MMOexp-Skull and Bones: The Hell Serpent Torpedo and Future Meta Predictions

By the end of this guide, you'll have a much clearer sense of how to pick weapons that maximize your damage, survivability, and overall impact in battle.

I've been getting one question over and over again lately: "What's the best weapon in Skull and Bones?"

 

And the truth is-there's no single "best weapon." It all depends on your ship type, your furniture setups, and how you actually like to play. What I can do, though, is walk you through how to figure out which weapon works best for you and your build. By the end of this guide, you'll have a much clearer sense of how to pick weapons that maximize your damage, survivability, and overall impact in battle.

 

Let's dive in Skull and Bones Items.

 

Understanding Ship Types

 

Before you can talk about weapons, you need to understand ship roles. Each ship interacts differently with weapons and damage types, so you can't just slap your favorite cannon on every hull.

 

Here's the breakdown:

 

 Fire Ships (e.g., Sambuk) → naturally boost fire-based damage.

 

 Explosive Ships (e.g., Sloops, Schooners) → pair best with explosive weapons.

 

 Flooding Ships (e.g., Brigantine) → now buff flooding weapons after recent updates.

 

 Neutral/Base Ships (e.g., Frigate) → don't buff DPS but often have the most gun ports.

 

Then there's the Bark-a ship many players think of as just a healer. But it's way more than that. The Bark amplifies incoming heals, and with the right weapons and furniture, you can turn it into a true Battle Bark, capable of dealing solid damage while sustaining itself. Weapons like the Nasser long guns (which heal you while dealing damage) and the upcoming Hell Serpent Torpedo make it an incredibly versatile choice.

 

Deck Types Explained

 

Weapon placement matters too. In Skull and Bones, you'll run into these categories:

 

 All Deck Weapons → cover every gunport on your ship.

 

 Top Deck Weapons → only the upper slots.

 

 Bow Weapons → front-facing only.

 

 Auxiliary Weapons → unique, situational tools.

 

Most of the time, you'll want to focus on all deck weapons, since they maximize firepower. Top deck and bow setups can work in niche cases (like torpedoes), but all deck loadouts tend to deliver the best DPS over time.

 

Example: Breaking Down the Culver

 

Let's take the Culver 5 as an example.

 Base Damage: 1125

 Reload: 6 seconds

 Fire Rate: 0.20s

 

Not bad, but compare that with the Fire Culver:

 Base Damage: 1614

 Reload: 6 seconds

 Fire Rate: 0.15s

 

It shoots a little faster and hits harder-making it a better fit for ships like the Sambuk that specialize in fire damage. And if you stack the right furniture to boost fire, you can crank those numbers even higher.

 

The Basilisk 3: A Hidden Gem

 

Right now, one of my favorite weapons in terms of raw DPS is the Basilisk 3.

 

 Base Damage: 1844

 

 Damage Breakdown: 1537 base + 307 piercing

 

 Perks: Raider (boosts crew attack charge rate), Piercing II (+75% weak point damage)

 

Why is this so good? Because perks matter as much as base stats. The Raider perk synergizes with furniture like the Scrapper Station, which heals your ship for 8,000 HP on every crew attack. Combine that with Piercing II, and suddenly you're dealing massive weak point damage and healing at the same time.

 

This is why you can't just look at raw damage numbers when picking a weapon. Furniture synergy and perk rolls often make a so-called "weaker" weapon far stronger than its higher-rarity counterparts.

 

The Trap of Rarity Colors

 

Speaking of rarity-don't fall into the trap of assuming purple > blue > white. That's not always how it plays out.

 

For instance, the Urban's Great Gun (purple) looks stronger on paper than a Basilisk 3 (blue). But once you roll perks, the Basilisk often outshines the purple option. Sometimes, rarer weapons are weighed down by bad perks like Unison, while lower-rarity guns allow for better custom rolls.

 

Bottom line: focus on perks and synergy, not color.

 

Other Strong Weapon Options

 

Here are some other weapons worth highlighting:

 

 Zamma 3s → Solid with Raider + Burning II perks, especially strong on fire ships.

 

 Long Gun 5 → Arguably the strongest weapon in the game right now. Outperforms even high-end options like Thunder Dragons when fully rolled with proper furniture.

 

 Bombard 5 → A great all-around choice. While it doesn't quite match the Long Gun in range, it makes up for it with area-of-effect explosive damage and four perk rolls. With the right setup, I've hit 48,000 damage in a single shot with a Bombard 5.

 

 Ashbreaker → Looks amazing with base damage (4303), but often underperforms compared to a properly rolled Bombard 5. Typically averages closer to 32,000 damage per shot.Building the Battle Bark

 

Let's circle back to the Bark, since it's often misunderstood.

 

When outfitted correctly, the Bark can transform into a near-unkillable support-damage hybrid. Take a weapon with Spirit Mending (20% heal return, scaling up to 50% at max range). Pair that with the Bark's natural healing amplification and the right furniture, and you'll have a ship that:

 

1.Deals consistent damage.

 

2.Heals itself with every shot.

 

3.Buffs incoming repair and healing effects.

 

When Ubisoft releases the Hell Serpent Torpedo, expect Battle Bark builds to become even more dangerous. I plan on testing it on both the Bark and the Frigate to see how it synergizes.

 

The State of Skull and Bones: Waiting for Season 3

 

Now, let's zoom out for a minute. Many of us are waiting for updates on Death Tides faction battles and other promised features. Ubisoft has been quiet, and several key systems (like alliances, reputation, and territory takeovers) seem to be on hold for polish.

 

What we do know:

 

 Season 2 is being extended by at least a week.

 

 Officer Edition is still coming soon.

 

 Hand-to-Hand Combat Tree is rumored for next season.

 

Meanwhile, systems like faction wars and alliance mechanics are delayed until Ubisoft locks in the foundation of faction combat.

 

Honestly, that's a good thing. Better to release polished features than half-baked ones that frustrate players.

 

How to Practice and Experiment Right Now

 

While we wait, here's how you can sharpen your skills and test builds:

 

 Death Tides Modes

 

 Fleet Fire → Team Deathmatch-style, my personal favorite.

 

 Tidebreaker → More like Hardpoint from Call of Duty.

 

 Quick Play → Random pick between modes.

 

 PvP Toggle → Flip on your PvP flag to test your build in real fights.

 

 Hostile Takeovers → Watch for PvP-labeled events on the map and jump in.

 

These modes let you test weapons and see which setups actually fit your playstyle before committing resources to big upgrades.

 

Final Thoughts

 

At the end of the day, there isn't a single "best" weapon in Skull and Bones. The strongest setups depend on:

 

 Your ship choice.

 

 Your furniture rolls cheap skull and bones boosting.

 

 Your perk synergies.

 

 Your personal accuracy and playstyle.

 

A Bombard 5 with the right perks can outperform an Ashbreaker. A Bark can shift from a healer into a tanky damage dealer. And sometimes, a blue weapon with the right rolls beats a flashy purple one.

 

Experiment, test, and don't be afraid to get creative. That's how you'll find the weapon that feels truly best for you.


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