Content warning

The ordering is a recommendation, not a verified official tier list. Community references disagree on some damage values and perk interactions, so exact numerical comparisons should be treated cautiously unless they are visible in the current game client.

The answer before the background

Our recommendation

For most players, choose Heavy Sword as the best all-round weapon: its splash damage clears groups, its active attack is simple to use, and it remains useful from the opening nights through late campaign waves. Choose Falchion & Traps for maximum melee single-target damage, Bow & Dagger for safe ranged damage and air threats, Potion Vials for support and control, Lightning Staff for spread-out waves, and Blood Wand when sustained damage on a tough target is your main problem. The best choice still depends on the map, stage, perks, and whether you are playing campaign or Eternal Trials.

Weapons ranked by practical value

The game officially provides nine unlockable weapons, and each one gives the King a passive attack plus an active ability. That makes the most useful option depend on what your army cannot already handle. If towers and units cover a weakness, your weapon should usually add mobility, burst damage, crowd control, or a reliable answer to a dangerous enemy type.

The following list ranks weapons by consistency across normal campaign play, not by theoretical maximum damage. A lower-ranked option can become the correct pick when a map, mutator, or perk package supports it.

  • S tier for general use: Heavy Sword, Bow & Dagger, and Potion Vials. Heavy Sword handles groups, Bow & Dagger offers safe damage, and Potion Vials add healing and slowing that can save a weak defense.
  • High A tier for specialists: Falchion & Traps, Lightning Staff, and Blood Wand. Each can be outstanding, but each asks for more deliberate positioning or target selection.
  • Situational A or B tier: Spear, Shadow Codex, and Battle Ax. These weapons are useful when their target matchups or defensive value line up with the map, but they are less universally forgiving.
WeaponBest roleMain strengthMain drawback
Heavy SwordFrontline clearingSplash damage and a powerful area activeShort range and slow attacks
Bow & DaggerSafe damage and air enemiesStrong ranged pressure with a burst dagger attackLess effective against siege targets
Potion VialsSupport and controlArea healing and slowingVery low direct damage
Falchion & TrapsSingle-target meleeExcellent damage against priority targetsRequires close contact and careful timing
Lightning StaffWave controlCan strike multiple enemies at rangeNeeds enemy spacing and active timing
Blood WandBoss or elite focusDamage ramps while maintaining pressurePoorer when targets die or switch constantly
SpearAnti-fast and sustainBonus against fast enemies, slow, and self-healingLower general damage than the top melee choices
Shadow CodexRanged curse setupArea effects and curse-based controlLess immediate than direct-damage weapons
Battle AxDurable melee pressureLifesteal and strong siege matchupCannot hit flying enemies
Verified versus recommended

The official store verifies the nine-weapon roster and the game's weapon-based King combat. The tier labels and use-case ranking are editorial recommendations based on the listed weapon roles, current reference data, and common community experience.

Best equipment by build

For a damage-focused King build, Heavy Sword pairs naturally with Warrior Training, Glass Cannon, and attack-speed or melee-damage improvements. This setup turns the King into a wave-clear tool, but Glass Cannon sharply reduces survivability, so use it when you can avoid direct hits rather than when the map forces constant tanking.

For a ranged build, Bow & Dagger is the easiest starting point because it contributes from a safer distance and gives you a close-range dagger option when an enemy reaches the line. Lightning Staff is stronger when enemies arrive in separated groups or when you can predict where a large pack will stand. Shadow Codex is best treated as a control weapon: use it to spread pressure and soften targets while your defenses finish them.

For a support or defensive build, Potion Vials are the most reliable recommendation. Their direct damage is poor, but area healing and slowing can preserve units, buy time for towers, and make a damaged flank recover. This is especially valuable when the goal is to protect economy buildings rather than personally kill every wave.

For a sustain melee build, Spear and Battle Ax are the safer choices. Spear is valuable against fast enemies and gives the King an emergency healing and attack-speed window. Battle Ax offers lifesteal and strong siege pressure, but it should not be your answer to flying waves because its attack cannot hit them.

  • Use Heavy Sword when you need one weapon that can clear ordinary groups without a complicated setup.
  • Use Falchion & Traps when your defense already handles crowds and you need to delete elites, bosses, or other priority targets.
  • Use Potion Vials when your army is dying to chip damage, slow effects would buy time, or the map makes direct melee risky.
  • Use Bow & Dagger when air enemies, siege engines, or exposed economy buildings make safe ranged pressure important.
Build goalRecommended choicePerks or upgrades to valueWhy it works
King damageHeavy Sword or Falchion & TrapsWarrior Training, Glass Cannon, melee damageMaximizes personal pressure, with a survivability trade-off
Safe ranged playBow & Dagger or Lightning StaffRanged damage, attack-speed improvementsLets the King contribute without standing in the main impact zone
Support defensePotion VialsHealing Spirits, Health Potions, defensive perksImproves staying power for units and buys time
Sustain frontlineSpear or Battle AxArmor, healing, melee damageKeeps the King active while reducing the need to retreat
Perk warning

Perk values are mode-dependent. A community perk guide specifically separates campaign high-score play from Eternal Trials, and its recommendations should not be treated as universal rules.

