Halo 5: Guardians Weapons Tips, Best Req Cards, Grenades Guide

By   /   Oct 29, 2015

Halo 5: Guardians Weapons guide with tips and strategies to how best use these weapons.

Weapons in the game are essentially your standard weapons in Halo-verse. There are different ways to acquire these weapons in Arena and Warzone.

For more help on Halo 5, read our Skulls Locations, Intel Locations and Multiplayer Tips.

Halo 5: Guardian Weapons

In Arena, each player begins with an Assault Rifle and a Magnum, but other Loadout Weapons can also be acquired from different spots in the maps.

As for in Warzone, these weapons are acquired by using the ‘Req System’. Once acquired, a specific Loadout Weapon will stay in your inventory, but note that each weapon has a specific ‘Req Level Requirement’.

This guide covers all the Loadout Weapons in Halo 5: Guardians, tips and strategies for maximum effectiveness, and other details:

Weapons Attachments

Before we head in and discuss ‘Loadout Weapons’ in detail, it is a good idea to get an overview of all the Weapons Attachments available in the game:

  • Energy Bayonet – Increased damage and melee range
  • Kinetic Bolts – Increased vehicle damage and knockback capability
  • Laser Targeter – Increased weapon Accuracy
  • Long Barrel – Increased effective range
  • Silencer – Immune to enemy Motion Trackers
  • Stabilization Jets – Increased accuracy and reduced recoils

Weapons

Assault Rifle

Faction: UNSC
Magazine Capacity: 36
Firing Mode: Automatic

This weapon is best used at short-to-medium range due to increased rate of fire. Since it has increased melee damage, it is a good idea to get in melee range in order to finish enemies off.

In order to control recoil on Assault Rifle, you should always try and fire in short bursts; at long range. Furthermore, crouching while shooting also reduces recoil by a huge margin.

It is highly recommended to have a long-ranged weapon alongside the Assault Rifle to be better equipped for any situation. Lastly, you can also use it to render enemies with Active Camo visible.

Req Cards
Common Assault Rifle – Req Level 1
This has 1.5x Projection Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Recon AR – Req Level 1
This has 2.0x Recon Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Longshot AR – Req Level 1
This has 3.0x Longshot Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Battle Rifle

Faction: UNSC
Magazine Capacity: 36
Firing Mode: Burst

This weapon is ideal when it comes to medium-to-long range engagements. You should be able to get maximum damage output from almost any range across the map.

After landing a couple of shots in the central body, you can go in with a single headshot to score an easy kill.

While equipped with Battle Rifle, you should definitely consider having another weapon for close-range engagements. In case you are unable to draw out your side-arm, make sure to fire from the hip at close-range to rack up some kills.

Req Cards
Common Battle Rifle – Req Level 3
This has 2.0x Recon Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Longshot BR – Req Level 3
This has 3.0x Longshot Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Sentinel BR – Req Level 3
This has Sentinel Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

DMR

Faction: UNSC
Magazine Capacity: 14
Firing Mode: Semi-Automatic

In Halo 5: Guardians, DMR is easily the only Loadout Weapon which can outperform a Battle Rifle at long-range engagements; especially when we talk about ADS.

Since this is a semi-automatic weapon, the best way to use it is to let the weapon readjust its recoil pattern before firing again. In case you are in for consecutive shots, you should definitely try Stabilization Jets attachments.

With Stabilization Jets, your weapon should negate most of the recoil, allowing you to fire in quick succession without worrying about missing your targets.

If you are only running with a DMR, you will have a difficult time at medium-to-close range, unless you are really good with it. Therefore, try running with a side-arm which shines at close-to-medium range engagements.

Similar to Battle Rifle, you can also try and fire from the hip using the DMR, but it is better to switch to side-arm due to increased recoil.

Req Cards
DMR – Req Level 6
This has 3.0x Longshot Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Recon DMR – Req Level 6
This has 2.0x Recon Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Sentinel DMR – Req Level 6
This has 4.0x to 6.0x Sentinel Sight with variable scope and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Magnum

Faction: UNSC
Magazine Capacity: 12
Firing Mode: Semi-automatic

You should consider running Magnum with the Assault Rifle or SMG in order to shine at medium-to-long range engagements. You should also practice switching to Magnum instead of reloading in the middle of an engagement.

While using Magnum, you need to use Smart Link in order to score rack up kills through headshots; in case enemy shields are down.

This not all! When operating at close-range, you should try and use that trigger finger followed up by a quick melee attack in order to score some easy kills.

The only drawback of using Magnum against SMG or the Assault Rifle is its sluggish rate of fire which may hamper your killstreak at some point. Therefore, it is a good idea to carry a weapon having a faster rate of fire.

