Bake or Die Guns, Melee, and Turrets Ranked
What to buy with pie Cash, what stays class-locked, and what actually holds a night funnel.
Weapons in Bake or Die are a Cash problem. Classes cost Gold Nuggets in the lobby; guns, knives, ammo, and turret plates come from the Gunsmith across from the diner and from blueprints you rescue during the day. This list ranks loadouts the way nights actually fail: you ran out of ammo, you reloaded in the doorway, or you bought an Exo Rifle you could not feed. Pair it with how to survive nights and how to beat bosses so a letter grade has a map.
Prices below follow the current shop rhythm players use on 32-player servers: Revolver $150 (buy two), butcher knife $200, SMG $1,250, Exo Rifle about $14,500. Mid-ramp guns (M1 Garand, Sawed-Off) sit between the revolver pair and the SMG. Later updates added the Minigun and Za Vonderblaste as high-end automatic options; treat them like Exo-tier Cash sinks, not day-one toys.
Rank by weapon type
Guns
| Rank | Weapon | Cash / unlock | Role |
|---|---|---|---|
| S | Dual Revolvers | $150 × 2 | Fire one, reload the other; best early DPS per dollar |
| S | Ray Gun | Facility blueprint | Endgame energy gun from Evergreen Science Facility |
| A | SMG | $1,250 | First real automatic once the revolver pair falls off |
| A | Exo Rifle | ~$14,500 | Late-run mag dump; only after pies can fund ammo |
| A | Minigun / Za Vonderblaste | Late-update shop | High-end autos added after launch; Exo-like spend |
| B | M1 Garand | Mid-shop | First range upgrade after revolvers |
| B | Sawed-Off | Mid-shop | Funnel burst; brutal reload if it is your only gun |
| B | Pump Shotgun | Bounty Hunter starter or shop | Close hold; better when class gun perks are on |
| C | Single Revolver | $150 | Fine until you can afford the second |
| D | Starting pan / rolling pin | Pocket change | Replace before Night 2 |
Gunslinger makes every row above it better. Reloads 35% faster at level 1, 10% ammo save at level 2, +24% damage and −67% recoil at level 3. That is why a 65 Nugget class sits in S on the class list while a lone Revolver without the class sits in C. Bounty Hunter’s Pump Shotgun is a 450 Nugget way to start on a bigger gun; most players should not skip Gunslinger to rush it.
Melee
| Rank | Weapon | Notes |
|---|---|---|
| S | Steel of Mars | Gladiator only; Blood stacks and Death Wish |
| A | Chainsaw | Butcher starter; grind corpses, double ingredients at level 3 |
| A | Butcher knife | $200; fast swings for players who are not Gladiator-locked |
| B | Katana | Ninja starter; needs the melee damage perk to feel like A |
| B | Brass Knuckles | Juggernaut starter; you bought this for HP, not DPS |
| C | Blowpipe | Exterminator starter; poison utility more than raw melee |
| D | Repair hammer | Repairman; hit walls, not bosses |
Gladiator cannot pick up guns. If that is your class, melee is not a sidegrade, it is the whole list. Everyone else should treat the $200 butcher knife as a backup for runners who reach the counter, not as a plan to skip the revolver pair.
Explosives and class lock
| Rank | Weapon | How you get it | Why it ranks |
|---|---|---|---|
| S | Kaboom Cannon | Bombastica (250 Nuggets) | Best wave clear; explosive pies are the ammo |
| S | Explosive / mine pies | Oven | Trap the funnel; Bombastica perks scale them |
| A | Undead Staff | Necromancer (300 Nuggets) | Summons, not direct DPS; army holds space |
| A | Hand Cannon | Mad Scientist (login exclusive) | Energy balls and charged beam if you own the kit |
| B | Wizard Staff | Wizard (600 Nuggets) | Spells scale late; expensive compared with Kaboom |
Explosives beat guns for crowded nights once the oven can print ammo. Guns beat explosives for single-target bosses if you never baked the pies. The Bombastica guide exists because the cannon is a cooking loop, not a Gunsmith SKU.
