
In Roblox Abyss, the best overall gun is the Ruined Gun (S-tier) thanks to its high damage, strong control, and fast cooldown. The best race is Sea Angel (Mythic S-tier) for its well-rounded speed, oxygen, and damage-scaling passives, while the best tubes are the Ruined Tube and Lost Spirit Tube for endgame depth and carry capacity. For artifacts, Infernal Eye and Wraith Flower dominate S-tier with unmatched damage scaling.
| Category | S-Tier (Best) | Best for Beginners |
|---|---|---|
| Guns | Ruined Gun, Lost Spirit Gun, Morveth’s Treasure Gun | Air Rifle Gun |
| Tubes | Ruined Tube, Lost Spirit Tube | Pufferfish Tube |
| Races | Sea Angel, Kraken | Spirit, Monkey |
| Artifacts | Infernal Eye, Wraith Flower, Eternal Crystal | Lantern, Hour Glass |
I spent a significant amount of time testing loadouts, grinding through every zone in Abyss, and cross-referencing community data to put together this definitive tier list. Whether you are a complete beginner still figuring out Forgotten Deep or a veteran pushing endgame content in Spirit Roots, this guide covers every gun, tube, race, and artifact with proper rankings, detailed explanations, and the exact progression path you should follow. Bookmark this page because I will keep it updated as the game evolves.
Before I dive into the details of each category, here is the complete Abyss tier list overview for quick reference. I ranked everything based on raw performance, versatility, and value across early, mid, and endgame stages.
| Tier | Guns | Tubes | Races | Artifacts |
|---|---|---|---|---|
| S | Ruined Gun, Lost Spirit Gun, Morveth’s Treasure Gun | Ruined Tube, Lost Spirit Tube | Sea Angel, Kraken | Infernal Eye, Wraith Flower, Eternal Crystal, Divine Hour Glass |
| A | Plunger Gun, Magroot Gun, Wasted Gun | Zepline Tube, Oxy Tube, Bath Tube | Vampire Squid, Shark, Crab | Demonic Hour Glass, Mutated Skull, Holy Flower, Rune of Might |
| B | Crossbow Gun, Air Rifle Gun | Boat Tube, Pufferfish Tube | Anglerfish, Narwhal, Spirit | Lantern, Crab Claw, King’s Fortune, Tank |
| C | Advanced Gun, Beginner’s Gun | Fire Tube, Rukiry Tube | Puffer, Monkey, Cyclops | Fish Bag, Fish Crate, Feather, Sea Star, Hour Glass |
| D | Starter Gun, Bottle Gun | Normal Tube, Old Tube, Wooden Tube | Fish, Elf, Coral, Poop, Human | Banana, Cactus, Poop, Rubber Duck, Sea Mine |
Now, let me break down every single category with detailed reasoning so you know exactly what to aim for and what to skip.
Guns (also called harpoon guns) are your primary tools for catching fish in Abyss. Every time you fire at a fish, a minigame starts where you need to keep the fish icon inside a green zone. Your gun’s three core stats directly affect this process: Damage (how fast the capture bar fills), Control (how stable and large the green zone is), and Cooldown (how quickly you can shoot again after missing).
My guns tier list focuses purely on raw performance, meaning the raw stat advantage each weapon provides rather than its price or how hard it is to unlock. The stat gaps become massive in the endgame, and picking the right weapon early saves you cash and headaches.
| Gun | Why It Is S-Tier |
|---|---|
| Ruined Gun | Highest overall efficiency. Massive damage output, excellent control that makes the minigame trivial, and one of the shortest cooldowns in the game. This is the endgame king and the gun most veterans build around. You can comfortably one-shot most fish and handle everything Spirit Roots throws at you. |
| Lost Spirit Gun | Considered a game-changer the moment you get it. The damage jump from mid-game guns is immediately noticeable. It also has a longer range and shorter cooldown than most alternatives, allowing you to spam shots with massive damage. This gun carries you from the endgame onward. Obtainable in the Spirit Roots area. |
| Morveth’s Treasure Gun | A strong alternative to the Lost Spirit Gun with stats that are very close. It holds its own against most endgame fish, though it may struggle slightly with the absolute highest-tier targets depending on their damage requirement. Obtained through Morveth in Morveth’s Cave. |
My take: If you are pushing for the absolute best loadout, the Ruined Gun is your number one target. However, the Lost Spirit Gun is the first truly mandatory upgrade because it is the last gun that dramatically shifts your power level. Save for the Lost Spirit Gun as your priority endgame purchase.
