[Guide] Armory - Weapon Stats & Info

Introduction:

This is essentially the Armory mod ported to the forum, with additional useful information. Use Ctrl-F to find the Weapon you’re looking for.

Opening two windows of this guide, so that you can have the Key open at the same time, can be helpful for newer people to using the Armory mod:

To use the Armory mod in-game: have it installed, go to settings > gameplay > Interface > OLD MENU LAYOUT (DEPRICATED) - ON


Other guides

Movement Speed techniques with all Characters/Careers/Weapons:
Steam Community :: Guide :: In-depth Movement Guide

Cleave and Stagger detailed info:
Steam Community :: Guide :: 【Updated to Patch 4.7】Hero Power, Buff Stacking, Cleave, Stagger



Key:

Key

Attack Speed:
The amount of time from after an attack starts until a follow-up attack can be executed.
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Cleave Limit (Damage/Stagger):
The total mass an attack can penetrate, before modifiers (see special properties). I.e, how many enemies your damage Cleaves or your Stagger cleaves, they are calculated seperately. E.g. A weapon may damage 10 enemies, but only stagger 5 of them, or vice versa.
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Base Damage:
Indicates the amount of damage an attack will deal to unarmoured opponents, before bonuses.
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Stamina Shields:
The amount of Stamina Shields a weapon has.
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Armour Damage:
Indicates the amount of damage an attack will deal to armoured opponents, before bonuses. Does not include Chaos Warriors, Bosses or Lords.
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Special Properties:
Burns, Bleeds, Poisons: Indicates the type of damage over time an attack inflicts.

Crit: Indicates the bonus to critical chance.

Linesman, Heavy Linesman, Tank: Indicates the mass modifier of an attack. Refer to enemies entry in bestiary for specifics.

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Effective Block Angle:
The size of the angle, in degrees, where this weapon’s inner Block Cost Modifier takes effect.
(Note: Blocks outside the effective angle use this weapon’s Outer Block Cost Modifier)
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Inner/Outer Block Cost Modifiers:
Block costs are multiplied by the appropriate modifier to determine Stamina Shield damage.
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Dodge Bonus:
The bonus (or penalty) this weapon provides your dodge speed and dodge distance.
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Effective Dodge Count:
The maximum number of consecutive, full-strengh dodges you can perform.
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Push Angles:
The size of the angles, in degrees, where this weapon’s strong and weak pushes take effect.
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Push Radius:
The distance in meters from you, that this weapon’s push angle takes effect.
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Max Overcharge:
The maximum amount of overcharge this weapon can generate before exploding.
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Reload Time:
Time, in seconds, that it takes to reload the weapon.
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Ammunation (Per Clip/Max):
The max ammo that this weapons holds.
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Kruber:

Weapons

Melee Weapons:

Great Hammer:

  • Light 1&2 have Shield Break
  • Heavy Attacks 1&2 have ‘Tank’ and Stagger Stormvermin and Maulers
  • SPECIAL: Heavy Attacks hit through multiple Elite enemies (not Chaos Warriors or Monsters)


Spear and Shield:

  • Heavy 2 has Shield Break
  • Push-Attacks give Movement Speed
  • Heavy 1 has ‘Tank’ and can Stagger Stormvermin and Maulers
  • SPECIAL: Can Block overheads from Monsters and has a Special-Attack, usable while Blocking


Bretonnian Longsword:

  • Heavy Attacks 1&2 Cleave through Elites (not Chaos Warriors)
  • Push-Attack, Light 3 and Heavy 3 have Shield Break
  • Push-Attack > Heavy 3 > Light 3 > Heavy 3 > repeat is the highest single target damage Attack chain
  • Heavy 1 > Heavy 2> Light 1 > Heavy 2 > repeat chains Heavy 2 into Light 1, but you lose the 2 O’clock > 8 O’clock attack angle for headshots
  • SPECIAL: Heavy Attacks hit through multiple Elite enemies and when fully charged (animation stops), the Bretonnian Longsword can Block attacks


Executioner Sword:

