Exotic Weapons
Chainsaw
The Chainsaw is much more powerful than your fists and Combat Knife, and is often critical to have for a melee character. The first time you pick it up, even if you drop it during a game of Angel of Berserk + Angel of Overconfidence, you become Berserk and automatically place it in your main weapon slot. Generally as with most melee characters, you'll want to camp near doorways and slowly lure enemies in as rushing to enemies will lead to you taking too many hits. A few levels in Brute are also critical as missing your attacks will effectively reduce your damage by a large amount. As for assemblies, Piercing Blade is excellent if you don't want to invest too much into Whizkid, which ignores all armor on enemies. Double Chainsaw is a large boost in power at the cost of some accuracy, while Ripper attacks twice as fast, but also at the cost of more accuracy. Because Ripper is only an additional Technical Pack compared to Double Chainsaw, I wouldn't recommend Double Chainsaw. Ripper is one of the best melee weapons, so long as you're able to improve your accuracy enough. Regardless of what kind of Chainsaw you use, Bulk Packs are generally the best Mod Pack to finish your weapon with as it adds on the most damage. Chainsaw is a great weapon, but if your build isn't specifically made to be a melee character, you might have to go out of your way to gain the necessary levels of Brute for it. You can still use it for bosses if you rely on a Berserk Pack or Invulnerability however.
BFG 9000
BFG 9000 does a large amount of damage to a large amount of enemies, making it great for clearing out groups in an instant. The obvious drawback is the amount of ammo it uses, meaning that you can't be constantly using it. Bring it with you and have it ready as a quick solution to difficult situations, and try to not destroy any useful items while firing. You can also keep it as a storage for cells, since it can hold more than a regular inventory slot can have, especially if you apply Bulk Packs to it. Overcharge offers you a powerful blast, but there likely aren't too many cases where it's worthwhile doing so and losing your weapon. The High Power Weapon and VBFG9000 assemblies don't add a whole lot of extra power to it, and I wouldn't recommend them. An extra 2 dice sides aren't a significant boost when BFG 9000 is already at 10d6 naturally, and instead I would suggest using a non-assembly with Power Packs and Bulk Packs. If you are fortunate enough to have Firestorm Packs however, Biggest Fucking Gun is a tremendously powerful weapon that improves the already large damage to ridiculous amounts, while also having a splash radius taking up a good portion of any floor. It's an incredibly expensive assembly though, but very worthwhile if you can get it. If you do make it, use a Nano Pack to complete it, which will provide you with 2 extremely destructive blasts, and the ability to infinitely recharge its ammo, making it one of the best weapons in the game. Even in its basic form, the BFG is a good supplementary weapon and you should always bring it with you.
Combat Pistol
Combat Pistol is a large upgrade to the regular Pistol, providing more damage, a larger clip, more accuracy, but a slower reload time. If you want to use pistols, this is one of the main staples to use. For assemblies, Energy Pistol is a bit gimmicky in that it's essentially a worse Plasma Rifle, but if you have plenty of supportive pistol traits, it can be stronger and far more ammo efficient. You lose out on being able to use bullets though, which are much easier to acquire and store. Storm Bolter Pistol will add a lot more damage, although its variance is quite high, making it a bit unreliable. Sharpshooter trait of course negates this issue. A non-assembly with 3 Power Packs and 2 Bulk Packs each is also strong if you prefer speed and higher average damage. The expensive option is 2 Nano Packs instead of Bulk Packs, giving you infinite ammo unless you're using Bullet Dance. Finally, Demolition Ammo is excellent in converting the damage type into the much better fire type while still being able to use bullets. It's strong and can destroy corpses, but you'll have to be more cautious with using it at close range. Overall compared to other weapons, Combat Pistol is still pretty wimpy, but with commitment to traits improving pistols as well as some of the best ammo efficiency of all weapons, it can be made to be viable.