| Gun | Why It Is A-Tier |
|---|---|
| Plunger Gun | Statistically the most powerful weapon in the game thanks to its significantly enhanced stats. However, it sits in A-tier because by the time you acquire it, you have essentially finished most of the game’s content. It is overkill for anything still alive, so its practical impact is lower than the S-tiers. |
| Magroot Gun | The third strongest endgame weapon behind Lost Spirit and Ruined. It is significantly more budget-friendly while still offering enough firepower to handle endgame content. If you want a cost-effective endgame weapon, Magroot Gun is your best bet. Purchased from Lumi’s shop. |
| Wasted Gun | The pre-endgame meta. This gun provides a significant damage increase that comfortably handles fish across Ancient Sands. It has better Control than most mid-game options and fires faster. It is expensive for mid-game, but the investment pays off. |
| Gun | Why It Is B-Tier |
|---|---|
| Crossbow Gun | One of the best mid-game purchases. When you arrive at Ancient Sands, buying the Crossbow Gun from Marcus is usually sufficient to clear the majority of the area. It is an affordable and efficient gateway to higher-tier content. |
| Air Rifle Gun | The top early-game pick. Its 55 DMG baseline is more than enough for Forgotten Deep fish, and a decent Damage artifact can let you one-shot Salmons. The cooldown is a bit long, but Cooldown Reduction artifacts mitigate this. Getting it is simple through the Kraken’s questline. |
| Gun | Why It Is C-Tier |
|---|---|
| Advanced Gun | A budget-friendly harpoon for beginners that struggles against higher-tier fish. You can skip this entirely in favor of the Air Rifle, which offers better stats and is still affordable. |
| Beginner’s Gun | Useful for your first 20–30 minutes while learning the mechanics. The control boost helps you understand the minigame, but it falls off quickly. Replace it as soon as you can afford the Air Rifle. |
| Gun | Why It Is D-Tier |
|---|---|
| Starter Gun | Your default free gun. Use it to grind shallow areas until you save enough for the Beginner’s Gun. Replace immediately. |
| Bottle Gun | A free joke weapon from Henry. It has terrible stats and is essentially a meme. Do not use this for actual progression. |
If you want to minimize wasted cash and maximize efficiency, follow this exact gun progression order:
Starter Gun → Beginner’s Gun → Air Rifle Gun → Crossbow Gun → Wasted Gun (optional) → Magroot Gun → Lost Spirit Gun → Ruined Gun
Skip the Advanced Gun and Bottle Gun entirely. The Air Rifle is cheap enough and powerful enough to carry you through early game, and the Crossbow Gun handles Ancient Sands until you can afford endgame gear.
Tubes are your diving vessels in Abyss. They determine how deep you can travel, how much oxygen you carry, how much weight you can haul back, and how fast you move underwater. Unlike guns, which affect catch power, tubes directly gate your progression because deeper zones hold better fish and higher payouts.
My tubes tier list ranks them by their value per dive, meaning how much they enable per trip in terms of depth, oxygen, carry capacity, and access to new areas.