One important thing that you need to bear in mind is never to engage an enemy at long-range equipped with a DMR, Battle Rifle, or any other strong weapon. Instead of meeting these enemies head-on, you should consider flanking these enemies and then trying and scoring kills.

Req Cards

  • Common Magnum Level 1 – Have1.5x Projection Sight
  • Whispered Truth Level 5 – Have sound suppressor and Burst Fire; increases Movement Speed

Common SMG

Faction: UNSC
Magazine Capacity: 60
Firing Mode: Automatic

Thanks to its increased rate of fire, SMG is probably the deadliest weapon when it comes to close-quarter combat. In case you meet an enemy head-on in CQC, you should always try firing from the hip.

Since this weapon has an insanely increased rate of fire, try to be accurate with your shots and reload whenever you get the chance to avoid running out of ammo in the middle of an engagement.

When we talk about long-ranged engagements, you should try using the Smart Link and keep the bursts short. Lastly, do not contest enemies at long-range equipped with Battle Rifles and DMR; it will not get you anywhere.

Req Cards
SMG – Req Level 4
This has 1.2x CQB Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Projection SMG – Req Level 4
This has 1.5x Projection Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Recon SMG – Req Level 4
It has 2.0x Recon Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Power Weapons

These weapons offer more firepower than Loadout Weapons and are acquired same as Loadout Weapons:

Beam Rifle

Faction: Covenant
Magazine Capacity: 10
Firing Mode: Semi-automatic

This is the perfect weapon for taking out vehicles and tackling Sniper Rifle and Binary Rifle players from the long range. It only suffers at CQC due to slow rate of fire.

Req Cards

  • Beam Rifle – Has 3.5x/9.5x Holoscope
  • Sword of the Faithful – Has 3.5x/9.5x Holoscope; faster heat reduction and rate-of-fire
  • Krith’s Right Hand – Has 3.5x/9.5x Holoscope

Binary Rifle

Faction: Forerunner
Magazine Capacity: 2
Firing Mode: Single-Shot

This is the ideal weapon for dishing out damage at long range and only suffers when it comes to CQC due to it being single-shot weapon. You just need to make sure to use this weapon at long range.

Req Cards

  • Binary Rifle – Has 4x/9x Techscope
  • Retina of the Mind’s Eye – Has 4x/9x Techscope
  • Twin Jewels of Maethrillian – Has 4x/9x Techscope

Carbine

Faction: Covenant
Magazine Capacity: 20
Firing Mode: Semi-automatic

This weapon is perfect for medium to long engagements. Everything on this weapon from accuracy to rate of fire to damage output is pretty decent.

The only thing that you need to worry about while using this weapon is how to manage its increasing recoil with every shot. In order to do that, you need to pace your shots intelligently.

Req Cards

  • Carbine – Has 1.5x Holoscope

Energy Sword

Faction: Covenant
Magazine Capacity: None
Firing Mode: None

While using this weapon, the first thing that you need to know is that enemies with Active Camo and shields are very hard to kill with this weapon. Therefore, you need to make sure to keep a safe distance.

You should use this weapon while thrusting, sprinting, or withe Spartan Charges. Another thing that you need to have while using this weapon is a long ranged weapon such as Sniper Rifle or a Magnum.

Req Cards

  • Energy Sword
  • Ravening Sliver – Enables faster switching
  • Vorpal Talon – Has extra thruster hang time and 2 thruster evades per cooldown
  • Prophet’s Bane – Increased movement speed and Active Camo

Fuel Rod Cannon

Faction: Covenant
Magazine Capacity: 5
Firing Mode: Semi-automatic

You should use this weapon to pin down enemies in narrow corridors and to score some vehicle kills. While this weapon is excellent when it comes to long ranged engagements, you should also consider having a decent mid-ranged weapon.

Req Cards

  • Fuel Rod Cannon – Has 1.7x Holoscope
  • Light of Urs – Has 1.7x Holoscope
  • Pool of Radiance – Has 1.7x Holoscope

Gauss Turret

Faction: UNSC
Magazine Capacity: 9
Firing Mode: Semi-automatic

This is purely an anti-vehicle weapon which can be deployed to tackle fast-moving vehicles such as Banshee and others. In addition to this, you can also use it deal damage to bosses in Warzone.

However, you need to ensure that you are at a safe distance while engaging bosses and other minions.

One more thing to keep in mind is that you won’t be able to use any other weapon while using this weapon so make sure to drop it and dish out damage with your other weapon in case of an CQC engagement.

Req Cards

  • Gauss Turret
  • ONI Gauss Turret

Hydra Launcher

Faction: UNSC
Magazine Capacity: 6
Firing Mode: Automatic

This weapon is perfect when you are looking to engage fast moving targets such as Banshee. You can also use this weapon to tackle bosses in Warzone Mode.

