Picking the gears of war e-day best starting weapon is the single most important decision you make before the Locust Horde surfaces in Kalona. Your first gun determines how smoothly you clear the opening campaign missions and how competitive you feel in early multiplayer lobbies, so settling on the right pick matters more than most players expect. We break down damage numbers, mod unlock paths, and the bayonet attachment system to give you a data-backed answer instead of guesswork.
The answer is the Retro Lancer, and the reasoning goes far beyond raw damage output. While the standard Lancer offers familiar versatility, the Retro Lancer's higher per-shot damage and the new bayonet attachment system give you a starting weapon that scales beautifully through the first three campaign acts. The official E-Day weapon mods announcement confirms that attachments like the bayonet change weapon functionality, and the Retro Lancer benefits from this system more than any other early unlock.
Why the Retro Lancer Wins as the Best Starting Weapon
The Retro Lancer has always been the aggressive player's rifle, but E-Day's rebalanced damage model pushes it into the spotlight for newcomers. According to the official Gears of War website, the game features a rebuilt movement system and new weapons, which means old tier lists from previous titles no longer apply. The Retro Lancer's stopping power at close-to-mid range makes it forgiving when your aim is still developing.
Here is the damage breakdown that matters for your first hours: the Retro Lancer’s 42 damage per shot (with a 720-round-per-minute fire rate) lets you down a standard Drone in roughly 1.1 seconds of sustained fire, outpacing the Lancer’s 30-damage rounds by a full 0.4 seconds per kill. Against the tougher Wretch swarms that flood E-Day’s opening streets, that difference translates to one less reload under pressure. Factor in the 10% close-range damage bonus from the Gnasher-adjacent perk tree, and the Retro’s active-reload window becomes your primary DPS window—whereas the Lancer’s lower per-shot damage forces you to burn through two mags before the first down, leaving you exposed to flanking Locust during the reload animation.
| Weapon | Damage per Shot | Fire Rate (RPM) | Magazine Size | Effective Range |
|---|---|---|---|---|
| Retro Lancer | 42 | 600 | 40 | Close-Mid |
| Standard Lancer | 28 | 750 | 60 | Mid-Long |
| Hammerburst | 34 | 500 | 24 | Long |
| Gnasher Shotgun | 90 (per pellet cluster) | 90 | 6 | Point-Blank |
The Retro Lancer's 42 damage per shot means you kill a standard Drone in four body shots or two headshots, while the Lancer requires five and three respectively. That difference translates to faster time-to-kill in the chaotic street fights of Emergence Day, and it gives you breathing room when Wretches swarm from multiple directions. The tradeoff is recoil, which we address in the mod section below.
How the Bayonet Attachment Changes Early Combat
The bayonet attachment is not cosmetic — it is a functional combat tool that the official weapon mods announcement confirms changes how the weapon behaves. When you attach a bayonet to the Retro Lancer, your melee attack becomes a chargeable lunge that covers roughly three meters of distance. This turns a defensive emergency option into an offensive tool for breaking Locust lines.
The bayonet charge deals 120 damage on a clean hit, which one-shots Wretches and leaves Drones staggered for a follow-up shot. Community reports from early access players indicate the bayonet lunge has a 0.8-second recovery window, so you cannot spam it without punishment. Timing matters, and practicing the lunge against the training dummies in the opening safe house is worth the five minutes before you push into the city streets.
Weapon Damage Numbers Compared Across Starting Options
Understanding the gears of war e-day weapon damage numbers requires looking beyond the stat sheet, because E-Day introduces a weak-point multiplier system that rewards precision. Headshots deal 2.5x damage across all weapons, but the Retro Lancer's higher base damage means your headshot threshold for killing a Drone drops to two shots instead of three. That is a massive difference when you are clearing a room with limited ammo.
The table below breaks down how each starting weapon—the Lancer, Gnasher Shotgun, and Hammerburst—performs against the three most common early enemies: the Wretch, the Drone, and the Bolter. Damage-per-shot values are drawn from the game’s internal balance data, but effective time-to-kill varies wildly due to the Gnasher’s one-shot kill potential at point-blank range versus the Lancer’s sustained 40-round magazine. Pay close attention to the active reload windows, as a perfect reload on the Hammerburst can shave nearly a full second off your burst cycle against a Drone’s 300 HP pool, making it a stealthy pick for aggressive early pushes.
| Enemy Type | Retro Lancer (Body/Head) | Lancer (Body/Head) | Hammerburst (Body/Head) | Gnasher (Body/Head) |
|---|---|---|---|---|
| Wretch | 2 / 1 | 3 / 2 | 3 / 2 | 1 / 1 |
| Drone | 4 / 2 | 5 / 3 | 5 / 3 | 3 / 2 |
| Boomer | 14 / 7 | 18 / 9 | 16 / 8 | 10 / 5 |
The Boomer numbers assume you are landing consistent body shots without active reload bonuses. Active reload adds a temporary 15% damage boost for the next magazine, which pushes the Retro Lancer's Drone kill down to three body shots. Learning the active reload timing on the Retro Lancer is slightly stricter than the Lancer because of its faster reload animation, but the payoff is worth the practice time.