| Tube | Why It Is S-Tier |
|---|---|
| Ruined Tube | The moment you acquire it, you have enough capacity and weight to finish the rest of the game. It pairs deep-zone access with generous oxygen reserves and heavy carry potential, making it the single best tube to purchase as soon as it becomes available. |
| Lost Spirit Tube | Allows exploration of the final game segment and serves as the last mandatory tube upgrade. It has the second-fastest speed in the game, outclassing most alternatives, and its carry weight is massive, letting you haul extremely valuable catches in a single run. Found in Spirit Root Hollow. |
| Tube | Why It Is A-Tier |
|---|---|
| Zepline Tube | An incredible value purchase because it lets you bypass nearly all of Ancient Sands’ tube purchases and jump straight to the Oxy Tube. Its maximum depth is high enough to breach into Spirit Root’s surface early in the game, saving you tens of thousands of cash. |
| Oxy Tube | Your entry ticket into Spirit Roots proper. It is the third-fastest tube in the game and is essential for progressing the main questline. A must-buy once you reach Spirit Roots. |
| Bath Tube | The highest rarity tube in the game with the absolute highest carry weight. However, it lands in A-tier rather than S because by the time you can acquire it, you have already cleared the game’s main content. It is overshadowed by the Ruined Tube in oxygen capacity and speed. |
| Tube | Why It Is B-Tier |
|---|---|
| Boat Tube | Picked up from Marcus in Ancient Sands. A solid option if you do not yet have access to the Zepline Tube, as its max depth covers most of Ancient Sands. |
| Pufferfish Tube | The tube that opens up the entirety of Forgotten Deep. It carries over 100 Oxygen Capacity, making it ideal for early-game fish catching. It costs 2,450 cash and is your first major tube investment. |
| Tube | Why It Is C-Tier |
|---|---|
| Fire Tube | A more accessible early-game option for players who cannot yet afford the Pufferfish Tube. It costs only 1,250 cash but suffers in Oxygen Capacity and Carry Weight. You can skip it entirely if you are patient enough to save for the Pufferfish Tube. |
| Rukiry Tube | A good option to reach Spirit Roots, but it can be skipped entirely because the Zepline Tube exists and offers better progression value. |
| Tube | Why It Is D-Tier |
|---|---|
| Plane Tube | A step up from the Oxy Tube but requires completing 15 deliveries for the Diver, making it more tedious to acquire than it is worth. |
| Normal Tube | Mandatory for early progression but should be replaced as soon as you afford the Fire Tube or Pufferfish Tube. |
| Old Tube | Another mandatory early tube. Replace it the moment you can buy the Normal Tube. |
| Wooden Tube | Your starter tube. Barely enough to get going. Replace immediately. |
Follow this route for maximum efficiency:
Wooden Tube → Old Tube → Normal Tube → Pufferfish Tube → Zepline Tube → Oxy Tube → Lost Spirit Tube → Ruined Tube
The Zepline Tube is a game-changer here because it lets you skip the expensive Boat Tube and Rukiry Tube entirely, saving you significant cash during the mid-game grind.
Races are like classes in Abyss. Each race gives you unique stat boosts and passive abilities that affect your damage, speed, oxygen, and survivability. You can equip up to three races at once and switch between them on the fly, which means you can build highly customized loadouts once you have a good roster.
You start with a random race, but you can reroll using Star Shards — 100 Star Shards for a regular reroll or 450 for a Lucky Reroll with much better odds at higher rarities. My tier list factors in versatility, impact on progression, and scaling power.
| Rarity | Regular Spin | Lucky Spin |
|---|---|---|
| Common | 50% | 3% |
| Uncommon | 29% | 27% |
| Rare | 14% | 38% |
| Epic | 5% | 21% |
| Legendary | 2% | 10% |
| Mythic | 0.2% | 1% |
There is also a pity system: after 20 rerolls, you get a guaranteed Epic race. At 50 rerolls, you get a guaranteed Legendary.