Finally, you should also consider using this weapon in order to force enemies to come out of cover and even kill them there.

Req Cards

  • Hydra Launcher – Has 1.2x Scope
  • Typhoon – Improved Hydra Launcher
  • Echidna – Improved and advanced Hydra Launcher

Incineration Cannon

Faction: Forerunner
Magazine Capacity: 10
Firing Mode: Semi-automatic

This weapon is also used in order to eliminate vehicles and kill bosses in Warzone Mode. Ideally, this weapon should be used at medium range, but you should have a long range weapon just in case.

Req Cards

  • Incineration Cannon – Has 1.25x Techscope
  • River of Light – Has 1.25x Techscope
  • Heartseeker – Has 1.25x Techscope

Lightrifle

Faction: Forerunner
Magazine Capacity: 12
Firing Mode: Semi-automatic

When using this weapon, you should definitely consider zooming in before firing a weapon which will widen its beam.

However, while you are zoomed in, make sure to keep an eye out on enemies trying to flank you from all the sides.

Req Cards

  • LightRifle

    Needler

    Faction: Covenant
    Magazine Capacity: 22
    Firing Mode: Automatic

    Due to increased speed of the projectiles, Needler can now extremely useful against evading enemies.

    While you are playing the Warzone Mode, you should definitely consider saving Needler for taking down bosses’ shields, HP, and even kill them quickly. Also make sure to run with a long range weapon while using this weapon.

    Req Cards

    • Needler – Has 1.4x Holoscope
    • Hailstorm – Has 1.4x Holoscope
    • Talon of the Lost – Has 1.4x Holoscope

    Plasma Caster

    Faction: Covenant
    Magazine Capacity: 5
    Firing Mode: Semi-automatic + Charge

    This is an ideal weapon to deal damage to enemies hiding behind cover and force them to come out. However, this is a weapon best used at medium to long range, therefore, make sure to have a decent CQC combat weapon.

    Req Cards

    • Plasma Caster – Has 1.5x Holoscope
    • Scourge of Fire – Has 1.5x Holoscope
    • White Scar – Has 1.5x Holoscope

    Plasma Pistol

    Faction: Covenant
    Magazine Capacity: 100
    Firing Mode: Semi-automatic

    This is arguably the best weapon when it comes to depleting enemies shields and disabling their vehicles.

    You need not use this weapon in order to secure kills. You need to use it to deplete enemies shields and then use another weapon such as Magnum in order to secure kills – simple as that!

    Req Cards

    • Plasma Pistol – Has 1.3x Holoscope
    • Spitfire – Has 1.3x Holoscope with faster overcharge
    • Void’s Tear – Has 1.3x Holoscope

    Plasma Turret

    Faction: Covenant
    Magazine Capacity: 200
    Firing Mode: Automatic

    Since this weapon restricts your movement, it is best used from a long range in order to engage enemies, bosses, and vehicles all at the same time.

    Another thing to keep in mind is that you will have to drop this weapon if you come directly under attack and then pick it up again after securing the kill using another weapon.

    Req Cards

    • Plasma turret

    Railgun

    Faction: UNSC
    Magazine Capacity: 5
    Firing Mode: Charge

    This weapon is also best used from long range in order to target bosses, enemies, and vehicles at the same time. Since this weapon is extremely hard to use at close range, you should consider having a side arm specifically for CQC.

    Req Cards

    • Railgun – Has 1.7x Scope
    • Whiplash – Has 1.7x Scope
    • Arclight – Has 1.7x Scope with armor-piercing rounds

    Rocket Launcher

    Faction: UNSC
    Magazine Capacity: 2
    Firing Mode: Semi-automatic

    This weapon does not only deals heavy damage to vehicles, you can also use it while invading enemy bases and to make short work of bosses. You should not hesitate from using this weapon at close range as it will let you score multiple kill in a short duration of time. The only drawback of this weapon is the sluggish reload time.

    Req Cards

    • Rocket Launcher – Has 1.8x Scope
    • Ad Victoriam – Has 1.8x Scope
    • High Five – Has 1.8x Scope

    Rocket Turret

    Faction: UNSC
    Magazine Capacity: 24
    Firing Mode: Automatic

    Req Cards

    • Rocket Turret
    • ONI Rocket Turret

    This weapon works similar to Rocket Launcher, but deals less damage and has moderate range. But while Rocket Launcher only fires a couple of rockets at a time, this allows you to fire multiple projectiles at any given time.

