Final Swarm reference
Use the same five questions for every weapon you test. Range asks how safely it can work before enemies reach you. Area coverage asks whether it manages dense groups rather than one target. Priority damage asks whether it helps remove the threat that is ending a run. Mobility burden records how much the weapon restricts movement, aim or recovery. Upgrade commitment records how costly it feels to keep the choice competitive using only values visible in your game.
- • Rate only what you personally observed
- • Leave unknown dimensions blank
- • Compare weapons in similar run conditions
- • Recheck after a visible balance or world change
Final Swarm reference
Current public discussion supports six broad archetypes: long-range pierce, area-of-effect cleave, balanced mid-range primary, controlled burst, melee bruiser and slow heavy hitter. These are not official weapon classes and they are not named S/A/B tiers. They are decision labels. A long-range role may make positioning safer; an area role may stop a surround; a burst role may help with an important target. The correct role is the one that covers the gap your current run exposes.
Final Swarm reference
Start with a stable primary role, add a way to manage groups, then make sure the loadout has an answer for priority targets. Count the cost sides too: two or three options with heavy movement burden can make an impressive-looking build fail under pressure, while too many expensive upgrades can delay a complete loadout. The planner publishes every weight it uses and never turns its score into official game data.
Final Swarm reference
A named page should wait for direct evidence: the exact in-game name, a reproducible way to obtain it, a visible cost or unlock path, and enough observed behavior to distinguish it from other weapons. A screenshot, creator post, public board or repeatable controlled test can supply that packet. Until then, this hub keeps the roster gap visible instead of filling it with guesses.