| Race | Rarity | Why It Is S-Tier |
|---|---|---|
| Sea Angel | Mythic | The most versatile race in the game. It provides unique bonuses to the fishing minigame catch speed, oxygen consumption, and damage that scales with your movement speed. The Last Breath Sprint passive means sprinting costs no extra oxygen below 20%, and Kinetic Wrath gives you bonus damage equal to 35% of your total speed. It is arguably the best race in Abyss if you can get it. |
| Kraken | Mythic | Unmatched for long-term progression. Every fish caught permanently increases your damage by +0.04% (capping at +50%), which turns extended sessions into raw power growth. The Leviathan’s Legacy passive gives you a full oxygen revive every 8 minutes with 300% AoE damage. Kraken’s scaling is not retroactive — once you roll it, keep it slotted permanently. |
| Race | Rarity | Why It Is A-Tier |
|---|---|---|
| Vampire Squid | Legendary | The best accessible late-game race. Its Blood Siphon passive regenerates oxygen for 10% of damage dealt when catching a fish (15s cooldown), which means if you stack damage, you can stay in the field almost indefinitely. Combined with +20% Oxygen and +10% XP, it is incredibly efficient for farming. |
| Shark | Legendary | Pure offensive power. +20% DMG increase and -0.4 Cooldown give you a noticeable damage floor. Blood Frenzy adds another 30% damage when oxygen drops below 30%, and Sea Sprint halves tube boost oxygen cost. Great for aggressive players who like dancing near the danger zone. |
| Crab | Epic | The best defensive race. +15% Oxygen, +10% Weight, +10% Damage, and a 25% chance to completely absorb incoming attacks make it incredibly beginner-friendly and surprisingly useful throughout mid-game. It covers survivability, combat, and utility all at once. |
| Race | Rarity | Why It Is B-Tier |
|---|---|---|
| Anglerfish | Epic | Specializes in maximizing income with double fish drops and bonus cash. It also illuminates dark areas, making it the only race with built-in area-specific utility. A versatile choice for farming-focused players. |
| Narwhal | Uncommon | Strong damage-boosting capabilities paired with speed, plus a 10% chance to deal double damage. Great for early to mid-game combat but falls off against endgame races. |
| Spirit | Rare | The most accessible “safety net” race. Its Last Breath passive revives you at 30% oxygen every 3 minutes, plus you get -0.1s Cooldown and +5% Cash. Since it is only Rare, you have high chances of landing it through Lucky Rerolls, making it the best beginner endgame race. |
| Race | Rarity | Why It Is C-Tier |
|---|---|---|
| Puffer | Uncommon | +10% Oxygen and a 20% chance to reflect melee damage. Decent survivability early on but offers little beyond that. |
| Monkey | Common | +10% Speed and +5% XP make it a great starter race for moving quickly through Forgotten Deep and leveling up faster. Gets outscaled fast by higher-rarity races. |
| Cyclops | Uncommon | +10% Damage and -0.2s Cooldown give it some combat viability in early game, but it hits a wall before mid-game and should be benched once you roll something better. |
| Race | Rarity | Why It Is D-Tier |
|---|---|---|
| Fish | Common | Only provides speed, which helps with exploration but nothing else. |
| Elf | Uncommon | Speed increase and nothing else. Lacks any long-term value. |
| Coral | Common | Only provides +10% Oxygen, which gets outclassed by artifacts very quickly. |
| Poop | Common | Additional damage but contributes nothing to survivability, income, or anything meaningful. |
| Human | Common | No notable passives or scaling. Default pick with nothing going for it. |
To reroll your race, you need Star Shards. Here is how to earn them:
A regular reroll costs 100 Star Shards and a Lucky Reroll costs 450 Star Shards. Always prioritize Lucky Rerolls when you can afford them, as the odds for Rare, Epic, and Legendary races are dramatically better.
Artifacts are equippable items that provide stat bonuses (and sometimes drawbacks) to your character. You get them by cracking Geodes, which drop randomly while fishing. Bring Geodes to Virelia to crack them open and receive an artifact. You can equip up to three artifacts at once, and their effects stack.
I ranked artifacts based on how much they offer relative to their downsides, their impact across different stages of the game, and how well they complement popular loadout builds.
