- The best 30 Floors Up loadout pairs one upgraded primary (Assault Rifle or Minigun) with a Shotgun for chokepoints.
- Early game: stick with the Pistol, save Coins, and upgrade a single weapon instead of several.
- Barricades win runs: Metal Barricades plus Spike Traps on the main stairwell outperform any pure-gun build.
- Ammo discipline: match your ammo purchases to your primary weapon before every night wave.
- Floor 30 prep: bring Medkits, maxed barricades, and a Rocket Launcher or Minigun for the boss.
30 Floors Up Best Loadout Overview
In 30 Floors Up, your loadout is more than your gun — it is the combination of your primary weapon, backup weapon, ammunition, medical supplies, and building materials. Because Coins are scarce in the early floors and night waves scale harder as you climb, the strongest loadouts focus on a single upgraded weapon and a fortified stairwell chokepoint rather than spreading resources thin.
The core principle: one strong primary, one ammo-efficient backup, and enough building materials to hold one chokepoint at a time.
| Loadout Slot | Early Floors (1–10) | Mid Tower (11–20) | Upper Floors (21–30) |
|---|---|---|---|
| Primary | Pistol (upgraded) | Assault Rifle | Minigun or Rocket Launcher |
| Backup | Baseball Bat | Shotgun | Shotgun (chokepoint duty) |
| Ammo | Pistol Ammo | Rifle Ammo + Shells | Full reserves of all types |
| Medical | Bandages | Bandages + Medkit | Medkits (Brute pressure) |
| Building | Wood Barricades | Metal Barricades | Metal Barricades + Spike Traps |
Never carry more than two weapon types at once. Every ammo type you add dilutes your reserves — a player with deep Rifle Ammo beats a player with shallow supplies of three types.
Weapon Tier Rankings for Your Loadout
Weapons in 30 Floors Up are judged on damage, fire rate, ammo efficiency, and unlock cost. High-tier weapons justify their price because they carry you through night waves; low-tier options are placeholders you should replace the moment income allows.
| Tier | Weapon | Role in Loadout | Why It Ranks Here |
|---|---|---|---|
| S | Minigun | Primary, late waves | Massive sustained damage shreds night waves |
| S | Rocket Launcher | Primary, boss floors | AoE clears clustered hordes and floor bosses |
| A | Shotgun | Chokepoint defense | Devastating close-range burst at barricades |
| A | Assault Rifle | Primary, all-around | Best balance of damage, fire rate, ammo economy |
| B | SMG | Early-mid transition | Fast fire rate but burns ammo quickly |
| B | Crossbow | Situational pick | High single-shot damage, slow reload |
| C | Pistol | Free starter | Fine on floors 1–2, falls off fast |
| C | Baseball Bat | Ammo saver | Melee for lone enemies, risky in swarms |
| D | Slingshot | Avoid | Very low damage, replace immediately |
Budget Loadout
- Pistol → SMG path
- Wood Barricades only
- Bandages for healing
- Best for floors 1–10
Standard Loadout
- Assault Rifle + Shotgun
- Metal Barricade main line
- Spike Traps behind front row
- Bandages + one Medkit
Endgame Loadout
- Minigun or Rocket Launcher
- Full metal layered defense
- Medkits and Revive Coins
- Ammo Box stocked for long waves
Early Coins are scarce. Pour them into upgrading one reliable weapon rather than your whole loadout — a single strong primary carries you through the first several nights.
Building Your Loadout Step by Step
Follow this sequence each run to convert early loot into a loadout that survives the mid tower.
Loot the Ground Levels
Break crates and search every room on floors 1–5. Coins and starter materials accumulate fastest here and fund your first weapon upgrade before real threats appear.
Upgrade One Weapon
Commit your early Coins to a single upgrade path — typically Pistol into SMG or Shotgun around floors 6–10. Resist buying multiple cheap weapons.
Establish a Chokepoint
Pick one stairwell per floor, barricade alternate routes, and fight where enemies reach you one at a time. Add Spike Traps directly behind the front barricade row.