Blaster
Blaster is more or less like a regular Pistol, except it deal plasma damage and recharges after 2 non-actions. It's a nice weapon to have to provide you with a source of semi-infinite ammo, but it's a bit redundant given how efficient pistols already are with ammo. That said, a single Nano Pack will remove the recharge delay, allowing you to instead have infinite firing with it, and room for Power Packs for a powerful non-assembly. Demolition Ammo is nice if you want a way to always be able to destroy corpses. As a primary weapon, it does fill a viable niche of benefitting from pistol traits and allowing your inventory to be freed up of ammo for more useful items, although Blaster as such is definitely a bit gimmicky. I would suggest Combat Pistols instead, but Blaster can certainly still be used and even possibly preferred. For non-pistol builds, I'd only suggest using it as a backup if your ammo supplies run low, and if you don't have a better semi-infinite weapon like a Nuclear Plasma Rifle.
Assault Shotgun
Assault Shotgun is an excellent weapon and a definitive upgrade to other Shotguns. It's slightly weaker than the Tactical Shotgun assembly, but the Assault Shotgun itself can still have additional Mod Packs added, which should be 2-3 of Technical Packs and Power Packs each, unless you want to turn it into a Plasmatic Shrapnel. With a full clip, you can repeatedly knock back most enemies to keep them away as you chip away at their health. There's not much more to comment on as it's a very simple and useful weapon that can work with any build, at any point in the game, and at worst can always be a good secondary weapon.
Plasma Shotgun
Plasma Shotgun is a gimmicky weapon, but can be a good support in certain situations. It fires and acts like any other shotgun, but uses cells, which can make it ammo hungry. It effectively has a clip of 10, which is the largest of any shotgun, and its damage type is much better than shrapnel. The main contradiction with it however is because it destroys walls, it's harder to create and use good cover as you would normally want to with a shotgun. Use it for when you want to make holes in walls or if you need to quickly clear out a strong group of enemies, but don't try to use it as a primary weapon. Power Packs and Technical Packs are the best choice, or if you want to get expensive, you could use multiple Nano Packs and be able to almost endlessly use it for wiping out floors quickly.
Super Shotgun
Compared to the Double Shotgun, the Super Shotgun is better in every way with slightly higher power, faster reloading, and a much better shotgun blast. It burns through ammo fairly quickly, but is a great weapon at quickly knocking enemies away from you, or for taking on bosses. Most notably, the Super Shotgun is by far the best choice for the Nano-Shrapnel assembly as it fires 2 shells but doesn't have a bad shotgun blast. When made, you can endlessly click to fire a super powerful blast without any worry of reloading, ammo, or even destroying weapons. It is one of top weapons in all of the game. Without Nano-Shrapnel, the Super Shotgun is best used as a support weapon alongside another weapon.
Minigun
The Minigun is essentially like firing two Chainguns at once and comes with a giant clip, but is a bit more inaccurate and slower. Miniguns can also function as storage for bullets in your inventory. Minigun is definitely much better than the Chaingun in most cases, but is still generally outclassed by Plasma Rifle because of the better damage type and stronger shots. You can still make use of the Minigun since bullets are easy to find, but be sure you have high enough accuracy so that most of the bullets are actually hitting. While many assemblies do improve the Minigun, you are generally better off making them in a Plasma Rifle instead and should just dump what you have to spare in the Minigun. Demolition Ammo however can provide you with a rapid-fire fire damage weapon, but likewise is probably not worth using a Firestorm Pack for. Bring the Minigun with you if you have spare inventory slots for bullets to provide you with some extra ammo, and gradually make sure you upgrade to a better weapon as you progress through the game.
Missile Launcher
Missile Launcher is a good upgrade to the Rocket Launcher in that it is faster, has more accuracy, and most notably comes with a clip. The only downsides are the blast radius is 1 unit smaller and you can't use Rocket Jump. Like the Rocket Launcher, ammo is an issue with trying to make it your main weapon, but it's a great support for displacing groups of enemies and destroying corpses. If you have some spare Power Packs and Technical Packs, they can bump up the power and speed a little, but generally don't waste them on it. Unless you want Rocket Jump, swap it for a Rocket Launcher and use it in the same manner.
