Version 1.0 — Pyro path checked September 29, 2026

YAZS Weapon Upgrades and Branch Choices

A weapon's tier is a step in its upgrade path, not a power rating. For SWAT, advance Pistol to SMG, then choose Assault Rifle, Sniper Rifle, or Grenade Launcher. The final branches are alternatives: taking Assault Rifle does not lead to Grenade Launcher later. Use the gate checklist below before spending rerolls on a branch that cannot appear.

YAZS survivors fighting zombies in official promotional artwork
Official Awesome Games Studio artwork, shown for game context.

Weapon Facts for Version 1.0

System facts come from the official game and 1.0 release notes. Weapon paths and role descriptions are organized from current community weapon coverage.

9
Survivor weapon lines
One line for each Survivor in 1.0
3
Full-squad Survivors
Weapon value depends on the other two roles
Range
Distance changes practical output
Match the weapon to your movement plan
1.0
Critical and penetration changes
Old Early Access rankings need a version check

Why an Unlocked Weapon Is Not Appearing

  1. Check Upgrades → the Survivor's name for permanent weapon access.
  2. In the run, develop the current weapon to rank 4 before expecting its next tier.
  3. Choose the tier-2 replacement, then develop it to rank 4 for the final choices.
  4. If a tier-3 weapon is already selected, another tier-3 weapon on that same Survivor's line is no longer an option for that run.

This sequence is explained in the developer's “Unlocked weapons are not available” troubleshooting section, with independent player confirmation in this weapon-upgrade discussion. The official examples predate 1.0; current community references retain the same SWAT sequence.

SWAT: Choose the Final Branch Before You Commit

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Choice after SMGWhat changesWhen to consider it
Assault RifleAutomatic Kinetic fire.You want repeated firearm hits as the squad's direct-damage layer.
Sniper RiflePiercing shots with a longer-range role.You can keep distance and want shots to reach through a line of enemies.
Grenade LauncherExplosive rather than Kinetic damage.Your current upgrades or objective favor Explosive damage. It replaces the rifle choice, not a separate ability slot.

The developer confirms these three exclusive branches. The range and damage roles are described in Grandwiki's weapon records. The choices above compare behavior and damage tags; they do not rank DPS or promise a faster clear.

Example decision: for a Kinetic-damage achievement, keep a Kinetic branch in the plan. Choosing Grenade Launcher because it is also tier 3 would change the damage type you are trying to accumulate.

Pyro: Choose One Final Weapon After Blowtorch

Flamethrower, Infernax and Axerangs are alternative final choices. Axerangs is not a later upgrade from Flamethrower or Infernax. Pyro follows Fireaxe → Blowtorch → one of those three branches. The Pyro upgrade discussion (external) describes the same sequence retained in the community weapon records linked above; the developer's upgrade rules explain why a second final weapon stops appearing.

  1. Before the run, check permanent access to the final weapon you want in Pyro's upgrade tree.
  2. During the run, reach rank 4 on Fireaxe, take Blowtorch, then reach rank 4 on Blowtorch before looking for the final branch.
  3. If you want Axerangs, leave Flamethrower and Infernax unselected. Once either is taken, further rerolls will not turn it into Axerangs.

The tree's screen position does not make one final branch a higher weapon tier than the others. For Pyro's objective that forbids tier-3 weapons, choosing any of these three conflicts with that restriction; use the mission correction notes to distinguish the objective from the older Ghost classification bug. This resolves the upgrade choice, but does not establish a highest-DPS Pyro weapon.

Weapon-Line Examples for the Nine Survivors

This is a selection of community-described branches for finding a role, not a complete weapon database. SWAT's three final choices are confirmed above. Other rows may omit branches; exact permanent gates are not established here.

Scroll the table sideways to read all columns.

Survivor Weapon path Role and range Best comparison
SWAT Pistol → SMG → Assault Rifle / Sniper Rifle / Grenade Launcher Rifle branches provide Kinetic fire; Grenade Launcher changes to Explosive damage. Assault Rifle is the broad carry candidate; Sniper Rifle shifts toward longer-range piercing.
Tank Shotgun → Pump-Action Shotgun → Minigun / Rocket Launcher Close-to-mid range pressure, heavy firepower, and explosive coverage. Compare the selected weapon's damage tag with the mission or achievement you intend to complete.
Engineer Taser → Tesla → Blaster / Laser Electric damage, deployable control, shields, and ability-driven squads. Tesla supports Electric plans; Laser is the more direct focused ranged branch.
Huntress Bow → Multishot Bow → Explosive / Freezing Arrows Ranged critical pressure, volleys, area damage, and Freeze control. Explosive Arrows cover groups; Freezing Arrows trade some direct pressure for control.
Ghost Katana → Katana Splash → Thousand Cuts / Windcutter Close Slashing pressure with a choice between nearby defense and longer reach. Thousand Cuts protects close space; Windcutter gives a more distant option.
Medic Pistol → Syringe Gun → Antidote / Freezing Flasks Chemical and Freeze weapon examples; healing and other support depend on the selected ability or upgrade. Do not infer a healing effect from the Medic name; check the particular weapon or ability.
Pyro Fireaxe → Blowtorch → Flamethrower / Infernax / Axerangs Fire and Slashing damage, burning zones, explosions, and low-health scaling. Choose the final branch before committing; none of the three upgrades into another final branch.
Mechanic Trust Spanner → Lancer → Chainsaw / Nitro-Gun / Spanner Spammer Mixed melee and ranged tools, Ice control, deployables, and ability support. Choose the branch that complements the team's range rather than adding a second disconnected distance.
Ranger Crossbow; Repeater Crossbow and Flarebolt are named in the official 1.0.1 notes Marks, Kinetic critical support, animal companions, crowd control, and team utility. The 1.0.1 notes say Repeater Crossbow and Flarebolt can fire bolts separately. A complete Ranger branch tree and its unlock gates are not established by this page.

