Voxiom Assault Rifle Guide - All Four ARs Compared
All four Voxiom.io assault rifles compared: Combat, Tactical, Surge and Elite damage by rarity, recoil trade-offs and which AR to upgrade first in every mode.
Which assault rifle is best in Voxiom.io?
The Elite Assault Rifle has the best raw numbers in the class — 52 headshot and 35 body damage at Common, rising to 59/41 at Legendary — and it is the weapon the community most often puts beside the snipers in top-tier discussions. The catch is that it fires the slowest and carries no scope, so it converts its damage only through players who land their shots. Below it, the Combat, Tactical and Surge split the mid-range into three control levels.
All four share the AR job: flexible damage from close to mid range, with big magazines that feed sustained fights. The full family at a glance (Common → Legendary headshot/body damage, from the community weapon tables at v0.9.2.0):
| Rifle | Mag | Reserve | Fire pattern | Head C | Body C | Head L | Body L |
|---|---|---|---|---|---|---|---|
| Combat AR | 30 | 150 | Full auto | 33 | 22 | 37 | 30 |
| Tactical AR | 25 | 125 | Full auto | 24 | 16 | — | — |
| Surge AR | 25 | 100 | 3-round burst | 24 | 18 | 29 | 20 |
| Elite AR | 20 | 100 | Full auto, slow | 52 | 35 | 59 | 41 |
The dash in the Tactical’s Legendary column is in the source data — that cell is undocumented, not zero.
What is each AR actually for?
Combat Assault Rifle — the pressure tool. More damage than the Tactical with recoil to match, and the deepest ammo pool in the class (30/150). It wins long exchanges and suppressive duels, which makes it the default pick for players who hold lanes rather than peek them.
Tactical Assault Rifle — the trainer. The mildest recoil in the class and the community’s standard advice for players still learning spray control. Its damage floor (24/16 at Common) is the price of the handling; treat it as the rifle you graduate from, not the one you finish with.
Surge Assault Rifle — the rhythm weapon. Three-round bursts reward tap-fire timing and punish panic holding. Its body damage (18 at Common) edges the Tactical, and burst discipline translates well at range — but a missed burst window is a long punishment in close fights.
Elite Assault Rifle — the ceiling. Nearly double the Tactical’s headshot damage, in exchange for the slowest fire rate, a 20-round magazine and no scope. This is a rifle for committed aim: every shot lands near the top of the TTK table, and every miss costs a quarter of your magazine.
Which AR should you upgrade first?
Upgrade the rifle you will still be holding in the late match, and upgrade it all the way:
- Early rarities (Common → Rare): the Tactical and Combat gain the most per upgrade because their base fire rates turn small damage bumps into real TTK swings.
- Mid rarities (Rare → Epic): switch your investment to an Elite if your control can hold it — the 35→41 body damage step is where it starts deleting.
- Legendary: an Elite at 59/41 competes with sniper body shots per hit; a Legendary Tactical still shoots peas by comparison.
The upgrade chain spends iron and emeralds at a Work Station, so plan your mining around the weapon you are pushing (the beginner guide covers the loop). In Capture the Gems, mid-match tunnel mining exists precisely to fund this curve — see how to win Capture the Gems.
How do ARs pair with secondaries?
The Magnum Pistol (63 headshot at Common) is the classic AR partner: it covers the AR’s close-range weakness with hard-hitting swaps, and its 7-round magazine forces disciplined aiming rather than panic spraying. Strike Pistol pairings trade that punch for 12 rounds of forgiveness. Full kit compositions — including SMG and shotgun primaries that flip the script — live in the best loadouts guide.
Is the Elite AR really better than a sniper?
At different jobs. The Elite wins sustained fights and punishes grouped pushes; snipers win angles and one-shot trades. Community tier discussions place them together at the top because both convert skill into outsized damage — they just do it at different ranges.
Why does the Elite have no scope?
The weapon tables describe the Elite as high-damage, slow-firing and scopeless — that is the documented design, though no official note explains the reasoning. Practically, it means your aiming plan has to come from positioning and range discipline rather than a magnified reticle.
For the entire arsenal’s numbers in one place, read the weapon damage and tier list; for the other long-range option, see the sniper guide.
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