Napalm Launcher
Napalm Launcher is a fairly gimmicky weapon, but can actually be great as a support weapon. With each blast creating a pool of lava, you can use it to cut off enemies or trap them in it for easy kills. The damage is also higher than a regular Rocket Launcher, although the blast radius is much smaller. If you think you'll want to use it in some situations, bring it along with you. You could also potentially use the Nanomanufacture Ammo assembly with it to give yourself infinite shots with it to create as much lava as you want, provided you have boots that give you immunity. You could use it as a primary weapon, but you'll need a secondary weapon for Lava Elementals and generally for enemies who can move across fluids. Finishing the assembly with a Firestorm Pack will give you much bigger explosions.
Laser Rifle
Laser Rifle fires one less shot than Plasma Rifles, but has significantly more accuracy and also reloads faster. With Laser Rifle, you're able to use it even without any levels in Eagle Eye, allowing you to always effectively use it and making it an excellent weapon for single targets. Both Assault Rifle and Burst Cannon assemblies work great with it offering different advantages, and Nanomanufacture Ammo turns Laser Rifle into one of the best weapons in the game with being able to consistently blast out huge bursts of shots without worries of missing or running out of ammo. Firestorm Packs are also great additions to add even more shots. Even if you don't have much inventory space for cells, there aren't too many cases where bringing a Laser Rifle with you would not be useful, so always grab it.
Nuclear Plasma Rifle
Nuclear Plasma Rifle is an excellent weapon, which is essentially the same as Plasma Rifle with a smaller clip, but the ability to self-recharge. With its semi-infinite ammo, it can always help you keep your inventory full. Nuclear Overcharge offers you a nuke if you really need it to help clear a floor or as a way to easily finish the game, but generally isn't worth the sacrifice. For assemblies, go with Burst Cannon if you have levels in Eagle Eye, or otherwise go with a non-assembly. Bulk Packs help with the small clip, and every other type of Mod Packs can be useful depending on what you need. A Nano Pack will remove the delay to recharge, which allows you to get ammo back faster, but is a fairly expensive commitment that might be better for other weapons, especially since you'll be bursting ammo more than you'll be recharging ammo.
Tristar Blaster
Tristar Blaster is a gimmicky weapon and usually not very good because of how much ammo it consumes for what is essentially a stronger Plasma Shotgun or a weird firing Plasma Rifle. The damage is pretty strong and having splash damage further enhances that, but it's very messy to use with it's awkward spread. It can also destroy items, but can also destroy corpses. You could use the Nanomanufacture Ammo assembly for it to solve the ammo issue, although a Nano Pack can be used for many other better weapons. Tristar Blaster can make for a decent support weapon in some situations, but I generally wouldn't suggest using it. Even with Fireangel where you're not at risk of hurting yourself, it's not great.
Combat Translocator
Essentially functioning like a Phase Device to be used on enemies, it's a very gimmicky weapon and you probably will find it more useful to just kill enemies instead of teleporting them around. The ammo cost is also fairly high and can't be spammed too much. Generally if there are large groups of enemies, teleporting just one away isn't very helpful, and single enemies can often just be avoided. If you think you can make use of it, you could bring it with you, but it likely will just take up inventory space.