  • Light Attacks have ‘Tank’ and Stagger Stormvermin and Maulers
  • Has Shield Break on Heavy Attacks
  • Light 3 has 10% inherent Crit Chance
  • Heavy 1&2 have 20% inherent Crit Chance
  • SPECIAL: Light Attacks hit through multiple Elite enemies (not Chaos Warriors)


Mace:

  • Light Attacks and Push-Attack have ‘Tank’ and Stagger Stormvermin and Maulers
  • Light 3 has 10% Inherent Crit Chance


Bretonnian Sword and Shield:

  • As of (05/03/22), the Push-Attack’s range is bugged to be extremely short
  • Shield Slam does not have 'Tank)
  • SPECIAL: Can Block overheads from Monsters


Mace and Sword:

  • Light Attack 1&2 (Block cancel) gives Movement Speed
  • Helborg’s Tutelage is granted two stacks by Heavy Attacks - combine with Smiter for high Elite damage


Halberd:

  • Push-Attacks have Shield Break
  • Push-Attack → Light 2 → Heavy 1 is a good single-target Attack chain
  • Heavy 1 → Light 3 → repeat is another good single-target Attack chain
  • Light 1 → Heavy 2 → repeat is a good AoE chain
  • For Cata, Stamina stacking and the Parry Trait work well
  • Headshots are needed to make this Weapon viable on Cata/+


Mace and Shield:

  • Shield Slams have Shield Break
  • Push-Attack gives Movement Speed
  • Light 3 has 10% inherent Crit Chance
  • Push-Attack → Light 3 is good single-target damage
  • Light Attacks have ‘Tank’ and Stagger Stormvermin and Maulers
  • Shield Slam has ‘Tank’, but Push-Attack and Heavy 2 do not
  • SPECIAL: Can Block overheads from Monsters


Greatsword:

  • Push-Attack has Shield Break
  • SPECIAL: Heavy Attacks hit through multiple Elite enemies


Tuskgor Spear:

  • Light Attacks do more damage to Monsters than Heavy Attacks
  • Push-Attack and Heavy 2 have ‘Tank’ and Stagger Stormvermin and Maulers
  • Push-Attack → Light 1 → Heavy 2 have the most AoE CC
  • Block-Cancelling Heavy 1 against armour and Light 1 for non-armoured is the best single-target damage


Sword:

  • Light 3 gives Movement Speed
  • Heavy 1&2 have ‘Tank’ and Stagger Stormvermin and Maulers


Sword and Shield:

  • Shield Slams have Shield Break
  • Push-Attacks give Movement Speed
  • Has a faster Shield Slam than Mace and Shield
  • Shield Slam does not have ‘Tank’
  • SPECIAL: Can Block overheads from Monsters


Ranged Weapons:

Repeater Handgun:

  • Manually reloading by pressing R while low on ammo with the Repeater Handgun reloads quicker than the automatic reload which happens when you reach 0 ammo
  • Holding Right Click → Hold Left Click, allows you to auto fire - doing this on Huntsman, and then pressing your Career Skill as you reach low ammo causes you to continue firing


Handgun:

  • Needs 5 stats of Infantry/Armoured or 4 /w Enhanced Power to one-shot body shot every Special and Maulers/Stormvermin
  • SPECIAL: Can shoot through Shields when aiming down sights


Longbow:

  • Needs 4 stats of Infantry/Skaven or 3 with Enhanced Power to one-shot body shot Gutter Runners, so it’s better to focus on Chaos Warrior or Monster Stats, or Crit
  • Using Burst of Enthusiasm, spam Light Shots on Hordes at head height


Blunderbus:

  • Blunderbus Bash has the same damage profile as Shield slams, without ‘Tank’
  • On Huntsman both Thrill of The Hunt and Makin’ It Look Easy are viable



Bardin:

Weapons

Melee Weapons:

Dual Axes:


Great Hammer:

  • Light 1&2 have Shield Break
  • Heavy Attacks 2&3 have ‘Tank’ and Stagger Stormvermin and Maulers
  • Heavy Attacks hit through multiple Elite enemies (not Chaos Warriors or Monsters)


