In the fast-paced combat of the Roblox fighting game Allusions, success relies heavily on the random weapons assigned to you at the start of each round. However, relying solely on your primary weapon is a recipe for defeat. The secondary items, known as arsenals, occupied in hotbar slots 2 and 3, provide crucial utility, mobility, offensive pressure, and defensive survivability. Often referred to by players as Anime Randomizer, the game challenges players to adapt to random loadouts, making a deep understanding of these secondary items essential.
This arsenal tier list ranks every secondary item in the game from S to C tier based on their combat impact, versatility, cooldown efficiency, and synergy with primary weapons. Whether you are playing the classic mode or competing in the updated mechanics of the sequel, mastering these tools will significantly increase your win rate.
Understanding Arsenal Mechanics in Anime Randomizer
Arsenals in Anime Randomizer serve as the backbone of your tactical toolkit. While your primary weapon (slot 1) dictates your main offensive combos, M1 attacks, and signature abilities (E and R), your arsenals (slots 2 and 3) dictate how you control the space around you. These items are obtained either by spawning with them randomly at the start of a round or by collecting them during the intermission phase between rounds when rare items spawn on the map.
Equipping the right combination of arsenals allows you to cover the weaknesses of your primary weapon. For example, if you roll a heavy, slow-swinging weapon like the Buster Sword, pairing it with a high-mobility arsenal prevents you from being easily zoned out by ranged players. Conversely, if you roll a high-speed, low-damage weapon, offensive utility arsenals can boost your damage output to secure quick eliminations.
| Arsenal Category | Primary Function | Control Input | Ideal Playstyle |
|---|---|---|---|
| Mobility | Positioning, escaping combos, closing distance | Slot Key -> M1 / Hold | Aggressive rushdown or evasive zoning |
| Offensive | Damage amplification, area denial, hitstun | Slot Key -> M1 / Target | Combo extension and pressure |
| Defensive/Buff | Damage reduction, healing, stat boosts | Slot Key -> M1 / Consume | Attrition, tanking, and survival |
| Utility | Crowd control, vision disruption, setups | Slot Key -> M1 / Throw | Tactical setups and team support |
Understanding how these systems interact is crucial for climbing the ranks in Anime Randomizer. The cooldowns of these items must be managed carefully, as using a mobility tool at the wrong time can leave you defenseless when an opponent initiates a high-damage combo.
S-Tier Arsenals (The Meta-Definers)
S-Tier arsenals are universally powerful. They do not require specific weapon synergies to be effective; instead, they elevate any loadout they are paired with. These items offer unparalleled mobility or utility that can completely dictate the flow of a match.
Machine Gun Jetpack
The Machine Gun Jetpack remains the undisputed king of the secondary slot. It grants vertical and horizontal flight, allowing you to bypass ground hazards, escape devastating ground-based AoE attacks, and position yourself for aerial drop attacks. The built-in machine gun function fires rapid-fire projectiles that deal minor chip damage but, more importantly, apply constant hitstun to opponents. This hitstun can disrupt enemy charge-ups, interrupt combos, and keep opponents pinned down while you wait for your primary weapon cooldowns to refresh. Managing the fuel gauge is the only restriction, but experienced players can feather the activation key to maintain altitude indefinitely.
Grappling Hook
The Grappling Hook offers the fastest directional movement in the game. By firing a high-speed projectile that latches onto walls, ceilings, or even other players, you can pull yourself across the map in a fraction of a second. This tool is invaluable for escaping high-damage combos, repositioning during chaotic team fights, or chasing down fleeing opponents. Unlike other mobility tools, the Grappling Hook relies on map geometry, meaning its effectiveness increases significantly on maps with vertical structures, such as Asylum.
Speed Coil
The Speed Coil provides a passive, constant movement speed buff when held. In a game where positioning and spacing are everything, a flat speed increase allows you to walk out of the range of enemy M1 attacks without wasting your Q-flashstep or C-slide. It makes you an incredibly difficult target to hit with projectile weapons and allows you to constantly circle-strafe opponents, baiting out their high-cooldown abilities before counter-attacking.
| Arsenal Name | Cooldown (Seconds) | Primary Utility | Key Synergy |
|---|---|---|---|
| Machine Gun Jetpack | Fuel-based (Recharges) | Flight & Hitstun | Heavy, slow melee weapons |
| Grappling Hook | 5 seconds | Instant repositioning | Ranged/Zoning weapons |
| Speed Coil | Passive (None) | Constant movement buff | Fast M1 combo weapons |
A-Tier Arsenals (Strong and Versatile)
A-Tier arsenals are highly effective tools that offer immense value in combat. While they may require slightly more skill or specific timing to utilize compared to S-Tier items, they remain dominant choices that can easily swing a duel in your favor.