Nuclear BFG9000
Nuclear BFG9000 compared to a regular BFG is a bit weaker, slower to fire, and can't be manually reloaded, but having a weapon with the power of a BFG that is self-recharging is very useful. Use it as a quick way to clear out a group of enemies and then keep it in your prepared slot to recharge. If you're fortunate enough to find Firestorm Packs, making Biggest Fucking Gun with it means you'll have an extremely destructive weapon that likewise doesn't have ammo issues. Firestorm Pack as a final Mod Pack will further increase its blast radius, but you may prefer going with a Nano Pack instead to self-recharge twice as many shots since the recharge delay is already instant. Another alternative is instead of making Biggest Fucking Gun is to use many Nano Packs so that the recharging is much faster and allows you to fire it more rapidly. Bulk Packs are also helpful for increasing the clip. The other Mod Packs don't really enhance the weapon as much. Regardless of how you mod it, Nuclear BFG is awesome at destroying enemies, corpses, and an entire floor if you need to use Nuclear Overcharge. It's one of the best weapons in the game.
Unique Weapons
Butcher's Cleaver
Butcher's Cleaver hits harder than the Chainsaw and also grants any character with Blademaster, including when it's being used in the prepared slot by a Technician with Malicious Blades. If you expect that you'll be attacking groups of enemies in close combat, Butcher's Cleaver is excellent, but otherwise will get a bit outclassed by other melee weapons that can get modded and become stronger. If you're using Malicious Blades, always keep it in your prepared slot and likely for the rest of the game, even with Dragonslayer. The more overpowered aspect of the weapon is you can find it at any point, even at the beginning of the first regular floor.
Subtle Knife
Subtle Knife is a decent melee weapon since its damage type is plasma, but otherwise it's fairly underwhelming and a simple Piercing Blade Combat Knife mostly outclasses it. Invoke is also terrible in that it does a decent bit of damage, but only to those you can see, only if you're not tired, and permanently lowers your maximum health by 2. Given how rare it is, you're pretty much guaranteed to have something better by the time you find it.
Mjollnir
Mjollnir is a gimmicky weapon, but is unique in that it is a melee weapon that can be used at range. It also hits exactly where you click, even if there are other enemies in the way. With some levels in Brute and also while you're Berserk, you can get some good ranged damage with it, although simply using stronger melee weapons at close range is usually better. I would only suggest using it if there's a large clog of enemies and you desperately need to hit a specific one.
Dragonslayer
Dragonslayer can only be picked up while Berserk and with all 4 equipment slots empty. Once picked up, you have permanent Berserk (or more technically, 10 million turns of it), half knockback, and can never wield anything else. Appropriately though, Dragonslayer is one of the best weapons in the game and the ultimate melee weapon. Permanently being Berserk is what makes it one of the best as it means that all of your resistances are increased by 60%, you're faster at moving, and the already insanely high damage is doubled. Even boss enemies will be destroyed in just a couple hits. Being a melee weapon also means you can keep your inventory full of other useful items instead of various weapons and ammo. Whirlwind is a decent alternate attack for quickly attacking all sides around you, and being Berserk, you can't run anyway. Not much can stop you unless you're careless or reckless once the Dragonslayer is wielded.
Longinus Spear
Longinus Spear is one of the rewards from Unholy Cathedral and very likely will replace any melee weapon you have to that point. It is very powerful, deals plasma damage, and can fit fine with any build so long as you have enough accuracy to consistently hit enemies. Holy Fire is also very powerful, but you might not find yourself in too many situations where it would be better than just hitting enemies. It can help with corpse destruction, however.
Azrael's Scythe
Azrael's Scythe is even stronger than Longinus Spear, still maintains plasma damage, and has an excellent alternate attack with Whisper of Death. Under normal circumstances, Whisper of Death is likely not worth permanently lowering your maximum health, but it allows for easy clearing of bonus levels if you have enough Med Packs, as it simply does 20 plasma damage to everything in the level. Azrael's Scythe is only really outclassed by Dragonslayer for melee weapons, and like Longinus Spear, it can be used for any build so long as you have enough accuracy.