    SAW

    Faction: UNSC
    Magazine Capacity: 72
    Firing Mode: Automatic

    Req Cards

    • SAW – Has 1.5x Scope and large ammo capacity
    • Appetite for Destruction – Has 1.5x Scope
    • The Answer – Has 1.5x Scope and exploding rounds

    Scattershot

    Faction: Forerunner
    Magazine Capacity: 5
    Firing Mode: Semi-automatic

    Req Cards

    • Scattershot – Has 1.2x Techscope
    • Loathsome Thing – Has 1.2x Techscope with increased damage and extended magazine
    • Didact’s Signet – Has 1.2x Techscope

    Shotgun

    Faction: UNSC
    Magazine Capacity: 5
    Firing Mode: Semi-automatic

    Req Cards

    • Shotgun – Has 1.2x Scope
    • Lawgiver – Has 1.2x Scope; increased damage and rate of fire
    • Blaze of Glory – Has 1.2x Scope with increased range
    • Oathsworn – Has 1.2x Scope with increased damage, rate of fire, accuracy, and movement speed

    Sniper Rifle

    Faction: UNSC
    Magazine Capacity: 4
    Firing Mode: Semi-automatic

    Req Cards

    • Sniper Rifle – Has 4x/9x Oracle Scope
    • End of the Line – Has 4x/9x Oracle Scope; high rate of fire and increased recoil
    • Arrow of Time – Has 4x/9x Oracle Scope; higher recoil and increased clip size
    • Nornfang – Has 4x/9x Oracle Scope

    Spartan Laser

    Faction: UNSC
    Magazine Capacity: 4
    Firing Mode: Charge

    Req Cards

    • Spartan Laser – Has 2.5x Scope
    • Endgame – Has 2.5x Scope
    • Selene’s Lance – Has 2.5x Scope

    Splinter Turret

    Faction: Forerunner
    Magazine Capacity: 30
    Firing Mode: Semi-automatic

    Req Cards

    • Splinter Turret – Has projectile that detonate after impact

    Storm Rifle

    Faction: Covenant
    Magazine Capacity: 100
    Firing Mode: Automatic

    Req Cards

    • Storm Rifle – Has 1.4x Holoscope

    Suppressor

    Faction: Forerunner
    Magazine Capacity: 42
    Firing Mode: Automatic

    Req Cards

    • Suppressor – Has 1.2x Techscope

    Grenades

    In Halo 5; you can carry a total of 6 grenades comprising of 2 Fragmentation Grenades, 2 Plasma Grenades, and 2 Splinter Grenades.

    In Arena Mode, each player only starts with 2 Fragmentation Grenades. Similar to Loadout Weapons, Plasma Grenades and Splinter Grenades can be found at specific map locations.

    Lastly, note that you need to use the ‘Directional Pad’ to cycle among all available grenades.

    Fragmentation Grenade – UNSC
    One of the things that you need to understand before using Fragmentation Grenades is that these grenades have a timed-fuse which is triggered once a grenade makes an impact.

    Instead of trying to score a direct hit, you should always try and bounce these grenades onto different surfaces which should net you an in-direct kill.

    However, do note that these grenades can bounce back off a surface and come back at you which can easily kill you if you are not careful enough.

    Like good ole Call of Duty days, you should always try and score multiple kills by tossing a Fragmentation Grenade near Loadout Weapons or Power Up locations at the very start of a game.

    Plasma Grenade – Covenant
    Similar to Semtex from Call of Duty games, Plasma Grenades have the tendency to stick to their targets and detonate after a short while.

    Although you can apply similar strategy as to what we discussed under Fragmentation Grenades, Plasma Grenades are very powerful at close-range engagements.

    While fighting at close-range, you should always consider hitting a shielded enemy with a Plasma Grenade which should get rid of them instantly.

    Also bear in mind that using Plasma Grenades requires a lot of practice and you will only be able to damage your enemies most of the times. In such situations, make sure to come up with follow-up attacks using your Loadout Weapons.

    While playing the Arena, one of the best uses of Plasma Grenades is to acquire Power-Ups. Instead of rushing in to acquire them, you should always try and toss a Plasma Grenade on the other side of a Power-Up which will be pushed towards you after the explosion.

    Splinter Grenade – Forerunner
    Like the name suggests, when tossed towards a target, a Splinter Grenade gets divided into many small splinters creating an orange-colored barrier in the area.

    When this barrier is approached by enemies, the particles adhere to enemies, explode and deal significant amount of damage. If not approached, these splinters explode after a couple of seconds.

    As for countering the splinters in order to clear pathways leading to Power-Ups before enemies could get to them, you should toss another grenade in the area.

    Coming to the uses of Splinter Grenades, you should use them in narrow pathways in order to block a pursuing enemy or to hamper the movement of enemies towards spawned Power-Ups and Loadout Weapons.

    In addition to this, you can also use Splinter Grenades in doorways to restrict the entry of enemies in certain buildings occupied by your teammates.

    Share your own tips and strategies with us in the comments section below!

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