Ghost Recon Breakpoint Best Weapons, Attachments and Upgrades

Wondering which weapon and attachment suits your style? check out our best weapons guide for Ghost Recon Breakpoint to find out

The latest installment of Ghost Recon, Breakpoint, features a plethora of weapons for players to collect and use, ranging from bombastic Assault Rifles to modest but deadly handguns.

Our Ghost Recon Breakpoint Weapons guide will list each and every weapon available in the game, possible attachments, information on how to upgrade the weapons, and what constitutes as the best and most desirable weapons in the game.

Ghost Recon Breakpoint Best Weapons

There are a total of 6 categories of weapons available:

  • Assault Rifles
  • Light Machine Guns
  • Submachine Guns
  • Sniper Rifles
  • Shotguns
  • Handguns

Before getting down to the actual list of weapons, I think it best to elaborate on what differentiates one weapon from another. It comes down to individual stats!

Each weapon has 5 unique statistics, each playing a vital role in how it functions and how it suits your needs and play style. Upgrading a weapon or equipping attachments affects these stats, thus it is necessary for you to understand what each stat actually represents, and what upgrading any one stat factually does.

Accuracy: The distance between you and the target can change where the bullet actually hits; even if you’re aiming down the sight and believe you’re firing accurately, if your weapons actually lacks the accuracy stat, there’s a strong possibility that you won’t hit your target even if you believe otherwise. Therefore, the higher the accuracy, the more likely you are to hit what you’re aiming at.

Range: This determines how far the bullet will actually travel before veering off course; even with high accuracy you’re likely to miss if you fire from too far out (unless, of course, you’re using a sniper). The range is especially important for shotguns, Submachine guns, and light machine guns – these, in particular, have terrible range and are only really effective in close-quarters combat.

Handling: Players familiar with first person shooters know how weapons, especially when looking down the sight, drift; or how you have to readjust after firing the shot. Handling is about mitigating these effects (not entirely removing them) – it’s there to keep the gun steady and lessen the any shift in target so the readjustment isn’t as demanding or strenuous. This is needed the most for snipers.

Recoil: After firing a shot, especially from a sniper or LMG, you’ll notice how much your weapon pushes back and forces you to move the cursor or joystick in order to return to your original position; recoil prevents you from keeping a steady line of sight on your target after firing. Having little recoil means that your weapon doesn’t shift away as much after firing, something that you’ll need if you plan on picking up a sniper or LMG.

Mobility: A LMG or a shotgun isn’t something lightweight, these are heavy, cumbersome items that can hinder a person’s ability to move swiftly and expeditiously. Ergo, it is imperative that a weapon has high mobility; the more you’re able to move with your weapons in tow, the less likely you are to catch a bullet.

These 5 statistics are paramount, and a player must always be mindful of them when choosing which weapon to pick up. These stats can be adjusted with upgrades and attachments, but before getting to that segment, let’s first go through the weapons list.

Assault Rifles

  • AK-47
  • AK-12
  • AK-74
  • M4A1
  • SC-20K
  • Mk 17
  • G36C
  • 416
  • VHSD2
  • Bullpup PDR
  • 516
  • 553
  • AUG

Submachine Guns

  • Scorpion EVO 3
  • P90
  • MP7
  • UMP45
  • SN-9mm
  • MPX
  • Vector

Light Machine Guns

  • L86A1
  • MG121
  • MK48
  • Stomer LMG A1
  • 6P41
  • Type 95


  • M9
  • PX4
  • F40
  • 7 USG
  • P45T
  • USP Tactical
  • Desert Eagle
  • M1911
  • P227
  • P320
  • C-SFP


  • M4
  • KSG12
  • SASG-12
  • RU12SG

Sniper Rifles

  • L115A3
  • M82
  • SRSA1
  • HTI
  • Recon-A1
  • MK14
  • G28
  • FRF-2
  • TAC-50
  • Dragunov (SVD)

A grand total of 52 weapons that players can collect from part of the world, and can add into their arsenal of weaponry.

Best Weapons

If you were to ask me, there are a few weapons I would especially keep an eye out for; weapons I would call the best weapons of Ghost Recon! Take a gander of the best weapons from each category, and the best Designated Marksman Rifle (DMR):

Assault Rifle

  • 416: With balanced stats across the board, this weapon features the least amount of drawbacks, making it the most trustworthy gun of this category.

Submachine Gun

  • MP5: Even though its high mobility and low accuracy can prove to be a liability, there’s no other SMG you can trust to mow down enemies in close range than this bad boy.

Light Machine Gun

  • L86A1: Despite the fact that it doesn’t do as much damage as the others from the same category, it makes up for its flaws with greater range, accuracy, handling, and less recoil. In other words, it’s likely to be the most consistently useful LMG.


  • Desert Eagle: It will come as no surprise to anyone that the Magnum is the best handgun in the game. Although its low fire rate and high recoil move prove to be encumbering, its high damage should still satisfy.


  • M4: The deadliest of its category, this weapon is likely to obliterate anyone who crosses your path, even if its mobility isn’t something to gloat about.


  • Recon-A1: The only con of having this weapon is the slow reload speed – that’s about it. In every other area, this weapon dominates. High damage, little recoil, and trustworthy accuracy, it more than makes up for its flaws.


  • FRF2: DMR are made for the explicit purpose of being use for mid to long-range combat, and this is the perfect weapon for such altercations. With the greatest range and accuracy, it fits the bill perfectly, even if it is bolt-action (meaning it can only be fired once before needing to be reloaded).


Now that you have knowledge about what weapons are available in the game, and have a clear understanding about the value and meaning of certain stats, it’s time for you to mosey on down and see just how each weapon can be upgraded, to be taken to the next level and become something even greater.