Grammaton Cleric Beretta
The power of Grammaton Cleric Beretta is that it is the only weapon that benefits from both traits that improve rapid-fire weapons and traits that improve pistols, in particular Bullet Dance. Single-shot mode does not benefit from rapid-fire traits however. As a simple pistol, it has a huge clip and great accuracy, but is a fair bit weaker than Combat Pistols with Mod Packs and assemblies. As a rapid-fire weapon, semi-auto is like a slightly stronger Chaingun with a smaller clip, and full-auto is like a better Minigun, but the tiny clip is not enough to support full blasts. Grammaton Cleric Beretta only becomes better if you have levels in Son of a Gun, Triggerhappy, Dualgunner, and/or Sharpshooter. With Dualgunner, you'll also need to fire in a planned manner as you likely won't have both pistols firing in sync with each other due to clip sizes. Overall, Grammaton Cleric Beretta is decent, but you need to be specifically invested in a pistol build and then use it for rapid-fire to be able to outclass other weapons. Sharpshooter trait is one of the keys to making it great, but you still need to watch your ammo.
Anti-Freak Jackal
Anti-Freak Jackal is an alternative to using Demolition Ammo in a Combat Pistol, being cheaper to get if you happen to find it. A fully complete assembly will have a larger clip and slightly more power, but is very expensive, and you can still use Anti-Freak Jackal anyway if you use Dualgunner. As a standalone weapon, Anti-Freak Jackal is very ammo efficient like most pistols and is great for destroying corpses. It's definitely outclassed in power by Shotguns and Plasma Rifles, and doesn't make for an amazing primary weapon, but can certainly still be used for various situations. You'll need to be a bit cautious with using it so you don't blow yourself up, but otherwise can help preserve other ammo by using up bullets instead.
Trigun
As a simple pistol, Trigun is fairly powerful, comes with very high accuracy, and has fast firing speed, making it pretty good for pistol builds. It can generally outclass most pistols, except for the absolute best, and because of its accuracy, can also fit in with most other builds as an efficient use for bullets to help save ammo. However, the primary draw with the weapon is its ability to nuke a level at any time, only at the cost of 5 maximum health, and requiring more than a maximum health of 10 to be used. With Invulnerability, you can quickly clear out entire portions of the game with little effort, so long as you can handle playing with permanently lower health. It's a fairly situational weapon and there may be times you have no need for it at all, but in other cases is extremely overpowered and can completely trivialize many of the game's challenges.
Frag Shotgun
Compared to the Assault Shotgun, the Frag Shotgun is a fair bit slower and functionally has a smaller clip, but the unique aspect is that it can use bullets for ammo. That being said, a full stack of bullets is good for 25 shots, while a full stack of shells is good for 50 shots, and likewise an ammo box is good for about 62 shots, while a shell box is good for 100 shots. Given that it also can't use Mod Packs, Frag Shotgun is simply outclassed and not really great. The only use for it is if you are very low on shells and don't have other weapons or ammo to use as a backup, but this situation should be uncommon enough where you rarely find use out of Frag Shotgun.
Jackhammer
Jackhammer naturally does a very powerful shot, but also fires these shots in bursts of 3. You can actually increase this up to 5 with levels in Triggerhappy as well, giving you absurd damage in a single blast. That said, you likely will be dealing huge knockback and the latter hits won't do as much damage unless the enemy is backed against a wall. The ammo usage is also very high and will need to be reloaded frequently, which is very slow. Heavily modded shotguns of various kind will generally outclass Jackhammer, but it does still have use when you need an immediate burst against a strong enemy or group and don't have time to be firing individual shots. If your build and equipment is still a work in progress, hang onto the Jackhammer to get you out of a dangerous situation, but as you're better able to control the area and your cover, other shotguns tend to be more effective.
Mega Buster
Mega Buster is aruably the gimmickiest weapon in the game and while it can be a fun, interesting weapon, it's not very good. In its base bullet mode, it's very similar to a regular Chaingun except with less shots and more ammo consumed, although being a little bit stronger. Plasma mode is likewise similar to a Plasma Rifle, but also fires only half the shots, has a bit less accuracy, and is also a bit stronger. Acid and Fire modes are identical and are actually decently powerful with a very high minimum damage, dealing splash damage, and good for destroying corpses, although it is certainly still outclassed by better weapon. Of course, the main challenge with Mega Buster is that it is constantly switching modes depending on the enemies that you kill, and most of the time you'll have a better weapon you can just use instead. I don't recommend using it.
