WeaponsintermediateUpdated: 9/13/2026

TTK Testing Weapon List: Full Arsenal, Classes & V0.05 Guns

Browse the full TTK Testing weapon list covering every pistol, rifle, battle rifle, DMR, sniper, and shotgun class unlocked in the V0.05 update.

The TTK Testing weapon list spans more than twenty real-world platforms by the V0.05 sandbox drop, and the lineup is still growing as Sable Digital ships new test builds. This guide breaks down every primary and secondary class the community has actually unlocked, ranks the standout performers, and shows how the current pool fits together inside the gunsmith system.

The V0.05 patch landed alongside the official TTK Testing DevForum thread, which the studio uses as its living dev log, and the arsenal you can pull from today reflects that ongoing public-test ethos. Whether you main a hard-hitting DMR, a controllable AR, or a close-range shotgun, this weapon guide gives you a current map of the full pool and what each platform actually does in a live match.

The Full TTK Testing Weapon List at a Glance

The current TTK Testing weapon list groups every gun into one of six families that mirror real-world firearm classes: pistols, assault rifles, battle rifles, DMRs, sniper rifles, and shotguns. Each family has at least two or three unlockable platforms by V0.05, and most have multiple barrel, muzzle, optic, grip, stock, magazine, and underbarrel attachment slots to tune.

According to the all-weapons showcase published by community content creator Fire Mountain, the in-game arsenal pulls from familiar real-world platforms like the AR-15, M4, MX-23, RX-18, and several 7.62-pattern battle rifles and DMRs, all rebuilt with the studio's Helmet Cam first-person view and realistic handling. The official TTK Testing on Roblox page also pins the game as a free-to-play tactical FPS by Sable Digital, which explains the deliberate real-platform naming approach.

The Six Weapon Families in V0.05

FamilyRole in the SandboxTypical Engagement RangeAttachment Depth
PistolsSecondary / budget primary0–35 mOptics, muzzle, magazine, grip
Assault RiflesAll-rounder primary15–80 mFull 7-slot gunsmith
Battle RiflesHard-hitting mid-range30–90 mFull 7-slot gunsmith
DMRsSemi-auto precision50–120 mFull 7-slot + scope-first
Sniper RiflesLong-range pick80–200 mScope slot is mandatory
ShotgunsCQB breacher0–20 mBarrel, magazine, grip

Why a Single Weapon List Matters in 2026

Because TTK Testing is in active public testing rather than a finished release, the weapon pool can shift between minor builds. Tracking the full TTK Testing all weapons lineup in one place helps you decide what to grind for, what to attach, and what to bench until the next balance pass. The V0.05 cycle is especially important because the studio folded in the gunsmith showcase from V0.04 and then layered recoil and damage tuning on top.

Pistols: The Secondary Slot That Doubles as a Budget Primary

Pistols in TTK Testing are not throwaway sidearms. The V0.03 update added a fresh pistol to the rotation, and community testing on the update walkthrough by Cr8zNinja confirms it is viable as a standalone primary when paired with the right magazine and optic attachments. Because every player spawns with a baseline sidearm, pistols are the cheapest entry point into the gunsmith system.

The pistol tier in the current pool looks tighter than V0.04 because the V0.03 drop normalized handling on the new platform, which closed the gap with the existing carry. For a deeper breakdown of the best sidearm, the TTK Testing best pistol guide walks through the unlock path and recommended attachment pairings.

Pistol Comparison Snapshot

PistolDamage ProfileBest Caliber FeelRecommended Use
Starter 9 mmLow recoil, modest damageStandard issueBackup sidearm
V0.03 New PistolHigher per-bullet damageMid-caliberBudget primary, FFA
Compact .45Heavy hit, slow follow-upHard-hittingCQB finishers

Pistols also act as the unlock ramp for the wider gunsmith system. Most of the magazine and grip attachments that drop on pistols are reusable on the AR and battle-rifle classes, so spending time here pays off across your whole arsenal.

Assault Rifles: The All-Round Core of the Weapon List

Assault rifles sit at the center of the TTK Testing weapon list, and they are the most-used class in every public mode from FFA to Hardpoint. The community-sourced all-weapons showcase highlights the AR-15, M4, and MX-23 as the three flagship platforms in the current cycle, with the RX-18 acting as a heavier-felt alternative in the same family.

These ARs reward crosshair placement and first-shot discipline far more than they reward spraying. According to community data pulled from the showcase footage, controllable recoil in the first three shots is what separates a usable AR build from one that falls behind in mid-range duels.

