All 60 Weapons Ranked

2026-06-26·Tier Lists

Weapon Tier List: All 60 Weapons Ranked

Sixty weapons spread across three damage types, five equipment slots, and a merge system that lets you Frankenstein stats between them. That's the sandbox Arms of God drops you into on your first run, and figuring out which weapons actually carry a build versus which ones are upgrade fodder is half the learning curve.

This tier list reflects the June 2026 Early Access launch build. I've logged roughly 55 hours since launch, cleared all four Acts with three different characters, and tested every weapon at least twice in complete runs. The rankings factor in base damage, attack speed, projectile behavior (piercing, chaining, AoE radius), merge potential (how well the weapon is merge donor or recipient), and scaling into late-game Acts 3 and 4 where enemy density makes some weapons dramatically better or worse than their Act 1 performance suggests.

What the tiers mean:

  • S Tier: Build-defining. You pick these and shape the rest of your loadout around them. Consistently outperforms alternatives in the same slot with minimal investment.
  • A Tier: Excellent but slightly more situational. Needs a specific merge partner or blessing to reach S-tier performance.
  • B Tier: Solid. Works fine through Act 3, starts falling off in Act 4 unless heavily invested.
  • C Tier: Niche. Viable in specific builds with specific characters, otherwise outclassed.
  • D Tier: Merge fodder. Their real value is donating a useful stat to a better weapon via the merge system.

S Tier — Build-Defining Weapons

WeaponDamage TypeAttack PatternBest Character PairingWhy S Tier
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Seraph's JudgmentHoly5-pellet spread, piercingThe SeraphInnate Holy pierce through all enemies in a cone. With +2 projectile blessing, clears entire wave corridors in Act 4 without repositioning. Highest sustained AoE DPS in the game.
Infernal RepeaterFireRapid-fire single target, 12 rounds/secThe InquisitorApplies Fire DoT that stacks up to 8 times. The DoT ticks are independent damage instances, meaning they each trigger on-hit blessings separately. This weapon alone can proc Divine Wrath 8 times per second against bosses.
StormcallerShockChain lightning, arcs to 4 targetsThe StormcallerChains between enemies with zero damage falloff per jump. In Act 4 wave rooms where 30+ enemies cluster together, one projectile effectively hits 5 targets for full damage. Effective DPS scales with enemy density — the more enemies on screen, the better it gets.
Sanctified BuzzsawHolyMelee AoE spin, 360-degree coverageThe PaladinThe only melee weapon that covers all angles simultaneously. With knockback merge stat, creates an impenetrable ring around your character. Essential for melee-focused builds in Acts 3-4 where getting surrounded is the number one cause of death.
Hellfire MagnumFireSlow single shot, massive damage per hitThe ZealotHighest single-hit damage among all weapons. One-shots elite enemies through Act 3. The reload time (2.1 seconds) is brutal, but merging a fire-rate stat from any B-tier rapid weapon turns this into a delete button on a 1.2-second cooldown.
Divine ArcShockWide horizontal beam, pierces all targetsThe ProphetCovers a full 120-degree arc in front of your character. Every enemy in the beam takes the same damage with no falloff. Indispensable for the Prophet's summon-focused build where you want to clear space for your minions to reposition.
Crusader's ShotgunHoly8-pellet narrow spreadThe TemplarThe best all-rounder in the game. Decent at everything: wave clear, boss DPS, merge compatibility, blessing synergy. Not the best at anything specific, but never the wrong choice. If you're learning a new Act, take this.