Acid Spitter
Acid Spitter is very gimmicky, but is actually useful in some cases. You're required to drain 10 tiles of acid before being able to fire it, and you only get one shot. However, Acid Spitter does very high damage in a large radius, and has enough accuracy to support any build. The explosion also creates new acid tiles that you can use the reabsorb and continue. It also provides 75% acid resistance when used as your main weapon slot. Overall, if you have acid immunity you can use this weapon to both clear and destroy pathways so you can funnel enemies how you want. It can also be used to destroy corpses and has a strong blast attack if you encounter strong enemies you can't manage. It's far too slow to be used as a primary weapon, but it can make for a great support weapon if you want to make use of it. If you don't have Dragonslayer and do have Juggler, you can wield it in your primary slot and let Juggler's ability to melee attack with your prepared slot. This can be handy for Vampyre and Blademaster builds who don't use a secondary weapon and can gain 75% acid resistance.
Revenant's Launcher
Revenant's Launcher is slightly stronger and has a slightly smaller blast radius compared to the Rocket Launcher, but explodes exactly where you choose to aim. It can be helpful for aiming at enemies behind groups of others, or to fire past any if you want to bring them forward or simply scatter them. As with other rocket launchers, its ammo consumption is very high and can't function as a primary weapon, especially since it can't use Mod Packs, but it's a good weapon to have if you want to blow up a very specific spot among a group of enemies. Be cautious with aiming as you can still damage yourself like other rocket launchers.
Railgun
Railgun is a very strong weapon, pierces through enemies until hitting a wall, and will never have issues with missing given its giant accuracy boost. It costs quite a bit of ammo to use, but can still perform better than unfinished Plasma Rifles, and even top weapons if you take advantage of being able to clear out lines of enemies. If your character is a Technician, it can also be modded, either becoming a High Power Railgun, or taking a single Mod Pack. I would recommend a Nano Pack if you're really committed to the weapon so that ammo is not an issue, or otherwise using your choice of Technical Pack, Power Pack, or Bulk Pack depending on what you need. High Power Weapon assembly could be used, but a very slight increase in damage is likely not worth the much smaller clip, even if you're committing the Nano Pack after. Accuracy is no issue so Agility Packs and Sniper Packs are useless. Any build can take advantage of the Railgun and is a great use of cells if you haven't committed to a heavily modded Plasma Rifle. Try to use it against group of enemies to make the most of the weapon, but single targets are still good too.
Charch's Null Pointer
Charch's Null Pointer actually does 10 damage despite what the weapon itself says. With that and its ability to essentially freeze enemies by draining their energy, Charch's Null Pointer is excellent for single target enemies and bosses. The ammo consumption is very high, so you will likely only find yourself using it against strong enemies in bonus levels, Spider Mastermind, or JC, and despite its usage for them, you still might find it to mostly be a waste of inventory space. Generally speaking, it's better to simply kill enemies than to freeze them.
BFG 10K
BFG 10K hits specifically the tile that you aim at, but the projectiles themselves take varying paths to reach that location and can very easily hit walls and harm you. The damage it deals is extremely powerful, is plasma type damage, and comes with a blast radius, but also costs a ton of ammo per shot. A Technician can solve the ammo issue using a Nano Pack, and even applying that after the High Power Weapon assembly, but the self-recharging will still be slow and allow for fairly infrequent shots. You may want to keep it non-assembly so you always have two shots. BFG 10K is good if you're in a wide open area and need to destroy a target at all costs, but is otherwise a messy, bad weapon. I would only recommend using it against JC. Ammochain reduces the ammo cost to 5 cells per burst, and Fireangel keeps you from hurting yourself with it, so you could get experimental with those master traits.