This isn’t a meta spreadsheet or a “technically optimal” list. This is what actually works while climbing ranks, based on how the game feels, how jank works in your favor, and what keeps you alive when the physics decide to betray you.
If you’re struggling to move up, this should help.
BEGGAR
This rank is all about abusing range, weight, and unarmored bodies. You are weak, enemies are soft, and jank is your best friend.
S Tier
Long-handled axes
If you find one, you’re basically cheating. They hit way above their rank. The range and power are ridiculous for Beggar, even if they’re awkward. Dual-wielding them is especially funny because the AI genuinely struggles to respond. You don’t even need clean hits; flailing like an idiot still kills everything.
Pitchfork
Still good, even after changes. Stabbing is less reliable than it was in the demo, but range is range. Safe, boring, effective.
Chancellor’s Scepter (Candelabra)
Yes, it’s the candelabra. It behaves like a scuffed poleaxe. You can grab one from the Abyss and it’s worth doing. Not as clean as axes or pitchforks, but the power is absolutely there early.
S-Tier Adjacent
Hand axes (dual-wielded)
Turns you into a blender. Against unarmored enemies, axe heads are pure nonsense. Swing fast, don’t overthink it, watch limbs fall off.
A Tier
Flail (even the bad one)
Great leg damage. Swing low, trip people, finish them while they’re down. The downside is commitment—miss or overextend and you’ll get punished hard.
PEASANT
Enemies get slightly better gear, but most of your Beggar nonsense still works.
S Tier
Long-handled axes
Still incredible. They don’t really fall off until much later.
Pitchfork
Still solid, still boring, still works.
S-Tier Adjacent
Messer
You’ll start seeing these on champions, in chests, or the Abyss. Excellent early sword. Fast, forgiving, lethal.
Chancellor’s Scepter
Still usable, still awkward, still strong enough.
A Tier
Flail (non-metal)
Starts to dip here because enemies aren’t complete paper anymore, but still viable.
Pick
Short range, but surprisingly punchy. Not amazing, not bad.
COMMONER
This is where weapon variety really opens up and mistakes start getting punished.
S Tier
Halberd / Billhook (early polearms)
You might be slightly underpowered to wield them perfectly, but the moment you get comfortable, these hard-carry. Range + power solves most fights.
Messer
Now common, now reliable. Great as a main weapon or backup.
Basic swords
If you can get one, use it. Simple, effective, no gimmicks.
A Tier
Small polearms (hafted / hefted weapons)
These replace long axes nicely. Faster, easier to control, still good reach.
MILITIA
This is the “things finally make sense” rank. You get armor, enemies get armor, and polearms start ruling the game.
S Tier
Any polearm
Halberds, billhooks, poleaxes—doesn’t matter. They shred armor and dominate spacing.
Messer
Still excellent. Enemies aren’t fully armored yet, so speed still wins fights.
Swords
Good, but slightly less common than messers.
A Tier
Metal flails
This is where flails come back. Great armor damage, but still not as safe as polearms.
VETERAN → KNIGHT → BARON
Armor becomes the game. If your weapon can’t deal with armor, it stops being relevant.
S Tier
Polearms (all of them)
This is the endgame truth. Range, penetration, blunt force, control. Everything else is secondary.
A Tier
Maces
Excellent backup weapons. When you lose your polearm or get forced into close quarters, maces save lives. As primaries, they’re risky unless you’re heavily armored and confident.
Swords at this stage are backups at best. They struggle too much against fully armored enemies unless you play perfectly.