1.0 Weapon Changes to Remember

These official changes are why pre-1.0 weapon rankings need caution. The current 1.0.1 notes also correct weapon description tooltips.

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Change Official 1.0 note Practical reading
Penetration Most weapon attacks no longer lose damage on penetration. Piercing branches may behave differently from older guides; compare the current card and range.
Critical rolls Burst and multi-projectile attacks roll Critical chance once for the group or projectile set. Do not use an old per-projectile critical calculation to predict current output.
Boss health Boss enemy base HP increased by one quarter. A weapon that was enough for an older Boss timing may need a stronger direct path now.
Tank Sawblade Drone final damage changed from 200 to 150. Do not treat old Sawblade Drone numbers as a current Boss guarantee.
Engineer Early-rank Electrocution damage changed from 75 to 25; final damage unchanged. Electric control can still be useful, but early-rank expectations need a current-client check.
Huntress Tier 2 and Tier 3 weapon firing arc changed from 30 to 20. Volley coverage and positioning should be judged from the current weapon behavior.
Ghost Windcutter travel distance increased slightly; Kunai Dance and Shuriken final values changed. Ghost branch comparisons from Early Access may not preserve their old ordering.
1.0.1 tooltips Weapon description tooltips were fixed when they showed damage values higher than the actual value. Use the current tooltip and the official 1.0.1 update notes when an older comparison disagrees.

Tank: Minigun or Rocket Launcher?

The developer’s range-system notes distinguish these options. The August 2026 community build guide retains the same Tank comparison for 1.0.

Scroll the table sideways to read all columns.

WeaponDocumented distance behaviorDecision
Tank shotgunsStrong at short to medium distance; damage falls at long range.Do not judge their output only while retreating far away.
Tank MinigunDamage decreases with distance.Consider it when you can maintain closer engagements.
Tank Rocket LauncherThe developer describes it as viable at any range.Consider it when movement forces frequent long-distance attacks.

This compares distance sensitivity, not measured DPS. It does not establish that Rocket Launcher always outperforms Minigun, or that any range is safe against a particular Boss.

What the Comparison Covers

Use the official upgrade sequence to diagnose a missing offer, then compare the branch's damage tag and behavior against your goal. The nine-Survivor table is a community role overview. It is not a complete final-branch list or a measured tier ranking. Full Ranger gates remain a gap; do not spend rerolls based on an assumed branch order.

A weapon choice becomes meaningful only after the roster, team roles, synergies, and mode are clear.

Verification notes

Official 1.0 combat changes are separated from community weapon examples and upgrade gates.

Weapons FAQ

Is there an official YAZS weapon tier list?
This guide compares upgrade gates and weapon jobs rather than assigning S/A/B ratings. A tier-3 label identifies a branch stage, not a guaranteed power advantage for every objective.
Which weapon is best for Bosses?
Use a weapon that can keep damaging a large moving target at the distance your team can safely hold. Assault Rifle, Sniper Rifle, Laser, Rocket Launcher, Crossbow, and suitable critical branches are common direct-damage candidates, but this page does not claim a universal winner.
Should I always choose the highest-damage branch?
No. A branch that adds Freeze, Fire, Electric, Piercing, range, or control can be better when it completes the squad's synergy or fixes the current failure. Read the live card and compare the behavior change, not only the damage label.
Why do old weapon rankings disagree with version 1.0?
Version 1.0 changed penetration behavior, grouped critical rolls for bursts and multi-projectiles, Boss HP, and several Survivor-specific values. Effective range and new Rank 5 nodes also change how a weapon fits into a team.
Are the exact weapon values on this page tested?
No. The page intentionally avoids exact DPS, cooldown, projectile, range, drop-rate, clear-time, or win-rate claims as hands-on-confirmed facts. Use the current in-game Tooltip and the latest official notes for precise values.
Unofficial fan-made guide. Yet Another Zombie Survivors is a trademark of Awesome Games Studio. This site is not affiliated with or endorsed by Awesome Games Studio. Official 1.0 combat facts and community weapon paths were checked on August 27, 2026; the 1.0.1 tooltip fix was checked on September 15, 2026. Weapon rankings, final branches, exact values, and practical results can change with patches; use the current client when it disagrees with an older guide.