AR Comparison Snapshot

PlatformStrengthWeaknessBest Range
AR-15Modular, easy recoilLower per-shot damage15–60 m
M4Balanced handlingAverage magazine options20–70 m
MX-23Higher caliber punchMore vertical climb30–80 m
RX-18Heavy hit, slow ROFMobility cost40–80 m

If you want a deeper look at the meta choices inside this class, the TTK Testing loadout tier list ranks each AR against the rest of the pool. The general community consensus is that the AR-15 and M4 sit at the top of S-tier for solo queue, while the MX-23 climbs when squad coordination lets you land longer shots.

Battle Rifles: Hard-Hitting Mid-Range Anchors

The battle rifle class is one of the most interesting additions to the TTK Testing battle rifles lineup because it sits between the controllable ARs and the harder-kicking DMRs. These are typically 7.62-pattern platforms firing at a semi-auto or slow-auto cadence, which makes them punishing on miss but devastating on hit.

Battle rifles in TTK Testing shine in modes where fights stretch past 30 meters but rarely pass 100 meters. Ground War and Hardpoint both fit that profile, and battle rifles tend to be the weapon of choice for players who want AR-style handling with a meaningful damage bump per bullet.

Battle Rifle Comparison Snapshot

PlatformFiring ModeHandling FeelBest Mode
BR-15Semi-autoStiff but accurateGround War anchor
M14-styleSemi / full-autoHeavy climb, big payoffHardpoint defense
G3-patternFull-autoSlow but stableSquad support

The battle rifle class also teaches a transferable skill: it punishes over-peeking and rewards deliberate, paced trigger pulls. If you learn to control one battle rifle, the same timing reads apply to the DMRs and even to the harder sniper platforms.

DMRs and Sniper Rifles: The Long-Range Layer of the Weapon List

The TTK Testing sniper rifles class and the DMRs together form the precision backbone of the sandbox. DMRs fire semi-auto at mid-to-long range, while sniper rifles bolt-action or semi-auto at distances that exceed 100 meters. Both classes lean heavily on the scope slot in the gunsmith system, and the V0.05 cycle expanded optics support so that mid-zoom and long-zoom reticles both feel usable.

The TTK Testing all weapons showcase shows that scoped DMRs and bolt-action sniper rifles share a similar attachment path, with the scope choice doing the most work. Transparent Optics is the recommended aim setting on the official game page, because it simulates both-eyes-open aiming and helps you keep peripheral vision while scoped in.

DMR and Sniper Rifle Comparison

PlatformClassEffective RangeNotes
Mk 14-patternDMR60–110 mStrong follow-up shot
SVD-patternDMR70–120 mStable scope platform
SR-25 styleDMR / battle50–100 mHybrid handling
Bolt-action sniperSniper100–200 mOne-shot potential
Semi-auto sniperSniper80–160 mFaster follow-up

The trade-off between a DMR and a sniper rifle comes down to map geometry and team role. On open Ground War lanes a bolt-action sniper is the strongest pick, while a DMR is the safer default on mixed maps where targets appear at unpredictable ranges.

Shotguns: Close-Quarters Finishers in the Weapon Pool

Shotguns complete the TTK Testing weapon list as the dedicated close-range class. The V0.02 update introduced a new shotgun and a fresh map that plays to its strengths, and the class has stayed relevant through V0.05 because CQB engagements still come up regularly in FFA, doorkicker missions, and the tight lanes of some Hardpoint layouts.

Shotguns in this sandbox are not one-shot killmails at all ranges. The damage falloff is steep, which means your effective engagement window is roughly 0–20 meters, and even inside that window the spread pattern matters. Pump-action platforms reward precise aim, while semi-auto shotguns trade raw per-shot damage for follow-up speed.

Shotgun Snapshot

PlatformActionEffective RangeBest Mode
Pump shotgunPump0–15 mDoorkicker missions
Semi-auto shotgunSemi0–20 mFFA, indoor Hardpoint
Tac-12 styleSemi / full0–18 mCQB breacher

Shotguns also pair well with lean-and-peek tactics because the time-to-kill at close range is short enough that a single confirmed peek can end a duel. If you are still learning the lean system, the TTK Testing map list pairs well with a shotgun pick because the tight indoor areas reward peek-first entries.

How the V0.05 Cycle Reshaped the TTK Testing Weapon Tier List

The V0.05 patch did not add a brand-new weapon family, but it rebalanced recoil and damage on several existing platforms and folded in the V0.04 gunsmith showcase. The result is a TTK Testing weapon tier list that rewards handling and attachment synergy over raw familiarity with one platform.

