SPRAWL zero Augments Tier List
Which cybernetic to spend, and which one is actually always on.
Augments are the only loadout that survives a throw. Guns leave. FIVE’s gloves and the three adrenaline spenders stay. This list ranks them for the Steam demo and for the kit MAETH has described for launch. Mechanical how-to lives on abilities. This page is the priority order when the bar is not full enough for everyone.
S — Gravity Shield
Once Buried hands it to you, Shield is the best adrenaline spend in most street fights. Catching a squad dump and returning it wins information, damage, and space in one button. It also covers the demo’s nastiest set pieces, including bridge volleys.
It drops from S to A if you stand still in it. A Shield that does not relocate is a shiny crate. Pair with the Return-to-Sender build.
Until you have Shield, this slot is empty. That is why The Graveyard feels like a different game — it is.
S — Gravity Gloves (always on, not a spend)
Gloves are not on the adrenaline bar, which is why they are the real S-tier item in the product. Pull guns, pull barrels, throw medkits, punch holes, catch rounds. If your ranking of firearms is not improving, your glove habits are the problem, not the weapon tier list.
Punch is S against isolated targets and C into a healthy firing line. Do not confuse those.
A — Bullet-Time
A-tier because it is the captain tool and the refund engine. Kills during the slow-down drop stims. Used on a full squad peek, it is S. Used on a single unaware rifleman, it is a wasted bar and a cancelled sprint later.
Sprint cancel is the silent nerf. If Bullet-Time “feels weak,” you are probably breaking it yourself. Read controls and stop tapping sprint as a nervous tic.
On Unstoppable, Bullet-Time can look S because enemies forgive the cancel. On Martyr it is A with homework.
B — Rushdown
B-tier as a default spend, S-tier as a finisher after a captain die-off. Invulnerability and destructive force are real. So is charging the wrong angle. Rushdown competes with Shield for the same meter; spending it first in Buried is how you arrive at the bridge with nothing to catch.
If your difficulty is Unstoppable and you want to feel like a 2000s cover star, Rushdown is allowed to be your personality. If your difficulty is Martyr, it is a reward for already winning the information war.
Situational modifiers
- Interiors: Shield still S, Rushdown up to A, Bullet-Time down if you cannot see a captain.
- Long streets: Bullet-Time up, Rushdown down.
- Amalgams: none of the augments replace a Junta gun. Swap first, then spend. See enemies.
- Extraction / bridge: Shield mandatory. Anything else is luxury.
Relics and future ranks
Public achievement lists mention Rusted Relics, Golden Relics, One Shot, Hand of God, and God Mode. Those are launch-facing toys, not demo ranks. We will not guess their numbers. When they exist, they will probably modify these augments or the gun you happen to be holding. Until September 8, do not wait for a relic to make Rushdown safe.
The demo walkthrough is the right place to practice spends with crate locations in mind. The Guides Hub links the rest. If you only take one sentence from this page: Shield for volleys, Bullet-Time for captains, Rushdown for rooms you already understand, gloves for everything else.
Frequently Asked Questions
Quick answers for FIVE's first hours in the Sprawl.
What is the best augment in SPRAWL zero?
Gravity Shield for street volleys once it unlocks in Buried. Bullet-Time is the best Graveyard spend. Gloves are always on and outrank both as a habit.
Should I save adrenaline for Rushdown?
Usually no. Shield and Bullet-Time refund or prevent more deaths. Rushdown is a closer, not a default.
Do relics change this tier list?
They will after launch. The demo does not give us honest relic ranks, so this list ignores them for now.
Why are gloves on an augment list?
Because they are the permanent kit. Ranking only the three spenders without the gloves teaches people to ignore the best tool.