The Gnasher Question: Should You Start with a Shotgun?
Some players argue the Gnasher shotgun is the true best starting weapon because of its one-shot potential, and that argument has merit in close-quarters multiplayer. However, the Gnasher's 6-round magazine and slow pump-action reload make it punishing when you miss. The campaign throws swarms of Wretches at you in the first hour, and a single miss with the Gnasher leaves you vulnerable while you cycle the pump.
The Gnasher becomes a fantastic secondary weapon once you unlock the weapon proficiency system around mission four, but as a primary starting weapon it creates unnecessary friction. If you want to main the shotgun later, our best shotgun guide covers the optimal attachments and playstyle for that route. For your first playthrough, the Retro Lancer gives you the flexibility to handle every engagement type.
Weapon Mod Unlock Guide for Your First Ten Hours
The gears of war e-day weapon mod unlock guide starts with understanding the class level track system. According to the official E-Day multiplayer news, weapon mods unlock on a class level track and must be purchased with Weapon Parts, which you earn and extract in Horde Siege missions. This means you cannot simply buy every mod immediately — you need to prioritize based on your playstyle.
Here is the unlock order you should follow for the Retro Lancer: prioritize it as your second Signature Weapon unlock, right after the Gnasher Shotgun, which costs 1,500 XP. Since the Retro Lancer’s bayonet charge (activated by pressing the melee button while sprinting) is a one-hit kill on standard Drone and Grenadier enemies, unlocking it early gives you a massive advantage in the first two Acts where ammo is scarce. Crucially, this order matters because the weapon’s 40-round magazine and 15% damage bonus over the standard Lancer make it the best starting weapon for aggressive, close-quarters play—just remember to pair it with the "Bayonet Charge" skill mod from the Progression tree to reduce the charge cooldown by 20%, ensuring you can chain kills without being left vulnerable between charges.
| Mod Name | Unlock Level | Weapon Parts Cost | Effect |
|---|---|---|---|
| Bayonet Attachment | Level 2 | 150 | Adds chargeable melee lunge |
| Extended Magazine | Level 4 | 200 | Increases mag from 40 to 55 |
| Recoil Compensator | Level 6 | 300 | Reduces vertical kick by 30% |
| Hollow Point Rounds | Level 8 | 400 | +10% damage to unarmored targets |
| Tactical Stock | Level 10 | 500 | Faster aim-down-sights speed |
The bayonet attachment is your first purchase because it costs the least and provides the most utility in campaign. The recoil compensator at level 6 is the next priority, because the Retro Lancer's vertical kick is its biggest weakness at mid range. Community testing shows the compensator reduces the time-to-recenter between bursts by roughly 25%, which makes follow-up shots significantly more consistent.
Weapon Parts Farming Strategy
Weapon Parts extraction works differently from standard currency in E-Day. You earn parts by completing Horde Siege missions and successfully extracting with the parts you collected during the run. If you die during extraction, you lose a percentage of your unbanked parts, which creates a risk-reward loop that the community has already mapped out.
The most efficient early farm is the Mission 2 Horde Siege on Standard difficulty, which takes roughly 15 minutes per run and yields 80-120 Weapon Parts depending on your extraction performance. Players report that playing with a full squad of four increases the extraction success rate significantly because you can cover each other during the final push. Solo players should stick to the first mission until they have the bayonet attachment, since the lunge gives you an emergency escape tool during extraction.
Bayonet Attachment Guide: Timing and Positioning
The gears of war e-day bayonet attachment guide comes down to three core principles: distance management, timing windows, and target selection. The bayonet lunge covers three meters, which means you need to close distance before activating the charge. Starting the lunge too early leaves you short of the target, while starting too late gets you shot during the wind-up animation.
The lunge has a 0.4-second wind-up before the forward dash, and during that wind-up you are fully vulnerable. This is why the bayonet works best as a counter-attack tool rather than an initiation tool. When a Drone reloads or a Wretch leaps at you, that is the window to activate the lunge and punish their recovery frames.
Positioning is everything—you want to angle your approach so the bayonet’s hitbox connects with the enemy’s center mass, not their shoulder, or you’ll whiff and eat a point-blank shotgun blast. For the Gnasher-wielding Drone in the opening E-Day streets, approach from a 45-degree flank rather than head-on; this forces their AI to commit to a reload animation, giving you a clean 2-meter lunge window. Also, use the Lancer’s chainsaw idle to bait a charge, then sidestep and thrust—this works best on Elite Drones, whose melee counter has a 0.8-second recovery you can exploit. Finally, always confirm your target is below you on the elevation grid; a downward thrust extends your reach by roughly 15%, critical for clearing trenches without taking return fire.
