, stamina management and block pressure are the primary factors in winning engagements. This has caused defensive and utility arsenals to rise in value, while pure damage-amplifying items require more setup.
To understand how these mechanical shifts affect the utility of your secondary items, players should consult the Allusions Loadout Guide for a deep dive into active inventory management.
| Arsenal | Allusions 1 Tier | Allusions 2 Tier | Meta Shift Explanation |
|---|---|---|---|
| Machine Gun Jetpack | S | S | Remains top tier. Flight allows you to bypass ground blocks and strike from angles where opponents cannot easily position their defensive guards. |
| Mach Rush | A | A+ | Increased value. The speed of Mach Rush is excellent for initiating block-breaking attacks or quickly repositioning behind an opponent's guard. |
| Mark For Death | A | A- | Decreased value. The introduction of the active dodge mechanic allows skilled opponents to easily iframe through the projectile. |
| Medic | B | B+ | Increased value. The block system slows down the pace of neutral combat, creating more safe windows to deploy healing stations. |
| Flashbang | A | S- | Increased value. Blinding an opponent prevents them from seeing which direction to face their block, leaving them completely vulnerable. |
Because of these changes, players must adapt their playstyle. For instance, using a Flashbang is no longer just about landing a free hit; it is about forcing the opponent to waste their stamina on panic dodges. To practice these mechanical adjustments without risking your ranked rating, refer to the How to Test Arsenals in Allusions guide for setting up local private servers with custom dummy configurations.
Strategic Synergy and Loadout Combinations
Having a strong arsenal is only half the battle; the real advantage comes from how your slot 2 and slot 3 items interact with each other and your primary weapon. Players can access the Allusions Arsenals Complete List to review the exact cooldowns and damage values for every item, but understanding common synergies is crucial for high-level play.
The Mobility & Sustain Build (Jetpack + Medic)
This is the safest build in the game, highly recommended for surviving long rounds in Default mode. If you take damage, you can use the Jetpack to fly to high ground or a distant rooftop, immediately deploy your Medic station, and heal back to full health before opponents can scale the terrain to reach you. This combination works exceptionally well with ranged weapons, allowing you to play an attrition-based playstyle.
The Aggressive Rush-Down Build (Mach Rush + Flashbang)
Designed for players who want to end rounds quickly. You use Mach Rush to close the distance instantly, throw a Flashbang point-blank to blind the opponent, and then execute your primary weapon's highest-damage combo. This setup is highly effective against players who rely on passive zoning or defensive blocking, as the blind effect completely disrupts their defensive capabilities.
The Trap & Punish Build (Bear Trap + Mark For Death)
A high-skill combination that requires patience. You place a Bear Trap in a narrow corridor or near a health spawn, then wait nearby. Once an opponent steps into the trap and is rooted, you immediately hit them with Mark For Death to apply the 1.5x damage multiplier. With the target immobilized and taking amplified damage, you can land a guaranteed heavy ability that will often one-shot them.
For a comprehensive breakdown of advanced combos and item interactions, check out the Allusions Arsenal Synergy Guide. Understanding these interactions is key to maximizing your effectiveness, especially when the randomizer gives you a subpar primary weapon.
FAQ
Why is Machine Gun Jetpack ranked higher than Medic? Mobility dictates the terms of engagement in Anime Randomizer. A player with the Jetpack can choose when to fight, when to retreat, and how to approach. While Medic provides valuable health recovery, it does not help you escape a high-damage combo once you are caught. The Jetpack's ability to completely avoid damage through positioning makes it inherently stronger than an item that simply heals damage after you have already taken it.
Can I run two of the same arsenal type in my loadout? Yes. If the randomizer rolls two mobility items (such as Grappling Hook and Mach Rush), you gain extreme movement capabilities. You can chain these items together to cross entire maps in seconds. However, running double mobility means you sacrifice utility like healing or damage buffs, requiring you to play perfectly with your primary weapon to secure eliminations.
How do I counter opponents using the Metal Box defense buff? When an opponent activates Metal Box, do not waste your high-damage cooldowns. The 30% damage reduction will mitigate a significant portion of your burst. Instead, use mobility options like flashstep or slide to disengage and play defensively for the duration of the buff. Once the visual armor effect disappears, you can resume aggressive play.
Is Knife Fencing viable in any game mode? Knife Fencing is rarely viable in competitive play due to its extremely short range and low damage. Its only niche use is as an instant, low-cooldown finisher when an opponent is at less than 5% health and your primary weapon abilities are on cooldown. Even in this scenario, a basic M1 attack is usually safer and more reliable.