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Combat & Builds

Weapon Tier List

The best weapon classes for 1v1 duels and large-scale group combat, ranked — with the catch that damage type beats tier. One-handed sword & shield, polearms and bows lead; everything has its fight.

Core~3 min read

Damage type beats tier

Before you trust any ranking: in Gloria Victis a mismatched damage type loses to armour regardless of weapon tier. Slashing struggles into heavy plate; bludgeoning punishes it; piercing splits the difference. The interactive matrix below is the real "tier list" — bring it to every fight.

Damage vs Armour

Pick a weapon's damage type or an armour class to see the match-up. The rule of the battlefield: bring the right damage for what they're wearing.

Strongits weakness
Workable
Poor
Workable
Strongits weakness
Workable
Workable
Workable
Strongits weakness

Cuts for the unarmoured, thrusts and blunt for the armoured. Carry a sidearm so you always have the right answer.

Protection at a glance

Average damage reduction per worn piece, across every documented set.

  • Light~3%
  • Medium~8%
  • Heavy~14%

On defence, your attributes count too

  • Strength cuts slash taken
  • Dexterity cuts pierce taken
  • Constitution cuts bludgeon taken

Each point removes 0.25 damage of its type — weigh the trade in the Build Maker.

Reduction figures from the Armour Catalogue; match-ups from the Damage Types & Armour guide.

How we rank weapons

These tiers rank weapon classes, not individual items, by all-round value — weighted toward group combat, where reach and cleave dominate, then duels, where control wins. The swing values referenced below (which attack is slashing vs. piercing, how hard each direction hits) are read from the live client; per-weapon base damage, reach and attack-stamina cost live in the Weapon Catalogue.

TierWeapon classDamageWhy
S1h Sword + ShieldSlash / pierce stabThe safest, most versatile loadout — block, poke, and win the stamina war.
SPolearms (Spear / Guisarme / Halberd)Piercing / cleaveReach is decisive in a group; the longest weapons keep you behind the front rank and still hitting.
SLongbowPiercingControls sieges and open ground from range; oppressive when positioned, useless when caught.
A2h Cleaving (sword / axe)SlashingReaper cleave hits 2–3 bodies in a crowd — high group damage for the front line.
A1h Mace / Axe + ShieldBludgeon / slashShield safety with a damage type that bites armour the sword can't.
AReflex / ShortbowPiercingFaster, more mobile ranged option; lower per-hit, great for skirmish and cavalry.
B2h Hammer / MaulBludgeoningThe plate-opener — specialist anti-heavy damage that's overkill into light targets.
BDagger / KnifePiercing / slashBackstab and bleed tool (see Marksman, Dirty Fighting); a sidearm, not a mainline.
BShort SpearPiercingReach in one hand, but out-poked by the 2h polearms it competes with.
CThrowing WeaponsMixedSituational burst and finishers — a flavourful pocket pick, rarely a primary.

Best for 1v1 vs. best for the group

The same weapon rack, two different fights

1v1 / small skirmish

  • 1h sword & shield — control and recovery
  • Spear / short spear — keep them at range
  • 2h sword — reach + cleave, if you can block
  • Dagger — feints and backstabs for the bold

Sieges / large group

  • Long polearms — hit over the front rank
  • Longbow — wall and open-ground control
  • 2h cleaving — Reaper into the crowd
  • 1h + heavy shield — hold the breach

Notes that change the ranking

  • Reach is one of the strongest stats in the game — the longest weapons (the tier-5 Hordun Spear and Lordly Haven Halberd from the Holy Temples) carry real value just by length.
  • Bows were toned down at the relaunch (melee base damage up, bow base damage down), so ranged is strong by position and control, not raw per-arrow damage.
  • A weapon's directional swings differ — most weapons hit hardest on the overhead, and a spear/lance does almost all its damage on the stab. The Weapon Catalogue lists the multiplier for every direction.