The Grand Mafia - Weapons Emporium Guide : Super Weapons & Enforcer Squads
- Admin
- Mar 4
- 3 min read
Updated: Mar 23

The Grand Mafia - Weapons Emporium Guide : Super Weapons & Enforcer Squads
In this guide, we’ll break down the Super Weapons, their impact on Enforcers and Squads, and how to optimize their usage in battles. Whether you're looking to upgrade weapons, maximize squad efficiency, or understand enforcer skills, this guide will help you make the best strategic choices.
Super Weapons Overview
Super weapons are powerful tools that provide stat buffs and enhance battle performance when carried by Enforcers. They can be acquired by trading coins with the Weapon Dealer and play a crucial role in battle strategies.
Key Features of Super Weapons:
Stat Buffs – Super weapons enhance crew performance.
Trading System – Obtain weapons through trading coins with the Weapon Dealer.
Weapon Duplication – Duplicate super weapons can be converted into components.
Upgrading Mechanics –
1 to 5 stars: Only Weapon EXP is required.
6 to 10 stars: Requires 3 identical weapons of the same grade and 5 weapons of a lower grade.
Super Weapon Guide: Squads & Enforcers
Squads System
At the start of a battle, the crew is divided into four squads. The number of associates in each squad affects damage output—more associates mean higher damage.
Enforcer Squads
An Enforcer Squad consists of a crew with an Enforcer.
Battle Deployment:
Enforcers select a squad and dispatch based on their own crew.
One Enforcer per crew – if all squads are full, any remaining Enforcers will not enter battle.
Enforcer Skills & Super Weapon Synergy
Enforcer Skills in Battle
During combat, Enforcers in squads activate skills. The damage output of these skills is influenced by:
Crew damage
Enforcer grade
Super Weapon Skills
Some Super Weapon Skills have a chance of triggering when Enforcer Skills are activated, adding an extra layer of strategy to battles.
Optimizing Your Squad for Battle
Single Associate Type Raid Crews
These crews have the highest number of in-crew associates.
Best Weapon Choice: Super weapons that boost Enforcer squad damage or provide Enforcer squad buffs.
Multiple Associate Squad Raids
These squads contain a mix of different associates.
Best Weapon Choice: Super weapons that provide whole-crew buffs.
The Weapons: Grand Weapons
Here are some of the powerful Grand Weapons that can turn the tide in battle:
AN-94 Assault Rifle
Ability Trigger: Start of combat.
Buff: Increases crew HP by up to 25% and crew DEF by up to 25%.
SA80 Assault Rifle
Ability Trigger: Start of combat.
Buff: Increases crew ATK by up to 30%.
MP7A1
Ability Trigger: Start of combat.
Buff: Increase squad ATK for one random squad.
Saiga-12 Shotgun
Ability Trigger: Enforcer Skill.
Buff: Deals Enforcers squad ATK damage to 3 random enemy squads.
FAL Automatic Rifle
Ability Trigger: Enforcer Skill.
Buff: Deals Enforcers squad ATK damage to 1 random enemy squad.
M7290 Stun Grenade
Ability Trigger: Enforcer Skill.
Buff: Deals extra Enforcer's Squd ATK DMG and STUN enemy Squad for 5s
M4A1
Ability Trigger: Enforcer Skill.
Buff: Increases Enforcer's Squad ATK DMG for 5s.
M249
Ability Trigger: Squad Attack.
Buff: Deals extra Squad ATK DAM.
Barrett M82 Sniper Rifle
Ability Trigger: Enforcer Skill.
Buff: Decrease Enemy Squad DMG for 5s.
Uzi
Ability Trigger: Enforcer Skill.
Buff: Increases Enforcer's Squad ATK DMG for 5s.
The Weapons: Elite Weapons
SBJ-MS Submachine Gun
Ability Trigger: Start of combat.
Buff: Increases Increase Crew DEF upto 25%
FAD Assault Rifle
Ability Trigger: Start of combat.
Buff: Increases Increase Crew HP upto 25%
RK 95 Assault Rifle
Ability Trigger: Start of combat.
Buff: Increases Increase Crew ATK upto 15%
M590 Shotgun
Ability Trigger: Enforcer Skill.
Buff: Increases Squad ATK damage to 3 Squads.
HK G3 Rifle
Ability Trigger: Enforcer Skill.
Buff: Increases Squad ATK damage.
DT11 Shotgun
Ability Trigger: Enforcer Skill.
Buff: Increases Increase Squad ATK for 5s.
The Weapons: Rare Weapons
AK-74 Assault Rifle
Ability Trigger: Start of combat.
Buff: Decrease enemy Crew HP upto 20%.
SSG 69 Sniper Rifle
Ability Trigger: Start of combat.
Buff: Decrease enemy Crew DEF upto 20%.
HK UMP Submachine Gun
Ability Trigger: Start of combat.
Buff: Decrease enemy Crew ATK upto 15%
The Weapons: Simple Weapons
MAC-11 Submachine Gun
Ability Trigger: Start of combat.
Buff: Decrease enemy Biker HP upto 40%.
M1916 Automatic Rifle
Ability Trigger: Start of combat.
Buff: Decrease enemy Hitman HP upto 40%
M70 Assault Rifle
Ability Trigger: Start of combat.
Buff: Decrease enemy Bruiser HP upto 40%
Final Thoughts
The right Super Weapons and Enforcers can dramatically impact your squad’s battle performance. By understanding squad composition, Enforcer mechanics, and upgrade paths, you can create a powerful, strategic crew that dominates the battlefield.
Keep trading, upgrading, and fine-tuning your squads to maximize damage output and effectiveness!
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