Tier lists are a great way to spark discussion. Everybody will have their own experiences and expertise, so let’s share and compare! As an avid player of all classes and all weapons, pre and post wom, I enjoy discussing weapon balance across the board. Ranks are not ordered within tiers (at least not yet). For the purposes of this list, I will try to disentangle weapon strengths from their classes and evaluate them in a vacuum, impossible as it is.
S Tier:
- Axe and Falchion: Not as heinously op any more. Mobility nerf wasn’t enough, and didn’t address why it was broken. Axe attack cleave nerf is mildly annoying. Heavies still do 21 damage base to armor, are ridiculously fast and chainable, and have great headshot angles.
- Kruber Spear: Push attack and H2 cleaves the world, backed up by characteristic spear push angle and some extra stamina. Spear stabs also cleave. Powerful stabs are somewhat headshot reliant for armor damage, but heavy bodyshots still do acceptable damage (more than elf spear, and faster too). Spear sweeps are nonsensical and make you feel like you’re using a lightsaber, which would be overpowered, which it is.
- Sword and Dagger: Good horde killing, good armor killing, versatile moveset, great dodges, shieldpiercing push attack. Possibly the most overkitted weapon. Why does this thing have 10% bonus crit again?
A Tier:
- Rapier: Top tier dodges with high mobility. Armor piercing stabs were buffed to insane levels. Side pistol in block remains incredible utility under pressure vs berserkers in particular, and is just fantastic utility all around. Pistol will two shot zerkers and maulers with 30%. Heavily reliant on headshots on lights as well to deal good damage.
- Flame Sword: Supreme horde control with good damage; shield bashes with decent dodges. Decent sv damage, no cw damage. Light chain and push attack are lackluster.
- 2h Hammer: Great horde control and damage. QQ cancel is still exploitative with incredible dps. Push attack combo dps is now a competitive, safer option without risking qq error. Another beneficiary of raising the dodge distance floor.
- Executioner Sword: Easy headshot angle for horde mowing. Push attack chain is usable for horde control. Heavies decapitate with good aim.
- Sword and Shield: The premiere shield weapon, with a H1 bash and a good armor piercing push attack H2 combo. Moderate infantry damage on lights and cleaving heavies.
- Dual Daggers: Relies on headshots to carve through hordes, but the dot changes made it less feast or famine. Heavies are once again spectacular for damage. Base attack speed is fast enough to use new crit power as a property.
- Dual Hammers: The weapon you tell your friend to use when starting legend. Mouse 1 spam not only controls 180° of horde, it deals great damage too with the help of stagger. H1 still does great damage, even when not qq canceled.
- Dagger: Bashes are good. Excellent push attack still applies a potent dot, and light chain deals good damage. Poor vs cw, as they do not burn.
- Billhook: Great push attack for horde control. Access to powerful, easy headshot heavies for armor piercing. Alt fire staggers anything not a cw. Has characteristic spear push/block and good stamina.
- Glaive: Push attacks are in, and the horde mower returns with a vengeance. Heavy chain will body sv with no power boosts. Three will kill a cw.
- Great Axe: Somewhat overshadowed by 2h hammer in control, but makes up for it with massive damage potential. Has more horde and infantry damage, but perhaps less effective total team damage considering staggers. First two lights have more damage than 2hammer and can be block canceled quickly. Armor damage is a little weak compared to 2hammer qq cancel, but is generally safer and uses smiter to compensate. Can stagger zerkers out of combo, and sv and maulers out of any attack with heavy.
B Tier:
- Elf Sword: H1 L3 loop is still fantastic damage, armor or otherwise. Light chain is lackluster now with stagger changes. Still has great mobility and dodges.
- Elf Spear: Push attack chain is excellent on hordes. Incredibly headshot reliant to deal armor damage still, and headshotting infantry matters more now with the nerf to pokes. Good monster damage.
- Crowbill: Still massacres armor, synergizes with most staffs dealing with hordes. Light/push spam is not enough against hordes any more.
- Mace and Sword: Push attack is incredibly strong, but the light chain is worse without smiter. Heavy attacks don’t deal good damage, and don’t stagger without crits. Still a decent mobility option.