Hammer:

  • Light Attacks and Push-Attack have ‘Tank’ and Stagger Stormvermin and Maulers
  • Light 3 has 10% Inherent Crit Chance


Cog Hammer:

  • Light Attacks have ‘Tank’ and Stagger Stormvermin and Maulers


Hammer and Shield:

  • Shield Slams have Shield Break
  • Push-Attack give Movement Speed
  • Light 3 has 10% inherent Crit Chance
  • Push-Attack > Light 3 is good single-target damage
  • Light Attacks have ‘Tank’ and Stagger Stormvermin and Maulers
  • Shield Slam has ‘Tank’, but Push-Attack and Heavy 2 do not
  • SPECIAL: Can Block overheads from Monsters


War Pick:


Axe and Shield:

  • Shield Slams have Shield Break
  • Has a faster Shield Slam than Mace and Shield
  • Shield Slam does not have ‘Tank’
  • Push-Attack > Heavy 2 and Light 1 > Heavy 2 deal good AoE damage
  • Light 1 > Light 2 > (Heavy 3 > Light 2 > Heavy 3 > Repeat), is the best single-target damage combination
  • Can Block overheads from Monsters


Axe:

  • Light Attacks and Push-Attacks have an inherent 10% Crit Chance
  • Heavy Attacks deal high Armour damage


Greataxe:

  • Light Attacks have Shield Break
  • Heavy 1 > Heavy 2 > Light 3 combos will help maintain Swiftslaying, due to Light 3 having 10% inherent Crit Chance


Dual Hammers:

  • Light Attacks give Movement Speed
  • Light Attacks have ‘Tank’ and Stagger Stormvermin and Maulers
  • Heavy Attacks have ‘Tank’ and Stagger Stormvermin and Maulers



Ranged Weapons:

Drakegun:

  • Left clicking can Stagger Elites. Spamming it on Stormvermin Patrols will keep them in place
  • SPECIAL: Charged Flame Stream has a target limit of 50


Trollhammer Torpedo:

  • Ammo generation is effected by the Grenadier Trinket Trait as well as Ranged Weapon Traits, making Grenadier with Conservative Shooter very good choices
  • Shrapnel and Grenadier both work with the Trollhammer Torpedo, despite the training dummy not showing a damage increase
  • Trollhamer Torpedo receives the Stamina, Block Cost, and Push/Block Angle from your Necklace item


Masterwork Pistol:


Grudgeraker:

  • Grudgeraker Bash has the same damage profile as Shield slams, without ‘Tank’


Handgun:

  • Needs 5 stats of Infantry/Armoured or 4 /w Enhanced Power to one-shot body shot every Special and Maulers/Stormvermin
  • Can shoot through Shields when aiming down sights


Drakefire Pistols:

  • They do not have high Damage Cleave, but will put their DoT on every enemy hit by the Dual Shot Blast
  • SPECIAL: Blast Attack has a target limit of 10


Crossbow:

  • Zoomed Shot has 10% Inherent Crit Chance


Throwing Axes:



Kerillian:

Weapons

Melee Weapons:

Dual Swords:

  • Push-Attack goes through shields
  • Push-Attack has 10% inherent Crit Chance
  • Light Attack 3 has 25% inherent Crit Chance, Light Attack 4 has 50% inherent Crit Chance


Spear and Shield:

  • Heavy 2 has Shield Break
  • Push-Attack > Light 2 > Light 3 chain has Movement Speed
  • Heavy 1 has ‘Tank’ and Staggers Stormvermin and Maulers
  • SPECIAL Can Block overheads from Monsters


Glaive:

  • Light Attacks give Movement Speed
  • Light Attacks Stagger Stormvermin and Maulers
  • Heavy 1&2 have Shield Break


Dual Daggers:

  • Has half Push Cost (half of a Stamina Shield used when Pushing)
  • Light Attacks give Movement Speed
  • Push-Attack goes through shields
  • Push-Attack has 10% inherent Crit Chance and Bleeds
  • Light Attacks 3&4 have 10% inherent Crit Chance


