If you want the strongest Guard Power in Ink Game, the answer depends on how you play. Some powers are best for Rebellion-style combat, while others shine because they control space, support teammates, or punish grouped enemies. Based on the current Guard Powers listed in-game, here’s a practical tier list to help you decide which roll is worth keeping.
Ink Game best guard power tier list
| Tier | Guard Power | Why it stands out |
|---|---|---|
| S | Gun Game | Snowballs hard with kills and can become a major threat fast |
| S | Split Shot | Fires three bullets quickly for strong burst damage |
| A | Enforcer | Great defensive tool for surviving pressure in fights |
| A | Sabotage | Strong for area control and disrupting enemies |
| A | Soda Fountain | Mythic power with high potential, depending on how you use it |
| B | Indestructible | Reliable if you want a sturdier, safer option |
| B | Ricochet | Good for players who can aim and capitalize on tricky shots |
| B | Drone | Useful as a versatile legendary option |
| C | Stim Pistol | Can be helpful, but usually less impactful than top picks |
| C | Ballistic | Solid, but not as game-changing as higher tiers |
| C | Ammo Drop | Helpful in the right mode, especially for ammo-heavy fights |
| D | Hot Shot | Common-tier option with limited impact compared with better rolls |
| D | Blackout | Common-tier option that is more situational |
| D | Ammo Drop | Better in team fights than solo situations, but still niche |
What makes a Guard Power “best” in Ink Game?
The best Guard Power usually does one of three things:
- Helps you win direct fights
- Gives you better control in crowded situations
- Makes your damage or survival much more consistent
Because Guard Powers are rolled by rarity, the “best” power also depends on what you can realistically get. Commons are much more common than Mythics, but that doesn’t mean every Common is weak in every situation. Some lower-rarity powers can still be useful during specific game modes.
Best Guard Powers by playstyle
Best for aggressive players
| Power | Why it fits aggressive play |
|---|---|
| Gun Game | Rewards kills and can scale into a strong weapon state |
| Split Shot | Fast burst damage for pressure and finishing fights |
| Ricochet | Can be strong if you use it well in active gunfights |
If you like staying on the front line, Gun Game is one of the most exciting Guard Powers. It upgrades your weapon as you get kills, so your pressure can grow quickly if you keep momentum.
Best for defense and survival
| Power | Why it helps survival |
|---|---|
| Enforcer | Human Shield can protect you during dangerous moments |
| Indestructible | Sounds ideal for staying alive longer in fights |
| Soda Fountain | Mythic power that may be worth keeping for broader utility |
Enforcer is especially valuable when fights get messy. Human Shield lets you grab an alive player and use them to absorb damage, which can buy time in Rebellion-style chaos.
Best for disruption and control
| Power | Why it disrupts enemies |
|---|---|
| Sabotage | Landmine and Beartrap can immobilize or ragdoll players |
| Blackout | Can be annoying and disruptive in the right scenario |
| Ammo Drop | Supports fights by helping ammo management |
Sabotage is a strong pick when you want to shape the battlefield instead of only chasing eliminations. Traps can slow pushes, force mistakes, and make enemies easier to punish.
Top Guard Powers explained
1. Gun Game
Gun Game is the most snowball-friendly Guard Power on the list. Each kill upgrades your current gun, and your attachments are randomized too. After 3 kills, your weapon becomes the Golden Deagle.
Why it ranks high:
- Strong reward loop for skilled players
- Can become more threatening as you keep kills flowing
- Good if you can stay active and keep pressure on opponents
Best for: aggressive players who can keep momentum
2. Split Shot
Split Shot gives you a chain-fire style attack that shoots three bullets instantly, though with reduced damage. Even with that downside, landing all three shots can still be very effective.
Why it ranks high:
- Excellent burst damage potential
- Good for quick trades and finishing targets
- Strong if you’re accurate
Best for: players who want fast, reliable damage output
3. Enforcer
Enforcer gives you Human Shield, which lets you grab an alive player and use them to absorb damage for you. While you’re holding them, you gain temporary protection from player damage.
Why it ranks high:
- Very useful during chaotic fights
- Strong defensive value
- Great when enemies are focused on you
Best for: players who want survivability and control
4. Sabotage
Sabotage gives you a Landmine and a Beartrap. These tools are made to slow enemies down, ragdoll them, and create openings.
Why it ranks high:
- Great for crowd control
- Forces enemies to move carefully
- Strong in choke points and busy areas
Best for: tactical players and defenders
5. Soda Fountain
Soda Fountain is a Mythic Guard Power, so it naturally stands out. The in-game description is limited, so the best advice is to test it in live matches and see how it fits your style.
Why it ranks high:
- Mythic rarity
- Likely valuable for players who want rare, high-end rolls
- Worth trying if you enjoy experimenting with different setups
Best for: players who want a rare power and are willing to learn it
Guard Power rarity breakdown
The current Guard Power roll rates listed in-game are:
| Rarity | Chance |
|---|---|
| Common | 72% |
| Rare | 17% |
| Epic | 8% |
| Legendary | 2.9% |
| Mythic | 0.1% |
That means you’ll mostly see Common and Rare powers, while Mythics are extremely rare. If you roll a Mythic, the game also gives a better chance to get a new one instead of a duplicate, though the details can depend on the pity system.
Pity system basics
Ink Game uses a pity system for Guard Power rolls.
| Pity detail | What it means |
|---|---|
| Guaranteed Mythic | After 225 rolls |
| Weekend pity | Drops to 199 from Friday to Sunday EST |
| Mythic before pity | Resets pity to 0 |
| Pity Mythic | Locks pity until the next update or about two weeks if no update happens |
If you’re saving rolls, this system matters a lot. A Mythic from pity is especially important because it can lock your pity afterward.
How to get Guard Powers
According to the in-game page, you can obtain Guard Powers by:
- Completing the games by finishing Rebellion as a playable Guard
- Converting Won into 1 Player/Guard Power Roll
- Buying rolls with Robux
- Getting them in Scheduled Rewards
- Other in-game methods listed by the game
The page also notes a weekly limit on converting Won into rolls, so it’s worth checking your available options before spending resources.
Which Guard Power should you keep?
Here’s a simple recommendation:
| If you want... | Best pick |
|---|---|
| The strongest overall offensive option | Gun Game |
| Fast damage bursts | Split Shot |
| Better survivability | Enforcer |
| Trap and map control | Sabotage |
| A rare Mythic to test | Soda Fountain |
If your goal is to choose the best Guard Power in Ink Game for combat, Gun Game and Split Shot are the most exciting choices. If you prefer defense or team utility, Enforcer is one of the safest picks to keep.
Tips for choosing a Guard Power
- Keep powers that fit your role in the match
- If you play aggressively, prioritize damage and kill-stacking abilities
- If you play near objectives or chokepoints, value traps and control tools
- Don’t ignore lower-rarity powers if they help with the current mode
- Check updates, since power balance and availability can change
FAQ
What is the best Guard Power in Ink Game?
Gun Game is one of the best overall options for aggressive players because it rewards kills and can snowball into stronger weapons.
Is Split Shot better than Enforcer?
It depends on your playstyle. Split Shot is better for fast damage, while Enforcer is better for defense and staying alive.
Are Mythic Guard Powers always the best?
Not always, but they are the rarest. A lower-rarity power can still be stronger for a specific situation than a Mythic you don’t use well.
How does pity work for Guard Power rolls?
You are guaranteed a Mythic after 225 rolls, and the pity requirement drops to 199 on weekends from Friday to Sunday EST.