Turrets
| Rank | Piece | Why |
|---|---|---|
| S | Advanced Auto Turret | Technician level 3 craft; holds a funnel while you bake |
| A | Auto Turret | Core diner craft; Technician starts with one |
| B | Barbed Wire | Technician starter; slows, does not delete elites |
Turrets are S for defense value and B for boss races. They eat ammo. A silent turret is a coat rack. Budget Gunsmith plates the same way you budget SMG mags, and read the night guide before you plant three turrets that all face the wrong door.
Buy order with pie Cash
- Revolver number one at $150 as soon as Day 1 pies allow.
- Revolver number two at $150. Swap instead of standing still to reload.
- Butcher knife at $200 if melee keeps tagging you at the counter and you are not on Gladiator.
- M1 Garand when the revolver pair stops dropping runners before they reach the funnel.
- Sawed-Off when the doorway needs a burst, not a ping.
- SMG at $1,250 only after you can feed it. Impulse-buying it on Night 3 starves repairs.
- Auto Turret blueprint as soon as an NPC rescue or Technician kit gives it. This is the highest-impact craft on the list.
- Exo Rifle at about $14,500, Minigun, or Za Vonderblaste when the diner is already stable.
- Ray Gun when the Evergreen Science Facility is open and you can assemble or blueprint it.
Do not skip to Exo because a screenshot looked loud. Two Revolvers plus a turret will hold more nights than an empty $14,500 rifle. Kaboom Cannon is not on this Cash ladder; it is a 250 Nugget class buy that then spends pies, so it belongs on the class list and the pie recipes page as much as it belongs here.
Guns vs melee vs explosives
Pick guns if you are on Gunslinger, Bounty Hunter, or any kit that did not ban firearms. Pick melee if you are Gladiator or a Butcher who would rather grind corpses than reload. Pick explosives if Bombastica is equipped and the oven is producing explosive pies. Mixing all three without a class plan is how you die with a full hotbar.
Boss nights shift the table. Evil Chicken and other fast singles punish melee; a Gunslinger SMG or a Ray Gun is cleaner than a Chainsaw. Crowd bosses and packed funnels flip back to Kaboom and mine pies. When a fight is both, the squad split is obvious: one Bombastica on the pack, one Gunslinger on the target, one Doctor on the floor. The weapons list cannot revive you. The class list cannot aim for you. Use both, then spend the next pie stack on the row that failed last night.
A loaded turret and a cheap pair of Revolvers will save more nights than an Exo Rifle you cannot afford ammo for. Buy the swap pair, craft the turret, then let the S-tier class you actually own decide whether the next dollar goes to SMG mags or explosive pies.
Frequently Asked Questions
Quick answers for diner nights, classes, and pie sells.
Should I buy two Revolvers instead of an SMG?
Yes, early. Two Revolvers cost $300 total versus $1,250 for the SMG. Swap to skip the six-round reload, then graduate to Garand, Sawed-Off, and SMG once pies can feed automatic fire.
Is the Exo Rifle worth $14,500?
Late, yes. Early, no. It is a Night-10+ flex after turrets, repairs, and ammo are funded. An empty Exo is worse than a pair of Revolvers you can reload.
How do I get the Ray Gun?
It is not a Gunsmith board gun. Unlock the Evergreen Science Facility and either assemble the blueprint parts or earn the facility drop, then bring it to boss nights.
Does Kaboom Cannon count as a shop weapon?
No. It is locked to Bombastica at 250 Nuggets. Explosive pies are the ammo. Rank it S for wave clear, then bake for it instead of hunting it on the Gunsmith wall.
What is the first craft I should make?
Auto Turret. Technician starts with one and crafts the Advanced version at level 3. Place it on the single diner funnel and budget ammo every night.