A Tier — Excellent With Setup

WeaponDamage TypeAttack PatternBest Character PairingNotes
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Flame LanceFireThrust melee, piercing lineThe InquisitorMelee weapon that shoots a fire projectile on every third thrust. The projectile inherits all melee merge stats. Merge a +range stat and it effectively becomes a ranged weapon with melee damage scaling.
Thunderstrike GauntletsShockRapid melee punches, AoE on 5th hitThe StormcallerEvery 5th punch releases a shock nova around your character. With attack speed blessings, you proc the nova roughly every 1.8 seconds. Pair with the Sanctified Buzzsaw for a double melee setup that deletes anything within 3 meters.
Holy Water SprinklerHolyContinuous cone spray, low damage per tickThe BishopDamage looks terrible on paper (4-6 per tick) but it ticks 20 times per second and each tick has an independent 5% chance to apply the Weakened debuff (enemies deal 30% less damage). Single-handedly makes Act 4 survivable for low-HP characters.
Ember CannonFireCharged shot, AoE explosion on impactThe ZealotThe charge mechanic turns people off, but the 2.5-meter explosion radius at full charge clears clustered waves instantly. Merge a projectile speed stat to reduce charge time by roughly 40%.
Tesla CoilShockDeployable, pulses damage in radius for 8 secondsThe ProphetThe only deployable weapon in the game. Drop it, walk away, it kills things. Damage is mediocre per pulse but it fires independently of your other weapons and doesn't consume ammo. Extra value in boss fights where you drop it and focus entirely on dodging.
Righteous BladeHolySlash melee, wide horizontal arcThe PaladinThe widest melee arc in the game. With the extended barrel attachment (yes, it works on melee weapons — it increases the arc by roughly 15 degrees), it covers nearly 180 degrees in front of you. Best trash-clear melee option.
Incendiary Rounds LauncherFireGrenade arc, ground DoT poolThe InquisitorLeaves a fire pool that deals 40% weapon damage per second for 6 seconds. Stack multiple pools by firing rapidly. The area denial makes certain boss phases trivial because the boss will path through multiple stacked pools.
Chain Lightning RifleShockSingle-target beam, chains on killThe StormcallerWeaker than Stormcaller for raw wave clear, but the chain-on-kill mechanic means it self-scales during waves. Kill one enemy, the chain hits a second, kill that one, it chains further. Survive the first 10 seconds of a wave and it snowballs.

B Tier — Solid Workhorses

  • Purifier's Crossbow (Holy): Reliable mid-range single-target damage. Perfectly fine, just outclassed by Seraph's Judgment in every metric that matters.
  • Brimstone Pistols (Fire): Dual-wield, decent fire rate, unremarkable. Good merge donor for fire rate stats.
  • Shock Baton (Shock): Melee stun weapon. Stuns on every third hit. Useful against elite enemies but the damage is too low for wave clear.
  • Sacred Bow (Holy): Long-range, high accuracy. Good for picking off ranged enemies in the backline, but the single-target focus limits its overall contribution.
  • Flamberge (Fire): Greatsword with a fire damage over time component. Looks cool, feels powerful, but the attack speed is so slow (1 attack per 1.4 seconds) that DPS is mathematically uncompetitive with A-tier melee options.
  • Electro Whip (Shock): Mid-range electrical whip. Decent width on attacks but damage falls off sharply at max range. Situationally good in narrow corridor levels.
  • Blessed Mace (Holy): High knockdown chance. Utility weapon for interrupting elite enemy attacks. Keep one in inventory for specific Act 3 elite types that have uninterruptible charge attacks (the mace actually interrupts them — it's one of the only weapons that can).
  • Molotov Satchel (Fire): Thrown AoE. Damage is inconsistent because enemy pathing determines how long they stand in the fire. When it works, it works. When enemies path around it, it's useless.

C Tier — Niche Applications

  • Shock Dagger (Shock): Fastest attack speed in the game (4 attacks/second) but the damage per hit is so low that even with full investment it struggles in Act 4. Speedrunner tool for early Act farming, not a serious weapon for completion runs.
  • Holy Relic (Holy): Passive aura that deals damage to nearby enemies. Does not scale with attack speed blessings because it's not an attack — it's a constant pulse. This anti-synergy with the most common blessing type severely limits its ceiling.
  • Firecracker Launcher (Fire): Fires a spread of small explosives. Visually spectacular, but the spread is so wide that against single targets (bosses), most projectiles miss. Against waves, the individual explosions are too small to overlap meaningfully.
  • Static Field Generator (Shock): Creates a field that damages enemies standing in it. Like the Holy Relic, doesn't benefit from attack speed. Unlike the Holy Relic, enemies can simply walk out of it. The Tesla Coil accomplishes the same thing better because you can reposition it.
  • Censer of Smiting (Holy): Swings in an arc, releases holy smoke clouds. The smoke does damage over time but the cloud drift is random. You cannot control where the damage goes, which means you cannot optimize your positioning around it.