Sword:

  • Light Attacks give Movement Speed
  • Heavy 1, 2 & 3 have Shield Break
  • Heavy 1, 2 & 3 have 10% inherent Crit Chance
  • Unlimited dodges
  • 25% dodge range


Greatsword:

  • Has a 0.37 second Push-Attack with 25% Crit Chance and Linesman. One of the best Push-Attacks in the game
  • Light 1&2 have 10% inherent Crit Chance


Elven Spear:

  • Lights 1-3 chain into Heavy 2
  • Light 4 Chains into Heavy 1
  • Light Attacks give Movement Speed


Sword and Dagger:

  • Push-Attack chains into Heavy 2
  • Has half Push Cost (half of a Stamina Shield used when Pushing)
  • Push-Attack > Heavy 2 gives Movement Speed
  • Push-Attack goes through shields
  • Push-Attack has 10% inherent Crit Chance and Bleeds
  • Light 4 and Heavy 2 have 10% inherent Crit Chance


Elven Axe:

  • Heavy 1&2 have Shield Break
  • Push-Attack has 25% inherent Crit Chance


Ranged Weapons:

Deepwood Staff:

  • Barrage works well with the Deepwood Staff
  • Deals 38.50 or 16 damage after it drops CC’d enemies depending on if they’re armoured or unarmoured
  • Using the Special Attack button while channeling the Staff zooms


Longbow:

  • Needs 4 stats of Infantry/Skaven or 3 with Enhanced Power to one-shot body shot Gutter Runners


Briar Javelin:

  • Has a very high finesse multiplier, meaning Critical Hits and Headshots deal a lot more damage than non-Crits and bodyshots in melee
  • Light Attack 5 Bleeds
  • Heavy Attacks are better on Armoured enemies, Lights are better for everything else


Volley Crossbow:


Swift Bow:


Hagbane Shortbow:

  • Hagbane’s arrows Stagger enemies hit by the explosion
  • Scrounger requires direct hit Crits to generate ammo. Only recommended for SoTT
  • On Waystalker Ricochet causes two explosions to occur, if you hit the floor in front of your target, with a potential 3 explosions with Blood Shot


Moonfire Bow:

  • On Waystalker Ricochet causes two explosions to occur, if you hit the floor in front of your target, with a potential 3 explosions with Blood Shot



Saltzpyre:

Weapons

Melee Weapons:

Axe:

  • Light Attacks and Push-Attacks have an inherent 10% Crit Chance
  • Heavy Attacks deal high Armour damage


Skull-Splitter and Shield:

  • Shield Slams have Shield Break
  • Push-Attack gives Movement Speed
  • Light 3 has 10% inherent Crit Chance
  • Push-Attack → Light 3 is good single-target damage
  • Light Attacks have ‘Tank’ and Stagger Stormvermin and Maulers
  • Shield Slam has ‘Tank’, but Push-Attack and Heavy 2 do not
  • SPECIAL: Can Block overheads from Monsters


Reckoner Great Hammer:

  • Push-Attacks → Light 1 → Light 2 gives Movement Speed
  • Heavy 1& Light 3 have 10% inherent Crit Chance
  • Heavy 1,2&3 have ‘Tank’ and Stagger Stormvermin and Maulers
  • Light 3 has ‘Tank’ and Staggers Stormvermin and Maulers
  • Heavy 1 → Heavy 2 → Light 3 → repeat is the best AoE combo
  • Light 1 → Light 2 → Heavy 3 → repeat is the best single-target combo
  • Has a Special Attack, a punch which shares the damage profile of the Push-Attack
  • SPECIAL: Heavy Attacks and Light 3 hit through multiple Elite enemies


Flail and Shield:

  • Light Attacks 1&2, Push-Attack and Heavy Attacks have ‘Tank’ and Stagger Stormvermin and Maulers
  • Push-Attack > Light 3 > Light 4 > Light 5, is best for clearing Hordes IF you can’t spam Heavy Attacks. Heavy Attacks are generally best to spam, at head height, as much as possible
  • SPECIAL: Heavy Attacks hit through multiple Elite enemies, Attacks ignore Shields and can Block overheads from Monsters