| Artifact | Why It Is S-Tier |
|---|---|
| Infernal Eye | Gives XP Gain and the third-highest damage increase of all artifacts. It is better than Rune of Might overall because it combines offensive power with progression speed. Hard to get due to its Mythic rarity, but worth every reroll. |
| Wraith Flower | Provides Speed and the second-highest damage increase in the game at the cost of increased Cooldown. The Cooldown trade-off is tolerable if your gun already has high base damage. Incredibly powerful for damage-stacking builds. |
| Eternal Crystal | Pure utility. Boosts Oxygen Capacity and Carry Weight with no drawbacks, making it a universally strong choice for any stage of the game. Perfect when your gun damage is already high enough and you want comfort during dives. |
| Divine Hour Glass | Offers Speed and Cooldown Reduction at the cost of damage. Useful in late game when your gun’s base damage is already high enough to compensate. A fantastic quality-of-life artifact. |
| Artifact | Why It Is A-Tier |
|---|---|
| Demonic Hour Glass | Increases damage and decreases Cooldown at the cost of Speed. Strong on paper but the Speed loss hurts in a game where you constantly travel long distances. Best used in builds that do not require much movement. |
| Mutated Skull | Especially powerful when paired with Vampire Squid due to the Oxygen and Damage increase. However, its XP Gain decrease is a significant hit if you are not adequately leveled. |
| Holy Flower | At its best, all rolls are advantages. Acquired early in the game with bonuses to Speed and Damage and only a negligible Oxygen decrease. One of the strongest early-to-mid artifacts. |
| Rune of Might | Nearly the highest raw damage increase of all artifacts, and you can stack three of them. The Cooldown increase is manageable if your gun can one-shot targets anyway. Extremely powerful for pure damage builds. |
| Artifact | Why It Is B-Tier |
|---|---|
| Lantern | Offers Cooldown Reduction and extra Carry Weight, making it extremely useful for farming throughout most of the game. Easy to acquire and a solid staple in any loadout. |
| Crab Claw | Highest Cooldown Reduction in the game with no downsides. However, it cannot be mass-produced and is hard to acquire as a unique artifact. |
| King’s Fortune | Gives extra Cash Gain, Speed, and Cooldown Reduction. One of the most powerful artifacts on paper, but its unlock requirements are inconvenient, placing it lower. |
| Tank | Solid Oxygen increase and nothing else. Useful as a filler when you need extra time underwater. |
| Artifact | Why It Is C-Tier |
|---|---|
| Fish Bag | Similar to Tank but for Carry Weight. A farming filler slot. |
| Fish Crate | Increases Carry Weight at the cost of Speed. The Lantern does this better with no Speed penalty. |
| Feather | Gives Speed at the cost of Damage. Only useful if you desperately need movement speed. |
| Sea Star | Oxygen increase but overshadowed by the Tank artifact entirely. |
| Hour Glass | Solid Cooldown Reduction that is easily stackable. Useful in early game before you get higher-damage guns. |
| Artifact | Why It Is D-Tier |
|---|---|
| Banana | Small Speed and Damage boost. Filler at best. |
| Cactus | Cooldown Reduction but overshadowed by the Hour Glass in every way. |
| Poop | Damage increase at the cost of XP Gain. In early game, you need XP more than a tiny damage bump on a weak gun. |
| Rubber Duck | No meaningful stats for progression. |
| Sea Mine | Damage increase at the cost of Oxygen. The damage boost is negligible compared to other options, and the Oxygen loss is very noticeable. |
Understanding which artifacts to prioritize at each stage is just as important as knowing the tier list itself.
Early Game (Forgotten Deep): Focus on Cooldown Reduction artifacts like Hour Glass and Lantern. Your starting guns have low damage, so shooting more frequently matters more than hitting harder. Stack Cooldown to maximize fish caught per trip.
Mid Game (Ancient Sands): Shift toward a mix of Speed, Damage, and Cooldown artifacts. Holy Flower and Rune of Might become strong picks here. You want a balanced loadout that handles Ancient Sands’ varied fish without being too specialized.
Late Game (Spirit Roots and beyond): Prioritize pure Damage artifacts like Infernal Eye, Wraith Flower, and Rune of Might. With endgame guns, high damage lets you one-shot most fish and exploit 3-star catches for maximum value. Speed and Oxygen become less critical because your tubes compensate for those stats.
After testing multiple combinations, here is what I consider the strongest endgame loadout in Abyss:
| Slot | Recommendation |
|---|---|
| Gun | Ruined Gun (or Lost Spirit Gun) |
| Tube | Ruined Tube (or Lost Spirit Tube) |
| Race 1 | Sea Angel or Kraken |
| Race 2 | Vampire Squid |
| Race 3 | Shark or Spirit (safety pick) |
| Artifact 1 | Infernal Eye or Wraith Flower |
| Artifact 2 | Rune of Might |
| Artifact 3 | Eternal Crystal or Lantern |
This loadout maximizes damage scaling, provides oxygen sustain through Vampire Squid, and gives you enough carry weight to haul back massive catches every dive. Swap to Spirit for dangerous zones where you want a safety net.