D Tier — Merge Fodder

These weapons exist to be merged into something better. Their base stats are low, their attack patterns are awkward, and there is no scenario where keeping them unmerged is optimal.

  • Rusty Pistol (Neutral): Starter weapon on three characters. 3 damage per shot, 2 shots per second. Merge it immediately into anything with a higher base damage stat.
  • Wooden Stake (Holy): Supposedly bonus damage against demon-type enemies. The bonus is 15%, which is lower than the damage difference between this and any B-tier holy weapon. The math does not work in its favor.
  • Spark Plug (Shock): Single-target short-range zapper. Damage is fine for Act 1, but there are no upgrades or attachments that meaningfully improve it. It's a weapon without a growth curve.
  • Tinderbox (Fire): Applies a 3-damage-per-second burn. For comparison, the Infernal Repeater's burn stacks up to 40 damage per second. Merge it into a fire weapon for a small burn chance bonus, then forget it existed.
  • Training Sword (Neutral): 2 damage, no special properties. Exists only to teach the merge tutorial. Merge it and move on.

Merge Priority: Which Weapons to Merge Together

The merge system is what separates an okay loadout from a run-carrying one. Your goal when merging is to transfer a desirable stat (fire rate, projectile count, AoE radius, chain count) from a donor weapon onto a recipient that has high base damage and a good attack pattern.

Optimal merge donors:

1. Brimstone Pistols — donate fire rate. Best merged onto Hellfire Magnum or Ember Cannon.

2. Shock Dagger — donate attack speed. Best merged onto Sanctified Buzzsaw for faster spin rate.

3. Flame Lance — donate the fire projectile on-hit effect. Merging this onto Crusader's Shotgun gives every shotgun pellet a chance to spawn a fire projectile.

4. Holy Water Sprinkler — donate the Weakened debuff chance. Merged onto any rapid-fire weapon, you apply Weakened to everything on screen within 3 seconds.

Merge traps to avoid:

  • Don't merge a slow weapon's attack pattern onto a fast weapon. The resulting weapon uses the slower attack pattern with the fast weapon's damage stats — net DPS loss.
  • Don't merge two AoE weapons expecting the AoEs to stack. Only the larger radius applies.
  • Don't merge damage type donors (Holy/Fire/Shock) unless the resulting dual-type weapon matches your blessing setup. A Holy+Fire weapon benefits from both Holy and Fire blessings, but the individual blessing pools are smaller, meaning you'll have fewer max-rank blessings of either type.

FAQ

Q: Which weapon is the absolute best for clearing Act 4?

A: Seraph's Judgment with a fire rate merge from Brimstone Pistols, supported by the Piercing Light blessing at rank 5. This setup clears Act 4 wave rooms in under 30 seconds consistently. The piercing cone covers enough area that you only need to aim in the general direction of enemies.

Q: Are melee weapons viable for full runs or should I go all ranged?

A: Melee weapons are absolutely viable but you need at least two of them equipped to cover different angles. One melee weapon alone leaves you exposed from behind. The Sanctified Buzzsaw solves this problem by covering 360 degrees, which is why it's S tier. A pure ranged build is easier to play but a properly built melee setup kills bosses faster because melee weapons have higher base damage numbers.

Q: Should I focus on one damage type or mix Holy, Fire, and Shock?

A: Focus on one damage type for your first 20 hours. The blessing pools for each damage type are separate, so spreading across multiple types means you'll have lower-rank blessings across the board. A max-rank Fire blessing gives +60% fire damage. Spreading across Fire and Holy means you might have rank 3 in both (+30% each). Later, when you have enough Cathedral upgrades to increase blessing rarity, dual-type builds become competitive.

Q: How often does the weapon meta change with patches?

A: Dark Jay Studio has pushed two balance patches since the June 8 launch. The first nerfed Infernal Repeater's burn stack cap from 12 to 8 (it was genuinely broken at 12). The second buffed several Shock weapons that were underperforming. The developer posts patch notes on the Steam forums and has been responsive to community feedback. Check for updates before committing to a long grind for a specific weapon unlock.