Bill Hook:

  • Special Attack gives Movement Speed
  • Special Attack can Stagger Chaos Warriors out of all attacks, except the uppercut slash
  • Special Attack chains into Heavy 2
  • SPECIAL: Special Attack, which is a single-target Stagger


Flail:

  • Attacks ignore Shields
  • Light Attacks 1&2, Push-Attack and Heavy Attacks have ‘Tank’ and Stagger Stormvermin and Maulers
  • Push > Block to cancel combo → Light 1 → Light 2, is best for clearing Hordes IF you can’t spam Heavy Attacks. Heavy Attacks are generally best to spam, at head height, as much as possible
  • SPECIAL: Heavy Attacks hit through multiple Elite enemies and Attacks ignore Shields


Paired Skull-Splitters:

  • Light Attacks give Movement Speed
  • Light Attacks have ‘Tank’ and Stagger Stormvermin and Maulers
  • Heavy Attacks have ‘Tank’ and Stagger Stormvermin and Maulers


Skull-Splitter Hammer:

  • Light Attacks and Push-Attack have ‘Tank’ and Stagger Stormvermin and Maulers
  • Light 3 has 10% Inherent Crit Chance


Skull-Splitter and Blessed Tome:

  • Lights give Movement Speed
  • Light Attacks have an inherent 10% Crit Chance
  • Light Attacks and Push-Attacks have ‘Tank’ and Stagger Stormvermin and Maulers
  • Can be pre-charged by holding the Special Attack button
  • Fully charged Heavy Attack 2s cause an AoE explosion dealing damage and Staggering. If up, it also applies Righteous Fury to enemies hit
  • SPECIAL Special Attack button charges up Heavy Attacks, giving the Heavy 1 a small Dash, and Heavy 2 an AoE explosion causing surrounding enemies to be Staggered


Rapier:


Falchion:

  • Has Linesman on every Attack
  • Generally high sustained damage
  • High mobility


Greatsword:

  • Push-Attack has Shield Break
  • SPECIAL: Heavy Attacks hit through multiple Elite enemies


Axe and Falchion:

  • Push-Attack and Lights give Movement Speed
  • Has Linesman on Push-Attack, which is a 0.38 second Attack
  • Good mobility
  • Push-Attack > Light 1 > Light 2 is the best AoE Cleave


Ranged Weapons:

Griffon-foot:


Volley Crossbow:


Brace of Pistols:


Crossbow:

  • Zoomed Shot has 10% Inherent Crit Chance


Repeater Pistol:



Sienna:

Weapons

Melee Weapons:

Mace:

  • Push Attack, Light 2, 3 & 4, and Heavy 2&3 all have ‘Tank’ and Stagger Stormvermin and Maulers
  • Heavy 1 Burns two enemies ticking 2 times
  • Heavy 1 and Light 1 both chain into Light 2, a 2 hit combo that deals good single-target and armour damage
  • Push-Attack → Light 3 → Light 4, has good AoE CC and damage, but getting into Heavy chains with Push-Attack → (Heavy 2 → Heavy 3 → Repeat), has the best damage potential
  • Light 1 → Block-Cancel → repeat, has fast and safe single-target damage


Dagger:

  • Push-Attack > Light 1 gives Movement Speed
  • Has half-cost Pushes
  • Light 4 has 10% inherent Crit Chance
  • Push-Attack Bleeds, ticking 4 times
  • Heavy 1&2 burns, ticking 1 time
  • Heavy 1 chains into Light 2, if you don’t want to spam Heavy 1 over and over
  • Heavy 1 > Block-Cancel > Repeat is the best way to spam CC and build THP
  • SPECIAL: Heavy 1 hits everything in front of you, similar to how Beam Staff’s Blast Attack Works


Sword:

  • Light 3 gives Movement Speed
  • Heavy 1&2 have ‘Tank’ and Stagger Stormvermin and Maulers


