RUNAWAYS Weapon List: All 20 Weapons, Prices, and Tiers
Every RUNAWAYS weapon ranked — all 20 melee, guns, and specials with prices, damage, and ammo types, from the $500 Bat to the $20,000 Minigun.
RUNAWAYS carries 20 weapons across three types — melee, guns, and specials — and the gap between a smart purchase and a lazy one is enormous: the $2,800 Knuckles deal less damage than the $500 Bat. This list covers the entire roster with prices, damage where published, and a tier ranking based on damage-per-dollar, ammo economics, and what a run actually demands.
How to Read This List
Three facts frame every purchase:
- Ammo is not interchangeable. Light, Heavy, Shotgun, and Explosive feeds only its own weapons — budget ammo into every gun purchase (pawn prices).
- Melee is real damage. Published melee numbers run 8–40; melee-swap cancelling (switching weapons between swings) speeds attacks further.
- The Crowbar is not a weapon. 8 damage, $800 — but it opens safes, ATMs, and registers. Its value is utility, and no combat tier changes that.
All Weapons in RUNAWAYS
| Weapon | Type | Cost | Damage / Ammo | Tier |
|---|---|---|---|---|
| Axe | Melee | $2,000 | 40 dmg | S |
| Machete | Melee | $1,700 | 21 dmg | S |
| Minigun | Gun | $20,000 | Light ammo | S |
| Grenade Launcher | Special | $10,000 | Explosive | S |
| Mace | Melee | $2,500 | 22 dmg | A |
| RPG-7 | Special | $9,000 | Explosive | A |
| Sniper | Gun | $12,000 | Heavy ammo | A |
| Flamethrower | Special | $7,000 | Fuel | A |
| M4 | Gun | $5,000 | Light ammo | A |
| AK | Gun | $4,500 | Light ammo | B |
| Pan | Melee | $1,000 | 18 dmg | B |
| Bat | Melee | $500 | 16 dmg | B |
| Shotgun | Gun | $2,200 | Shotgun ammo | B |
| MAC | Gun | $2,000 | Light ammo | B |
| Sawed-Off | Gun | $1,900 | Shotgun ammo | C |
| Revolver | Gun | $5,000 | Heavy ammo | C |
| Baton | Melee | reported $50,000 | 20 dmg | C |
| Knuckles | Melee | $2,800 | 14 dmg | C |
| Pistol | Gun | $1,500 | Light ammo | D |
| Crowbar | Tool | $800 | 8 dmg | D |
The Baton’s $50,000 listing circulates with a verify-in-game warning — no other melee weapon costs a tenth of that, so treat the price as suspect until confirmed at the shop.
S Tier — The Meta Buys
Axe ($2,000, 40 dmg) — The highest listed melee damage in the game, at a mid-tier price. The clear melee endpoint.
Machete ($1,700, 21 dmg) — Nearly Axe damage for less money, and it’s also the Bounty Hunter’s starting weapon (class list). The value melee pick.
Minigun ($20,000, Light) — The top sustained-fire gun in the game. The endgame Light-ammo target, and the reason the $2,000 Bullet Box Light exists. Juggernaut spawns with one.
Grenade Launcher ($10,000, Explosive) — The best-value explosive: area pressure for a grand less than the RPG-7, earning its S slot over raw single-target damage.
A Tier — Strong Specialists
Mace ($2,500, 22 dmg) — Edges out the Machete by 1 damage for $800 more. Fine if you find it; the price keeps it from S.
RPG-7 ($9,000, Explosive) — The premium single-target explosive. Strong; slightly poorer value than the Grenade Launcher.
Sniper ($12,000, Heavy) — Long range at the second-highest gun price. Ex-Military spawns with one; Heavy ammo at $500/pack keeps shots precious.
Flamethrower ($7,000, Fuel) — Sustained close-to-mid area pressure. Awkward in chases, devastating in holds.
M4 ($5,000, Light) — The reliable mid-range rifle and the natural Light-ammo upgrade from the AK.
B Tier — The Working Kit
AK ($4,500, Light) — Most of an M4 for $500 less. A fine bridge.
Pan ($1,000, 18 dmg) and Bat ($500, 16 dmg) — The budget melee ladder. Bat first, Pan if the town’s rich; melee-swap the pair for near-Machete output at a third of the price (tips and tricks).
Shotgun ($2,200, Shotgun) — Close-range burst, and the Breacher’s spawn weapon. Strong in buildings, weak on highways.
MAC ($2,000, Light) — The budget door into ranged combat, and the recommended first gun of any run. Pistol money buys twice the gun.
C Tier — Trap Purchases
Sawed-Off ($1,900, Shotgun) — A shorter Shotgun for $300 less. Just buy the Shotgun.
Revolver ($5,000, Heavy) — M4 money for a sidearm profile. No niche.
Baton ($50,000?, 20 dmg) — 20 damage at a possibly-broken price. Verify before buying; Machete does this job for $1,700.
Knuckles ($2,800, 14 dmg) — The worst damage-per-dollar on the board. Brawler spawns with them; that’s the only way to get them worth having.
D Tier — Placeholders
Pistol ($1,500, Light) — A placeholder until the MAC ($2,000). Buy it only if the free SUPERCAT code pistol hasn’t already covered this slot for nothing.
Crowbar ($800, 8 dmg) — D-tier as a weapon, S-tier as a tool. Every run buys one; no run swings one on purpose.
FAQ
What is the best weapon in RUNAWAYS?
The Axe for melee (40 damage, $2,000) and the Minigun for guns ($20,000). The best value weapons are the Machete ($1,700) and the MAC ($2,000).
What weapon should I buy first?
In-run: Bat ($500) for melee, then the MAC ($2,000) as your first gun. The free SUPERCAT code pistol covers the sidearm slot for zero dollars.
Do class loadouts replace weapon purchases?
Class spawn kits give you weapons from the lobby — Bounty Hunter’s Machete + Pistol, Breacher’s Shotgun, Juggernaut’s Minigun. In-run purchases upgrade on top; a Breacher can still buy an Axe.
How does ammo work?
Four types — Light, Heavy, Shotgun, Explosive — each feeding only its own weapons. Packs run $200–$650; the Bullet Box Light ($2,000) is bulk feed for the MAC/M4/Minigun family. Always match the ammo to the gun before checkout.
Where do you buy weapons in RUNAWAYS?
From the in-run shop inventory at pawn shops and gun stores — gun shop registers and safes are robbery targets too. Fund the purchases with the loot loop in the money guide.