If you are starting Abyss fresh, here is the exact progression path I recommend to avoid wasting time or money.
Here are the key strategies that will save you hours of grinding:
Save your cash for the right upgrades. Do not buy every gun and tube you see. Follow the progression paths I outlined above to avoid wasting money on side-grades that will be obsolete in an hour.
Equip Kraken early and keep it slotted. Kraken’s damage scaling (+0.04% per fish caught, up to +50%) is not retroactive. Every fish you catch without Kraken equipped is wasted scaling. Once you roll it, lock it in a slot permanently and only switch your other race slots.
Use Lucky Rerolls over regular rerolls. The odds improvement is massive, especially for Rare and above. Save up 450 Star Shards instead of burning 100 at a time.
Buy the Radar from the starting area in Forgotten Deep. It helps you identify fish you need for quests and saves enormous time wandering around.
Do not neglect Geodes. While fishing, Geodes appear as treasure chests during the minigame. Hold the fish icon over the green bar to grab them. Bring them to Virelia to crack them open for artifacts that dramatically boost your stats.
Prioritize Cooldown Reduction early, then switch to Damage. In early game, your gun damage is low, so shooting more often catches more fish. Once you get mid-to-late-game guns with high base damage, switch all your artifacts to Damage to start one-shotting fish.
Do not ignore tube speed. The Lost Spirit Tube and Ruined Tube have high speed stats, which directly reduce time spent traveling between fishing spots. Time saved per trip adds up enormously over long farming sessions.
The Ruined Gun is the best overall gun in Abyss as of February 2026. It combines the highest damage, strong control, and a fast cooldown, making it the most consistent option for late-game fishing. The Lost Spirit Gun is a close second and is often the first endgame gun players obtain.
Yes, the Plunger Gun has the highest raw stats in the game. However, by the time you can acquire it, you have already cleared most content. It is excellent for min-maxing but not a priority upgrade since the Ruined Gun handles everything you need.
Sea Angel is widely considered the best race due to its well-rounded passives covering speed, oxygen, damage scaling, and minigame acceleration. Kraken is the best for long-term damage scaling but requires patience to build up. For accessible options, Vampire Squid (Legendary) is the strongest race most players can realistically obtain.
As soon as you can afford the Air Rifle Gun. The Beginner’s Gun helps with early mechanics, but its damage and control fall off quickly in harder zones. The Air Rifle is affordable enough to rush and strong enough to carry you through all of Forgotten Deep.
Guns matter most in early game for catch speed and farming efficiency. However, tubes and artifacts become more important in mid-to-late game because tubes gate your progression (you cannot access new zones without better depth), and artifacts multiply your damage and survivability at scale.
Artifacts come from Geodes, which drop randomly while you are fishing. When a Geode appears during the fishing minigame, catch it by holding the fish icon in the green zone. Then take it to Virelia to crack it open and receive a random artifact with random stat rolls.
The Pufferfish Tube is the best first major tube investment. It costs 2,450 cash, provides over 100 Oxygen Capacity, and opens up the entirety of Forgotten Deep. If you cannot afford it yet, the Fire Tube at 1,250 cash is a decent stopgap.
Complete the tutorial first, then click the Races button at the top of your screen. Select either Reroll (100 Star Shards) or Lucky Reroll (450 Star Shards). Lucky Rerolls have dramatically better odds for Rare and higher rarity races. Earn Star Shards through achievements, codes, bestiary completion, and treasure chests.
Yes, Abyss allows you to equip up to three races at once and switch between them on the fly. This lets you create customized builds for different situations. Additional race slots can be purchased with Star Shards.
Hour Glass (Cooldown Reduction) and Lantern (Cooldown Reduction + Carry Weight) are the best early-game artifacts. Since your starting guns have low damage, shooting more frequently matters more than hitting harder, making Cooldown the most valuable stat early on.
This Abyss tier list is current as of February 2026 and will be updated whenever the developers release balance changes, new weapons, or additional content. Bookmark this page and check back regularly to make sure your loadout stays optimized.