Transition to Rifle Ammo
By floors 11–20, unlock the Assault Rifle and stock Rifle Ammo. Upgrade the primary stairwell to Metal Barricades as income allows.
Prep for the Rooftop
Before floor 30, buy a Medkit reserve, an Ammo Box, and either the Minigun or Rocket Launcher. Max barricades before the boss fight and repair between every wave.
Repairing a damaged barricade costs far less than replacing a destroyed one. Assign one teammate as the dedicated repairer during waves and keep them stocked with Repair Tools.
Supplies and Support Items to Carry
Your weapon is only half the loadout. These support items determine whether you survive a failed barricade or a Brute breakthrough.
| Item | Effect | Price | Best For |
|---|---|---|---|
| Bandage | Small heal over a short channel | Cheap | Topping up between waves |
| Medkit | Large, near-instant heal | Expensive | Brute breakthroughs mid-wave |
| Ammo Box | Refills carried weapon reserves | Medium | Long waves, heavy weapons |
| Pistol Ammo | Standard sidearm ammunition | Cheap | Cost-efficient horde clearing |
| Shotgun Shells | Shotgun ammunition | Medium | Stairwell chokepoints |
| Rifle Ammo | Rifle ammunition, strong per shot | Medium-High | Killing Brutes and Spitters at range |
| Wood Barricade | Basic block, low durability | Cheap | Early floors, quick repairs |
| Metal Barricade | High durability barricade | Expensive | Primary stairwell lines |
| Spike Trap | Damages clustered zombies | Medium | Behind front barricade rows |
| Repair Tool | Repairs damaged structures | Cheap | Dedicated repair role |
When Coins are tight: 1) Ammo for your primary, 2) Metal Barricade for the main stairwell, 3) one Medkit, 4) everything else. A full health bar with no ammo is worth nothing.
Floor Zones and Loadout Adjustments
Each zone of the tower punishes a different weakness. Adjust your loadout before you climb, not after a defense collapses.
| Floor Zone | Threat | Loadout Adjustment |
|---|---|---|
| Ground Levels (1–5) | Low | No barricades needed; loot everything, upgrade the Pistol |
| Lower Offices (6–10) | Low-Medium | First chokepoint barricades; keep a melee backup to save ammo |
| Mid Tower (11–20) | Medium | Fully barricade one staircase per floor; Assault Rifle becomes the core |
| Upper Floors (21–29) | High | Chokepoint-only fighting; hold Revive Coins in reserve |
| The Rooftop (30) | Extreme | Best upgraded loadout, maxed barricades, focus fire the boss |
Before Each Night Wave:
- Top off ammo for your primary weapon
- Repair all barricade rows at the chokepoint
- Confirm one escape route stays open
- Place Spike Traps behind the front barricade row
- Heal to full before the wave timer starts
Runner Zombies sprint straight at players and slip through barricade gaps. Never let them reach open floor space — shoot them as they funnel through the stairwell.
FAQ
Q: What is the best loadout in 30 Floors Up overall?
The strongest all-around setup is an Assault Rifle as your upgraded primary paired with a Shotgun for chokepoint defense, backed by Metal Barricades, Spike Traps, and at least one Medkit. Late-game, swap the rifle for a Minigun or Rocket Launcher.
Q: Should I upgrade multiple weapons early?
No. Early Coins are scarce, and a single strong primary carries you through the first several nights far better than several half-upgraded weapons. Commit to one upgrade path first.
Q: Is the Pistol worth keeping?
Only on floors 1–2. It is a free starter weapon and falls off quickly, but headshots with it conserve ammo against weak Shamblers while you save for a real weapon.
Q: How do I deal with Brutes in my loadout plan?
Carry Rifle Ammo for ranged headshot damage, kite the Brute around obstacles while teammates focus fire, and keep a Medkit ready — Brutes smash barricades and deal massive melee damage, so repair immediately after a breakthrough.