Fire Sword:

  • Heavy 1 > Block-Cancel > Repeat is the best way to spam CC and build THP
  • Push-Attack and Heavy 1 Burn ticks 3 times, while Heavy 2 Burn ticks 1 time
  • SPECIAL: Heavy 1 hits everything in front of you, similar to how Beam Staff’s Blast Attack Works


Flaming Flail:

  • Attacks through Shields
  • Push-Attack and Heavy 2 have ‘Tank’ and Stagger Stormvermin and Maulers
  • Heavy 1 Burns two enemies ticking 2 times
  • Heavy 1 seems to work like a projectile and can be eaten by terrain
  • Heavy 1 > Block-Cancel > Repeat is the best way to spam CC
  • At high Power, Heavy 1 can Stagger Chaos Warriors out of Attacks
  • SPECIAL: Heavy 1 acts as an explosion Staggering everything in range of it


Crowbill:

  • Light 4 Burns the first enemy hit for 3 ticks


Ranged Weapons:

Beam Staff:

  • Blast Attack will hit everything in front of the cast Burning it
  • Blast Attack gives 1 tick of Burn on each enemy hit
  • Blast Attack has a target limit of 10
  • Right clicking while holding Beam bursts, causing a high amount of damage, and Burning for 3 ticks of damage
  • Extended beaming Burns the enemy for a lot of ticks
  • SPECIAL: Extended beaming deals high sustained damage to Bosses


Conflagration Staff:

  • Hunter no longer procs from Flame Geyser Critical Hits, but will proc from it’s Fireballs. Barrage is recommended instead
  • Flame Geyser gives 1 tick of Burn on each enemy hit
  • SPECIAL: Zones enemies, causing them to try to avoid the area where Flame Geyser is placed


Bolt Staff:

  • Charged Bolts shoot through shields
  • Armour/Infantry x2 and Enhanced Power will give Battle Wizard one-shot breakpoints on all Specials and Man-Sized elites, with Volcanic Force
  • Has 3 damage levels at different levels of charge
  • SPECIAL High armour damage on highly charges Bolts


Coruscation Staff:

  • The burn from Flame Geyser ticks 4 times per enemy, despite the animation remaining
  • SPECIAL: Zones enemies, causing them to try to avoid the area where Flame Geyser is placed


Flamestorm Staff:

  • Flame Burst (left click), can Stagger Elites, allowing you to tap it and Stagger Stormvermin Patrols in place for a short time
  • Charged Flame Stream Burns 1 time for every tick of damage
  • SPECIAL: Charged Flame Stream has a target limit of 50


Fireball Staff:

  • Burns two enemies for 2 ticks
  • SPECIAL: High AoE damage from long ranges


Burn Damage:

  • Different Sienna DoTs are stackable
  • Applying the same DoT refreshes it’s duration
  • Bardin’s DoTs will replace yours
  • Damage bonuses are only applied while active. E.g. Strength Pot or Power increases
  • DoT damage will change depending on which Weapon you have out due to Power bonuses. E.g. Skaven on Staff, Chaos on Melee, the Staff’s DoT damage will drop once you switch to melee, but will come back if you switch back to Staff

Best Burn DoTs:

  • Channeled Beam held DoT (left click)
  • Fire Walk
  • Flamestorm Staff


8 Likes

Let me know if any information is out of date, or if something needs correcting.

Burn damage, under Sienna, is notably out of date since recent patches.

Also, it would be nice if someone had a list of Weapons with high finesse multipliers:

  • 1H Sword
  • Rapier
  • Elf Swords/Daggers?
  • Tuskgor Spear
  • Executioners Sword?
  • Spear?

Also thinking of adding build sections.

No update?

1 Like

Haven’t played much since you can’t use the Loadout Manager mod anymore.

I lost too many builds and it’s time consuming the change between matches.

Maybe soon though, I was tempted to finish my Sienna Player Guide too.

It’s back

1 Like

Schyte? It’s missing!

1 Like

Cool. Thank you!