- Elf Greatsword: One property + assassin will one shot sv and zerks on H1 hs. H2 is still garbage. Light chaining is good horde damage.
- 1h Hammer: Ridiculous stamina with good dodges is incredibly safe. Push attack and light cancel are low dps, but have good control. Heavies crush armor and infantry alike, and have a good headshot angle.
- Axe and Shield: A step below sword and shield mostly due to the lower armor damage. Chaining heavies on cw at dwarf height to deal damage feels terrible. Lights are decent for dispatching infantry.
- Dual Swords: Comfy horde clear, but lacks armor damage. Has synergy with new assassin trait, as armor damage remains headshot reliant. Push attack stab is somewhat redeeming.
- 1h Sword: The value of horde control has risen, and chaining heavies deals acceptable damage. Excellent mobility and dodges. Light chain is nice. Armor damage is passable with H1 H2 L3.
- Dual Axes: Good monster damage, elite damage, and mobility. Previously was acceptable on hordes with dodge spam, now things are more dicey.
C Tier:
- Pickaxe: Charged heavies still delete things incredibly well. Horde power is low. Heavy is in an awkward spot where it doesn’t serve a purpose other than bodying clans.
- Flaming Flail: The explosive heavy is often a detriment to you and your team. Enemies flung behind your ranks and knocked down to the sides often get up to everyone’s surprise. Staggers compensate for lowish damage.
- Flail: I don’t think the heavy does enough damage to justify its windup. Reliant on push attack shortcut and headshots for mediocre armor damage. Benefitted from stagger changes but horde damage is only good, not great.
- Mace and Shield: Bash attack is on H2. Low damage, low armor damage. Better suited to premades or Cata where you want dedicated tanks, and even then seems gimped compared to the other shields.
- Halberd: Light 1 spam just isn’t enough to keep the hordes at bay. Push attack chops no longer stagger all sv attacks. An all:rounder that ends up not quite handling anything well.
D Tier:
- Shield and Spear: Heavily obscures vision and lacks the characteristic shield bash heavy. Low dodges and damage output.
- Falchion: Used to have a niche as a horde cleaver, now struggles without smiter or assassin. Light chain is still a standout. Poor armor damage. Unlike 1h sword, cannot H1 H2 L3.
- 2h Sword: Has good horde clear, but that’s about it. Low armor damage that is reliant on push attack. Turnaround time going from heavy to light attacks is painfully long. Low mobility and attack speed.
- Sienna mace: L1 spam is the only redeeming thing about this dumpster fire. H1 is always inferior to L1 canceling now with stagger. Cannot reliably stagger sv now. Poor cw damage with L1 spam. Poor light attack chain angles and damage, cannot chain sweeps without push attack. Poor heavy 2/3 angles. Stagger values are anemic on H1, but H2 can stagger a sv overhead (???). Hitstuck duration is ridiculous.
F Tier:
- 1h Axe: Did not get buffs to compensate for removal of 2nd target cleave. Was already niche before as a pickup to one tap fanatics to the body and 2 hit marauders with no properties, now feels terrible and requires smiter or assassin with properties to do this. Heavies have no purpose.
Overarching Trends:
Some of my justifications are universally rolled into all weapons’ evaluations. Here are a few of my salient criteria.
- Dodge is much less valuable with the floor being raised and effectiveness nerfed.
- Ability to abuse thp on stagger is extremely valuable. Thp on crit/hs is very strong with fast weapons that have good hs angles.
- Headshot weapons with assassin are very strong, but very feast or famine. Heavily rewards skill investment.
- Stamina is a much more valuable resource now. Elites cannot be stagger locked, so you will block more often. Pushes are sometimes necessary to corral a horde or reset your kite.
- The ability for dual weapons to roll twice for crit is now even more impactful, because crits come with more stagger with translates to more damage.
Overall, weapon balance is reasonably even compared to pre-wom era. There a few nails that need to be hammered down, and some weapons could use some assistance, but even the worst of the worst are usable and the vast majority of weapons are competitive options. With the stagger changes many weapons fill a newly created niche, and having roles for different weapons to excel in promotes healthy teamplay.