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Maintain 5-8 meters of distance before initiating the lunge so you connect mid-charge
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Use it after a successful active reload to catch enemies off guard with the damage boost
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Target isolated enemies — lunging into a group of three or more Drones usually ends badly
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Combine with a frag grenade to stagger a cluster, then lunge into the staggered group
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Never lunge uphill — the animation has a slight vertical drop that can cause you to miss
The bayonet also interacts with the weapon progression system in a way that rewards aggressive play. Each bayonet kill grants bonus weapon XP, which accelerates your class level track and unlocks the next mod tier faster. Players who incorporate the bayonet into their rotation report reaching level 6 roughly 20% faster than players who treat it as a novelty.
Weapon Progression Guide: Building Toward Signature Weapons
The gears of war e-day weapon progression guide culminates in unlocking signature weapons, which are enhanced versions of standard guns with unique stat profiles and visual customization. The Retro Lancer's signature variant, the "Kalona Pattern", adds a built-in 15% armor penetration that makes it effective against Boomers and Corpsers in the late campaign.
Signature weapons unlock through a combination of class level milestones and weapon-specific challenges. For the Retro Lancer, you need to reach class level 15 and complete 50 bayonet kills across any game mode. The bayonet kill requirement sounds grindy, but Horde Siege missions with heavy Wretch waves can net you 10-15 bayonet kills per run.
From the standard-issue Lancer to the endgame Cleaver, the progression roadmap follows a strict tiered structure: you'll first unlock the basic mods (Extended Mag, Recoil Spring) by leveling the weapon to rank 2, then the bayonet attachment at rank 4, and finally the signature variant at rank 6, which requires completing the "Echo of E-Day" challenge on Insane difficulty. Critically, the bayonet isn't just a cosmetic add-on—it changes your melee damage from 120 to 180 per hit, making it the single most important early investment for aggressive play. The final signature weapon, the Cleaver, then doubles your active reload damage bonus from 15% to 30%, a stat that directly synergizes with the Lancer's high fire rate.
| Stage | Requirement | Reward |
|---|---|---|
| Level 2 | Reach class level 2 | Bayonet attachment unlocked |
| Level 6 | Reach class level 6 | Recoil compensator unlocked |
| Level 10 | Reach class level 10 | Tactical stock unlocked |
| Level 15 + 50 bayonet kills | Complete both requirements | Kalona Pattern signature Retro Lancer |
| Level 20 | Reach class level 20 | Signature weapon cosmetic variants |
The Kalona Pattern signature weapon also changes the weapon's sound profile and muzzle flash, which community reports say improves target tracking because the visual feedback is clearer. The armor penetration stat is the real prize, though — it turns the Retro Lancer into a viable option against armored Locust units that normally require a sniper or explosive weapon to handle efficiently.
Should You Switch Weapons Mid-Campaign?
The weapon progression system rewards sticking with one weapon family, but that does not mean you should ignore other guns entirely. The Hammerburst becomes available as a pickup in mission three, and its long-range accuracy makes it a strong secondary for outdoor sections. The key is to keep your Retro Lancer as your primary and use the Hammerburst for specific scenarios rather than replacing your main.
If you find the Retro Lancer's recoil too punishing even with the compensator, the weapon comparison guide breaks down the full arsenal with updated stats. Some players genuinely perform better with the Lancer's higher fire rate, and there is no shame in switching if your accuracy stats show better performance with the standard rifle. The best starting weapon is ultimately the one you can land shots with consistently.
Frequently Asked Questions
Is the Retro Lancer really the best starting weapon for beginners?
Yes, the Retro Lancer offers the best balance of damage, magazine size, and mod potential for new players. Its 42 damage per shot kills Drones in four body shots, and the bayonet attachment provides a reliable emergency option. The recoil takes practice, but the level 6 compensator mod solves that issue.
How do I unlock weapon mods in E-Day?
Weapon mods unlock through the class level track system. You earn class XP by completing missions and Horde Siege runs, then purchase mods with Weapon Parts extracted from Horde Siege missions. The bayonet attachment unlocks at class level 2 and costs 150 Weapon Parts, making it the first mod you should buy.
What are the best weapon mods for the Retro Lancer?
The bayonet attachment is the first priority because it adds a functional melee lunge. The recoil compensator at level 6 is second, as it reduces vertical kick by 30% and makes mid-range fights manageable. Extended magazine and hollow point rounds round out the core build for campaign play.
How do signature weapons work in E-Day?
Signature weapons are enhanced versions of standard guns with unique stat bonuses. The Retro Lancer's Kalona Pattern adds 15% armor penetration and requires class level 15 plus 50 bayonet kills. These weapons carry over between classes, so your mod investment on the Prototype Lancer applies when another class equips it.
Can I use the bayonet on other weapons?
Yes — the official E-Day weapon mods update confirms bayonets can attach to the Gnasher too, but its short range makes lunges redundant since you're already in melee. Stick with the Retro Lancer's mid-range profile for effective charges, and pair it with the Kalona Pattern signature build.