Each weapon has levels, the base level is MK-1. You can upgrade each weapon to reach level MK-3. Increasing a weapon’s level affects their stats and your overall player level. Furthermore, increasing the level of a weapon also brings with it certain perks. These perks are of immense value and worth the hassle of attaining.

When scouring the landscape, you are likely to come across loot; what you find inside may be exactly what you need to upgrade your weapon – parts of attachments. A quick and easy way to gauge out the chances of you unearthing something significant is to look at the color code of the loot:

  • White: Standard loot
  • Green: Improved loot (May have a perk)
  • Blue: Advanced loot (May have 2 perks)
  • Purple/Pink: High-End loot (Has 2 perks)
  • Yellow/Gold: Signature loot (Has unique perks)

Always be mindful of these color codes, and always keep a watchful eye out for loot, especially Purple and Yellow coded loot. But let’s say you’ve gotten your hands on the loot or parts you need, now what? Now it’s time to upgrade your weapons!

To upgrade your weapons, go to the Pause Menu and open ‘Gunsmith’. Before continuing, a big advantage accorded to players is that any upgrade made will carry over to another weapon of the same brand or line.

You don’t have to fret over upgrading a weapon over and over again, if you’ve done it once and switch over to a similar weapon, it’ll have the same upgrade.

Moving on, in the Gunsmith menu, you’ll need parts to upgrade your weapons, and the only way you’ll get them is by dismantling old or unused weapons, and removing those parts from them. This is where looting becomes important, if you get your hands on rare or moderately rare weapons and dismantle them, you’re likely to get your hands on more unique parts – this is likely to aid you when upgrading.

Once you’ve fully upgraded each stat of a weapon, you’re rewarded with a passive bonus. Once you’ve upgraded a model for an upgrade level, you can only move forward by unlocking the next upgrade rank for that model through the ‘Skill’ menu.

You must invest your skill points into the ‘Mark Upgrade’ branch on the skill tree; doing so will allow you to upgrade your weapons to reach level MK-2, and then MK-3. Two skill points are needed to reach level MK-2, and 4 skill points are needed to reach level MK-3.

Best Attachments

To further augment your weapons, you’ll need ancillary equipment, aka attachments. These attachments can either be bought from the in-game shop, or by exploring and scouring the world and all its crevices for loot.

Rather than going into the world blindly and hoping for the best, you can instead talk to NPCs, or download information from computer terminals to get information on the location of weapon attachments. Once you’ve acquired the location, go to the ‘Pause Menu’ and click on ‘Objectives’. Go to the ‘Attachments’ option and from here you can set a waypoint to the attachment.

Once you’ve acquired attachments, you can go to the ‘Gunsmith’ menu and attach them. Each attachment can positively or adversely affect your weapon’s stats. However, you have the freedom to tweak it, corresponding with the weapon upgrades, attachments can significantly boost stats.

There are 5 kinds of attachments available in the game:

  • Muzzles
  • Rail
  • Magazine
  • Underbarrel
  • Scope

Note that each attachment you find is unique and can only be applied to a particular weapon type. Certain scopes are only made for Assault Rifles, whereas certain magazines are only made for Handguns.

If you find scope for Assault Rifles, you can attach it to any of the Assault Rifles you own, but if you were to find a scope for a handgun, then you can’t attach that to an Assault Rifle.

With that said, the following are, what we believe, to be the best attachments for each weapon category, ones you should keep an eye out for:

Assault Rifles

  • Muzzles: ASR Flash Hider (reduces shot spread and makes consecutive fire easier)
  • Rail: MAWL-DA (Increases range while reducing sway and shot spread)
  • Scope: Digital Sight
  • Underbarrel: AFG-2 Angled Foregrip (Slightly reduces reload speed but also reduces vertical recoil and time taken to aim)
  • Magazine: ASR Small Magazine (A smaller magazine but with the advantage of increasing reload speed)


  • Muzzles: HDG Muzzle Brake (Reduces hipfire recoil and shot spread)
  • Rail: ATPIALx3 (Reduces horizontal recoil, shot spread, and time taken to aim)
  • Magazine: HDG Standard Magazine

Light Machine Guns

  • Muzzles: LMG Compensator (Reduces vertical recoil and shot spread)
  • Rail: MAWL-DA (Increases range while reducing sway and shot spread)
  • Scope: Panoramic Sight
  • Underbarrel: Grip Pod (Increased range and reduced vertical recoil)
  • Magazine: LMG Standard Magazine


  • Muzzles: STG Muzzle Brake (Reduced shot spread and hipfire recoil)
  • Rail: ATPIALx3 (Reduced horizontal recoil, shot spread, and time taken to aim)
  • Scope: TA31H Sight
  • Underbarrel: Bipod (Reduced horizontal recoil and sway, plus increased range)
  • Magazine: STG Small Magazine (increased reload speed)

Submachine Guns

  • Muzzles: SMG Compensator (Reduces vertical recoil and shot spread)
  • Rail: ATPIALx3 (Reduced horizontal recoil, shot spread, and time taken to aim)
  • Scope: EXSP3
  • Underbarrel: STFG Angled Grip (Reduces time taken to aim and horizontal recoil)
  • Magazine: SMG Small Magazine

Sniper Rifle

  • Muzzles: SNR Muzzle Brake (Reduced hipfire recoil and shot spread)
  • Rail: Rail cover
  • Scope: TA31H Sight
  • Magazine: SNR Extended Magazine


  • Muzzle: DMR Compensator (Reduces vertical recoil and shot spread)
  • Rail: MAWL-DA (Increased range with reduced sway and shot spread)
  • Scope: TA31H Sight (Greatest range)
  • Magazine: DMR Small Magazine