Crossroads Weapons Tier Breakdown
Extended S–C rankings for every classic BrickBattle tool on Place 1818 free-for-all.
Ranking rules (read before arguing in chat)
This breakdown expands the Tier List Hub with per-weapon justification for Classic Crossroads free-for-all. We rank for KO power, neutral control, map impact, and forgiveness, assuming competent movement from the Controls guide and quarter knowledge from the Map guide. We do not rank limited UGC flex or meme value.
Current bands
- S: Rocket Launcher, Superball
- A: Sword, Slingshot
- B: Bomb/Timebomb, Trowel
- C: Paintball Gun
Mechanical how-to remains on the Weapons guide. Roles: Players Hub.
S-Tier deep dive
Rocket Launcher — S+
If Crossroads had a “signature move,” it is the rocket splash. In eight-player chaos, people stack on Castle bridges and Temple stairs. One good shot converts a crowd into Hunt progress. Rockets also rewrite destructible cover, creating sightlines that did not exist ten seconds earlier.
Why not lower? Nothing else matches multi-target burst. Failure mode: self-splash and dry timers. Sword must be a trained panic swap. Best quarters: Castle, Temple, Tower landings. Worst quarters: deep Den closets. Playstyle: Rocket Main / Hybrid.
Superball — S
Superball is the skill expression S-tier. Raw midair throws are good; bank shots are great. It owns long Temple sightlines and punishes low-HP runners after rocket trades. During trampoline chaos, balls are inconsistent — still excellent on the ground pads.
Why S with Rocket? Highest solo pick potential without splash self-risk. Failure mode: tunnel vision on style shots while a sword user closes. Playstyle: Superball Sniper.
Together these two define the meta. If a “tier list YouTube” disagrees, check whether they weighted meme loadouts over KO rate.
A-Tier deep dive
Sword — A+
Sword is mandatory knowledge even if you main explosives. Interiors and beacon piles demand melee. A duelist who understands first-swing timing beats a rocketeer who panics in a hallway. Sword also converts — the silent partner of every splash kit.
Why not S? Loses open-field neutral to Rocket/Ball when both players are healthy and spaced. Best quarters: Den, Castle halls. Playstyle: Sword Duelist.
Slingshot — A
Slingshot outputs steady damage and teaches tracking. It sets up finishes without the self-kill risk of bad rockets. In disciplined hands it farms chip that wins the next trade.
Why not S? Time-to-kill versus healthy targets is slower; crowded Hunt lobbies favor burst. Best use: soft into Superball/Rocket/Sword. Trap: pride-challenging a sword rusher with only pellets left.
B-Tier deep dive
Bomb / Timebomb — B+
Bombs are chess pieces. A doorway bomb turns a chase into a KO or buys a beacon heal. On a destructible map, bombs double as terrain editors. They are B because they rarely win a fair mid-range duel alone against S-tier tools.
High skill tip: place to cut escape routes while you still hold Rocket for the actual finish. Low skill trap: cooking in the open for comedy damage and dying first.
Trowel — B
Trowel is creative power with a soft ceiling. Walls stall swords, platforms invent Superball angles, and forts look intimidating until splash arrives. Builders who integrate damage tools climb into Hybrid viability; builders who AFK behind boxes stall Tower hat timers.
Why not C? Tempo utility is real in the right hands. Why not A? Cover is temporary against competent rocketeers. Playstyle: Builder / Trowel.
C-Tier deep dive
Paintball Gun — C
Paintball exists. It can paint, distract, and rarely finish. It cannot justify a main. Every second spent spraying full-HP targets is a second not spent rotating to Rocket or Superball pads.
When to fire it: literally nothing else available, or a 1-HP runner and no melee. When to drop it: as soon as any A/S tool spawns nearby.
Matchup notes
| You hold | They hold | Plan |
|---|---|---|
| Rocket | Sword | Keep space; splash feet; do not enter Den greed |
| Sword | Rocket | Close via cover; force hallway |
| Superball | Superball | Prefer height and banks |
| Trowel | Rocket | Angle walls / relocate; do not static tank splash |
| Slingshot | Sword | Chip then swap or kite to open ground |
| Paintball | Anything | Rotate for gear |
Hunt week adjustments
During The Hunt: Roblox 20, lobbies inflate. Burst climbs in value. Practical order for counters: Rocket → Superball → Sword → else. Paintball mains will finish the event last. Pair this page with How to get KOs and Crossroads Tower.
Stability of the list
Classic Place 1818 does not receive weekly balance manifests like a live competitive shooter. Tier movement comes from player discovery (bounce techs, trampoline cheese) and event density. Recheck the Updates Hub during platform events; expect this S/A/B/C skeleton to remain recognizable.
Related links
- Tier List Hub
- Weapons guide
- Players
- Map guide
- Getting Started
- Guides Hub
- Codes — no weapon unlock strings
- Scripts — skill tiers beat cheat menus
Argue with data: track your KOs per tool for two sessions. If Paintball somehow tops your chart, you are fighting bots — or you should send a clip — because on real eight-player Crossroads, splash and bounce still wear the crowns.
Frequently Asked Questions
Quick answers to the most common questions.
What is the S-tier in Crossroads weapons?
Rocket Launcher and Superball for highest KO potential and map impact.
Why are Bomb and Trowel only B-tier?
They excel at space control and cover but rarely win pure duels against Rocket or Superball alone.
Is Sword really A-tier if rockets are stronger?
Yes. Sword dominates interiors and cleans fights where splash is unsafe, which happens constantly.
Will this tier list change next month?
Unlikely in structure. Expect small shifts from player trends or Hunt crowding, not constant patches.
Where do I learn how to use each weapon?
Open the Weapons guide for mechanics, then return here for ranking context.