Mach Rush
Mach Rush is a high-speed forward dash that covers a significant distance instantly. It functions similarly to a flashstep but covers more ground and allows you to initiate attacks immediately out of the dash. It is the premier tool for close-range combatants who need to close the gap against ranged spammers. The recovery frames on Mach Rush are minimal, meaning you can dash directly into an opponent's face and start an M1 combo before they can react. It can also be used defensively to escape tracking projectiles.
Mark For Death
Mark For Death is a targeted offensive utility that applies a glowing mark to an opponent. While marked, the target takes significantly increased damage from all sources, including your primary weapon attacks and environmental hazards. This tool is devastating when paired with high-damage, single-hit weapons like the Dragon Slayer or Buster Sword. Landing a heavy blow on a marked target can easily deplete over half of their health bar in a single strike. The projectile speed is fast, making it relatively easy to land at medium range.
Vampire Frog
The Vampire Frog is a summonable utility item that hops toward the nearest opponent. Upon reaching a target, it latches onto them, dealing continuous chip damage and transferring that health back to the user. This lifesteal mechanic is incredibly valuable for sustaining yourself during long rounds. Additionally, the frog acts as an active distraction; opponents must choose between targeting you or spending time attacking the frog to remove it, leaving them open to a counter-attack.
| Arsenal Name | Cooldown (Seconds) | Primary Utility | Key Synergy |
|---|---|---|---|
| Mach Rush | 8 seconds | Rapid ground dash | Short-range melee weapons |
| Mark For Death | 12 seconds | Damage amplification | High-damage single-hit weapons |
| Vampire Frog | 15 seconds | Summon, Lifesteal, Distraction | Defensive, stall-oriented playstyles |
B-Tier Arsenals (Situational and Niche)
B-Tier arsenals are decent options that can perform well under the right circumstances. However, they suffer from drawbacks such as long cooldowns, vulnerability during use, or dependency on specific map layouts and game modes.
Medic
The Medic arsenal allows you to deploy a healing field or consume a health pack to restore a portion of your HP. In a game with no passive health regeneration, healing tools are naturally valuable. However, the Medic arsenal leaves you highly vulnerable during its activation animation. If an opponent catches you attempting to heal, they can easily interrupt the process and inflict more damage than you would have healed. It is best used after winning a skirmish to prepare for the next encounter, rather than during active combat.
Metal Box
The Metal Box grants the player a massive defense buff, reducing all incoming damage by a significant percentage for a short duration. This is excellent for tanking high-damage ultimates or surviving a combo that you failed to block. The major drawback is the severe movement speed penalty applied while the buff is active. Against skilled opponents, activating the Metal Box simply allows them to walk away, wait out the duration of the buff, and then engage you once your defense returns to normal.
Mini Sentry Gun
The Mini Sentry Gun is a deployable turret that automatically targets and fires at nearby enemies. It is highly effective for area denial, especially in game modes like Retake or in tight corridors. The damage per shot is low, but the constant firing disrupts enemy movements and can interrupt slow startup animations. The downside is that the sentry has very low health and can be easily destroyed by a single wide-sweeping melee attack or a basic projectile.
| Arsenal Name | Cooldown (Seconds) | Drawback / Weakness | Ideal Game Mode |
|---|---|---|---|
| Medic | 20 seconds | Immobile during activation | Team / Asylum |
| Metal Box | 18 seconds | Severe speed reduction | Default / Close Quarters |
| Mini Sentry Gun | 25 seconds | Low health, easily destroyed | Retake / Control Points |
C-Tier Arsenals (Underperforming Items)
C-Tier arsenals are generally weak and should be replaced during the intermission phase if possible. They offer minimal utility, have high recovery times, or are easily countered by basic game mechanics like blocking and dodging.