Snapshot Tier List (V0.05 Era, Community Consensus)

TierPlatformsWhy It Sits There
SAR-15, M4, Mk 14-pattern DMRBest handling-to-damage ratio
AMX-23, RX-18, M14-style BR, Semi-auto sniperStrong with right attachments
BStarter 9 mm, Pump shotgun, Bolt-action sniperNiche but viable
COlder test-build platforms, edge-case pistolsOutpaced by V0.05 tuning

These tiers shift with each test build, and the studio explicitly frames the game as an early community test focused on time-to-kill tuning. The honest way to read a tier list in this sandbox is as a snapshot of the current meta, not a permanent ranking.

How to Build a Loadout Around the Current Weapon List

A strong TTK Testing loadout is less about chasing a single best gun and more about pairing a primary with a complementary secondary and matching the gunsmith attachments to your engagement range. The loadout builder gives you enough slots to specialize without locking you into one playstyle.

According to community data, the most common winning formula in the V0.05 cycle is a controllable AR or battle rifle as the primary, a high-damage pistol as the backup, and a single attachment chain that prioritizes recoil control and sight picture. The V0.05 tuning pass generally rewarded recoil stability over raw muzzle velocity, which is why muzzle brake and compensator pairings climbed in value.

Primary ClassSecondary ClassBest Maps / Modes
AR (AR-15 / M4)Hard-hitting pistolFFA, mid-size Hardpoint
Battle rifleCompact pistolGround War lanes
DMRPistol with red dotLong-range maps
Sniper rifleShotgun or pistolWide-open Ground War
ShotgunPistol with opticTight CQB layouts

If you want a ready-made template, the TTK Testing best balance loadout shows a community-tested setup that performs across most of the rotation. Pairing that template with the platform notes above gives you a fast way to map a gun to a mode without rebuilding from scratch every match.

Tuning Your Weapon List Choices With Real Match Data

Because TTK Testing is a public test sandbox, the smartest way to refine your weapon list picks is to track what actually works in your matches. The in-game TTK calculator and the time-to-kill numbers exposed in the gunsmith menus let you measure how each attachment chain changes a duel at a given range.

A practical workflow is to pick one primary platform per class, lock in an attachment chain, and run twenty or thirty matches before reassessing. The V0.05 tuning pass deliberately changed how several attachments stack, so loadouts that felt locked in under V0.04 may need a fresh pass.

Quick Tuning Checklist

  • Confirm the primary you run is actually inside the active V0.05 pool, not a leftover from an older test build.

  • Re-evaluate your muzzle choice — V0.05 favored vertical-control muzzles on most ARs.

  • Check that your optic pairs with the recommended Transparent Optics setting so peripheral vision stays clean.

  • Run the same attachment chain for at least one full play session before swapping pieces.

  • Cross-reference your match data against the community tier snapshots so you know if a struggle is platform-side or attachment-side.

Once you have a baseline loadout that performs consistently, branch out into a second primary class so you can flex between AR, DMR, and shotgun roles depending on the map vote. If you are still building a secondary kit, the TTK Testing weapon skins page outlines which platforms currently support cosmetic variants in the rotation.

Frequently Asked Questions

How many weapons are in the TTK Testing weapon list right now?

The V0.05 cycle features more than twenty unlockable platforms spread across pistols, ARs, battle rifles, DMRs, sniper rifles, and shotguns. The exact count shifts slightly with each test build because Sable Digital adds or rotates platforms between V0.x patches, so treat the list as a living sandbox rather than a fixed catalog.

What is the best weapon class for a new TTK Testing player?

Assault rifles, particularly the AR-15 and M4, are the most forgiving class for new players because their recoil and handling are tuned for mid-range duels. Pairing a controllable AR with a hard-hitting pistol and a single recoil-focused attachment chain gives you a setup that works across FFA, Hardpoint, and Ground War without a steep learning curve.

Are TTK Testing battle rifles worth using over ARs?

Yes, when your fights consistently stretch past 30 meters. Battle rifles deal more damage per bullet than ARs and can one-shot certain headshot breakpoints, but they punish missed shots harder. If you can pace your trigger pulls, a battle rifle is one of the strongest picks in Ground War and on the longer Hardpoint lanes.

Which TTK Testing sniper rifle should I unlock first?

Start with the semi-auto sniper because its faster follow-up shot forgives missed first shots better than a bolt-action platform. Once you are consistently landing first shots, the bolt-action sniper is the stronger pick for true long-range lanes because its one-shot potential is the highest in the weapon list.

Does the weapon list change between V0.x updates?

Yes, the TTK Testing weapon list changes between V0.x updates because the studio rotates platforms, adds new ones, and rebalances recoil and damage on existing guns. The V0.02 update added a new shotgun, the V0.03 update added a new pistol, and the V0.04 showcase reshaped the gunsmith attachment pool, so always check the latest dev log before committing to a long grind.