What a letter means here
Weapon letters are an editorial loadout order based on published roles: splash wonder weapons, Pack-a-Punch rifles and SMGs, early pistols, and guns that fall off. Perk letters follow the same idea from printed effects, with Juggernog first because it raises health from 100 to 250. Map letters are only the printed XP percent. A high XP letter is not a recommendation to learn the game there. Bus Depot is 125 percent and has no perks.
Which Reminiscence Zombies boards are on this hub?
Two jobs, two lists. Open a child page for the long table. This hub is the snapshot.
S tier
Player decision Buy it first on every map that has the machine. In Knightmare a single melee hit removes it.
Player decision Take it when the box offers it and Pack-a-Punch it for high rounds. Do not spend every point fishing for it before you own Juggernog.
Player decision Use it only while it is actually in the lobby. The percent is not a beginner recommendation.
Player decision Second perk in solo. In co-op, one player should hold it after everyone has Juggernog.
Player decision Treat it as a box priority on maps that include it, with the same ammo caution as the Ray Gun.
Player decision Best printed non-April-Fools XP while the event is open. It is not a standard round map.
Player decision Use it in tight maps when you can see past the fire. Keep a second gun for crawlers and revives.
A tier
Player decision Strong farm after you already know the perk order. The learning curve is called steep.
Player decision Third solo perk, or the perk immediately after Juggernog for players who are not the reviver.
Player decision Weapon XP farm, not a first map. Plan on Wonderfizz if you want Juggernog.
Player decision Buy it after health, revive, and reload. It is the damage perk for bullets, not for splash by itself.
Player decision Keep it if the box gives it before a Ray Gun. It is not documented as splash.
Player decision High value once you are on a wonder weapon. Skip it if you still do not have Juggernog.
Player decision Good XP once you can flip the switches without dying on the lower floor.
Player decision A default primary when no wonder weapon is in the box.
Player decision Buy it when it is the wall gun on your loop. It is the refillable half of a wonder-weapon loadout.
Player decision Use the wall copy as a reliable primary if the box is moving.
Player decision Same job as the MP40 when the MP40 is not on the wall.
Player decision Buy it on Poolrooms. It is not a general-lobby gun.
Player decision Buy it on Backrooms before a long page route. Pack-a-Punch it after the pages open the machine.
B tier
Player decision Challenge queue only. The percent looks high and the rules remove the tools that make high rounds possible.
Player decision Buy it when the kite is the problem, after the S and A perks.
Player decision Buy it when you are using a Ray Gun or a map with lava, such as the TranZit fire-and-lava badge.
Player decision Play it for the remake and the XP after one normal map. It is a poor very first match because of the split spawns.
Player decision Useful on a controller or touch screen. On mouse it is optional after the core four.
Player decision Good mid-round burst. Do not make it the only gun past the point where that one-shot claim stops.
Player decision A known price on Overlook if the box is a bad spin. It is not ranked above a Pack-a-Punched wonder weapon.
Player decision Use it early. Replace it before a high-round attempt.
C tier
Player decision Best learning map in the sources. Do not pick it for the XP percent.
Player decision Buy it for an Easter-egg third gun, not as a standard high-round perk ahead of Juggernog.
Player decision First-map alternative to Kino. The 5,000-point courtyard door is the tax for the outside globes.
Player decision Replace it once a wall SMG or the box gives you a primary.
Player decision Knife beside it early. Do not spend 5,000 points upgrading it before the primary.
Player decision Same rule as the M1911. Swap it out by the time doors start costing 1,000 or more.
D tier
Player decision Do not take it from Wonderfizz in place of Juggernog.
Player decision Do not farm here. The percent is among the lowest printed.
Player decision Play it for the layout, not for XP.
Player decision Same XP bracket as Chaos Canyon. No Pack-a-Punch route is printed in the sources read here.
Player decision Do not build a round-15 attempt around it.
Player decision Skip it for the loadout. A normal knife already covers rounds 1 to 4.