What to take in early, mid, and late waves

In the early campaign, reliability matters more than maximum output. Heavy Sword is usually the easiest choice because early waves often arrive in groups and the active strike requires little setup. Bow & Dagger is the safer alternative if you are still learning enemy paths or need to stay near vulnerable buildings.

In the middle of a run, select for the threats that are actually breaking your defense. Spear rises when fast enemies are rushing walls. Bow & Dagger rises when air enemies or siege targets are the problem. Lightning Staff becomes more attractive when several lanes produce separated groups that can be hit without clustering around the King. Potion Vials are particularly useful when your units survive long enough to benefit from healing and slows.

In late campaign waves and Eternal Trials, the best equipment is often the one that solves a specific failure point. Heavy Sword remains dependable for crowd clearing, but Falchion & Traps or Blood Wand can be better when a boss or elite repeatedly reaches the castle. Potion Vials can outperform a damage weapon when keeping a key unit group alive prevents a collapse. Do not choose a weapon only because its paper damage is higher than another option.

A practical selection process is simple. First, identify whether the next wave is mainly crowds, fast enemies, air units, siege, or a durable priority target. Second, check whether your towers and troops already cover that threat. Third, choose the weapon that fills the remaining gap. Finally, review your perks: a strong ranged package can make Bow & Dagger or Lightning Staff outperform a nominally stronger melee weapon.

  • Early stage: favor Heavy Sword for forgiving area damage or Bow & Dagger for safe learning and air coverage.
  • Mid stage: switch toward Spear against fast rushes, Lightning Staff against spread-out groups, or Potion Vials when attrition is the issue.
  • Late stage: use Falchion & Traps or Blood Wand for priority targets, Heavy Sword for packed waves, and Potion Vials for defensive stabilization.
  • Eternal Trials: judge the weapon together with the mode's perks and mutators; campaign rankings do not transfer perfectly.
Problem on the mapFirst weapon to testBackup choice
Packed ground wavesHeavy SwordLightning Staff
Fast enemies reaching wallsSpearHeavy Sword
Flying enemies or exposed siegeBow & DaggerLightning Staff
Boss or elite survives too longFalchion & TrapsBlood Wand
Units lose health over several wavesPotion VialsSpear
King must stay at rangeBow & DaggerShadow Codex
Do not overfit to a tier list

The official game description emphasizes different maps, enemies, buildings, and challenges. A weapon that is excellent on one map can be inefficient on another because the threat mix and available defenses change.

A fast equipment checklist

Before locking in a loadout, ask four questions. Can the weapon hit the enemies that most threaten the castle? Can you use its active ability consistently without abandoning your defenses? Do your perks amplify its damage type or compensate for its weakness? Finally, does the weapon help your current stage plan, or does it merely look strong in a vacuum?

If you are unsure, start with Heavy Sword, Bow & Dagger, or Potion Vials. These three cover the broadest range of situations: crowd damage, safe pressure, and defensive support. Experiment with the specialist weapons after you know which enemy type caused the previous run to fail.

  • Choose the damage type that your army lacks, not the weapon with the largest headline number.
  • Keep at least one answer to air enemies in the overall defense, even if the King cannot provide it personally.
  • Treat active abilities as part of the weapon's value. A well-timed heal, slow, burst strike, or area attack can matter more than auto-attack damage.
  • Use the pause screen and damage-number settings added in v2.13 to check whether a weapon is actually solving your problem.
  • If community numbers conflict with your current client, trust the in-game behavior and visible stats over an old guide.
Bottom line

For a blind pick, take Heavy Sword. For a safe ranged plan, take Bow & Dagger. For support, take Potion Vials. For a specialist answer, pick the weapon that directly matches the enemies or failure point of the next stage.

Common questions

What is the strongest all-purpose weapon?

Heavy Sword is the best general recommendation because splash damage handles groups and the active strike is easy to use. It is not automatically best for every map, especially when air enemies or a single boss are the main problem.

Is Falchion & Traps better than Heavy Sword?

It can be better for single-target melee damage and priority enemies, while Heavy Sword is usually better against groups. Choose Falchion & Traps when your army already clears crowds and you can safely stay close to important targets.

Which weapon is best for new players?

Heavy Sword is the simplest melee choice, while Bow & Dagger is the safest ranged choice. Potion Vials are also beginner-friendly if your main difficulty is keeping units alive rather than killing enemies quickly.

What is the best weapon for bosses?

Falchion & Traps is the clearest melee recommendation for priority-target damage. Blood Wand can also be strong when you can keep attacking one durable target, but it is less attractive when targets frequently die or force you to switch.

Should I use Potion Vials even though their damage is low?

Yes, when healing and slowing prevent a defensive collapse. They are especially useful when your units are taking repeated chip damage or when buying a few seconds lets towers and reinforcements finish the wave.

Are these rankings valid for Eternal Trials?

Only as a starting point. Eternal Trials changes the value of perks, mutators, economy, and survivability, so a support or control weapon can outperform a higher-damage choice. Recheck the threat mix and your active perk package for every run.

What we checked

Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.