Knife Fencing
Knife Fencing grants the player a secondary set of rapid knife strikes. While it sounds useful as a backup weapon, the damage is incredibly low, and the range is shorter than almost every primary weapon in the game. It lacks the hitstun required to interrupt enemy combos and does not offer any mobility or defensive utility. Using Knife Fencing often places you in harm's way for very little reward.
Flashbang
The Flashbang is a throwable projectile designed to blind opponents, turning their screen white and disabling their lock-on. While powerful in theory, the flashbang has a slow travel time and a highly visible trajectory, making it easy for experienced players to dodge or block. Furthermore, the blind duration is relatively short, and players who are familiar with the map layouts can still move and swing effectively even while blinded.
Vampire Knife
Unlike the Vampire Frog, which tracks opponents, the Vampire Knife must be thrown manually. It has a narrow hitbox and a slow projectile speed, making it difficult to land on moving targets. Even if you manage to hit an opponent, the health returned is minimal and rarely justifies the risk of standing still to aim and throw the knife.
| Arsenal Name | Cooldown (Seconds) | Primary Reason for Low Ranking |
|---|---|---|
| Knife Fencing | 6 seconds | Extremely short range, negligible damage output |
| Flashbang | 15 seconds | Easy to dodge, short blind duration, high startup |
| Vampire Knife | 12 seconds | Difficult to aim, low lifesteal return value |
Strategic Arsenal Synergies and Combos
To excel in Anime Randomizer, you must learn to combine your primary weapon's kit with your secondary items. The synergy between your tools determines your effectiveness in high-level PvP lobbies.
The Rushdown Setup
If you are equipped with a high-damage, close-range weapon such as the Executioner Greatsword, your biggest obstacle is getting close enough to land an attack.
- Secondary 1: Mach Rush
- Secondary 2: Speed Coil
- Strategy: Use the Speed Coil to close the initial distance while dodging incoming projectiles. Once you are within medium range, initiate with Mach Rush to close the remaining gap instantly, catching the opponent off guard and transitioning directly into your primary weapon's M1 combo.
The Zoning and Attrition Setup
If you roll a ranged weapon like a bow or a magic staff, your goal is to keep opponents away while chipping down their health.
- Secondary 1: Grappling Hook
- Secondary 2: Mini Sentry Gun
- Strategy: Deploy the Mini Sentry Gun in a central location to create a zone of control. Use your ranged weapon to attack from behind the sentry. If an opponent attempts to rush you, use the Grappling Hook to pull yourself to a high ledge or across the arena, forcing them to run through the sentry's line of fire again.
The Combo Extender Setup
For players who prefer fast-paced, high-combo weapons like the Katana or Yamato, maximizing damage during a single opening is key.
- Secondary 1: Mark For Death
- Secondary 2: Machine Gun Jetpack
- Strategy: Begin the engagement by landing a Mark For Death projectile. Immediately follow up with your primary weapon's combo string. If the opponent attempts to escape using a flashstep, activate the Machine Gun Jetpack to pursue them from the air, using the machine gun fire to keep them in hitstun until your primary cooldowns reset.
FAQ
Why is Machine Gun Jetpack considered the best overall arsenal? The Machine Gun Jetpack is ranked S-tier because it provides unparalleled vertical mobility, which is universally useful regardless of the weapon you roll. It allows you to escape ground-based combos, avoid area-of-effect attacks, and apply constant hitstun to opponents with its machine gun fire, making it both a defensive lifesaver and an offensive pressure tool.
How do you obtain new arsenals during a match? At the start of each round, you are randomly assigned two arsenals in slots 2 and 3. During the intermission phase between rounds, rare arsenals will spawn at designated locations across the map. You can run to these spawn points and interact with the items to replace your current secondary items before the next round begins.
Can you equip multiple of the same arsenal in slots 2 and 3? No, you cannot equip duplicate arsenals simultaneously. Slots 2 and 3 must contain distinct secondary items. This design choice encourages players to select complementary tools, such as pairing a mobility item in slot 2 with a defensive or offensive utility item in slot 3.
How does the block and dodge mechanic in Allusions 2 affect arsenal usage? In the sequel, the addition of dedicated block and dodge mechanics means that offensive arsenals like the Flashbang or Mark For Death can be actively blocked or dodged by attentive opponents. This increases the value of mobility arsenals like the Grappling Hook and Mach Rush, which can be used to reposition and bait out an opponent's defensive options before committing to an attack.
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