Have a Nice Death

Have a Nice Death

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Ultimate weapons guide - overview, tips, tier list rankings and explanations
By Spark11
What should you look for in a weapon? Which weapons are good and which are useless? How to get the most of your weapon choice for easiest clears on latest breakdowns?
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About me
My name is Spark11 and as of writing this guide, I have about 140 hours ingame. I've finished it plenty of times on maximum difficulty (level 15 breakdown) with a variety of different weapons.

I thought I'd share my experience with you and hopefully help you with any difficulties that you might have encountered while picking a weapon. Keep in mind that this is MY PERSONAL OPINION based upon multiple runs with every weapon and my experience with it. Feel free to disagree and leave a comment so we can discuss further - I'm always open to hearing your thoughts on the matter.

Update 4/9/2023: I just published another guide that focuses on a variety of different game topics - game-breaking combos, contracts, curses, rooms, farming currency, etc. If you need some more help regarding the game, you're welcome to check it out!

What to look for in a weapon?
There's a multitude of factors that go into making a weapon actually good - damage, cooldown, mana cost, specials, frenzy, damage animation (both trajectory and length), range and others. Here are a few things to keep in mind when selecting weapons:

  • Range is OP

    In this game, standing close to enemies gets you hurt. Anything that can damage the opponent from far away is almost always better than something without range.

  • Auto-target is OP

    You want the maximum damage from your attack to hit the enemy. That means anything that auto-targets the opponent is awesome. You don't want weapons that hit 50% of the screen so the two enemies on screen take about 10% of its damage.

  • Get weapons with good synergy

    Normally one offensive and one support weapon should be your aim but two offensive weapons could also work fine. Just make sure it's not two offensive spells since you're unlikely to have enough mana to sufficiently use both.

  • Know your weapon upgrades

    Some upgrades are more important than others. Knowing which levels are impactful for your weapon and investing in those first could give you the edge in a fight.
Wait, I thought Spells were useless?
I've heard this statement a few times in forums and I'm here to assure you that spells are 100% not useless. Not on level 1 breakdown, not on level 15 breakdown. Spells have always been relevant. In fact some of the most OP weapons in this game are all spells.

So why do some people choose to play without any spells and ignore any curses from the Green Curse Tree? Well, simply put, spells require more effort on your end to make effective.

For a typical spell build, you need to have:

  • Mana
  • Mana regen
  • Bonus spell damage

While for a typical cloak build, all you need is:

  • Bonus cloak damage

And then maaaaaaybe:

  • Cloak reduce cooldown
  • Cloak extra ammunition

(if you absolutely HAVE to choose a curse for these; otherwise they are not that important.)

So using a cloak requires less effort on your end to be effective. Plus, not having to care about mana, means you could easily choose 2 contracts before the start of the game for -20 mana, +50 HP to get yourself 100 extra HP for a run. (Starting with only 35 HP at level 15 makes this pretty significant.)

Furthermore, not caring about spells, means you can not only ignore all Mana Department and Spell Store rooms, but you can actively choose curse penalties related to spells like:

  • Each rush consumes 30 mana
  • Retaliate consumes 100 mana
  • Spells gain 100% cost increase

As well as make use of curses like "Gain 50 max HP but lose 30 mana" and others.


So ignoring spells do come with certain benefits but I can absolutely guarantee you spells are not and have never been useless in this game and I hope when you finish reading this guide you would come to this conclusion yourself.
Weapons Tier List
So before I start the tier list, I'd like to classify the weapons by their purpose:

  • Offense - mainly used to deal damage to enemies.
  • Support - mainly used to provide you with extra buffs, stats or increase the effectiveness of other weapons.
  • Both - while the weapon could do one of the tasks slightly better than the other, it could realistically serve both purposes.

Just because a weapon serves a different purpose than another weapon, doesn't mean it's inferior to the latter.

I will put a 🕷 to indicate a Cloak item and a 🪄 to indicate a Spell, for your convenience.


Below is the same exact table as text (in case the image doesn't load for anybody). Steam doesn't allow colored font though (which I used to highlight the weapons rarity).

Rating \ Purpose
Offense
Both
Support
U (Broken)
Moskillto 🪄
S (Can carry you)
Piercing Ray 🪄
Rocket Launcher 🕷
Wishtorm 🪄
Slaygore 🕷
Vladislaw 🪄
Voracious Burst 🪄
A (Decent picks)
Bees 🪄
Revelation Bow 🕷
Firebow 🕷
Tornadmin 🪄
Slaymore 🕷
Sacrifix 🪄
Tempus Abjuratum 🪄
B (Overrated)
Literally every other Orange or Purple weapon
C (Would do in a pitch)
Arrashi-Kunai 🕷
Fire Arrow 🪄
Void Rift 🪄
Makeshift Rockets 🪄
Daggust 🕷
Troublecross 🪄
Dark Talons 🪄
Anvilaunch 🪄
D (Trash)
Literally every other White, Green or Blue weapon
F (Utter trash)
Poison Mist 🪄
Poisoned Gift 🪄
Spitfire 🪄

And finally, if you prefer the above tier list but with pictures instead of text, here it is:



Now for some explanations about the tier list rankings.
Tier U (Broken)
Weapons here are basically a free win.

  • Moskillto 🪄

    • Auto-targeting enemies is already pretty damn good but at level 1 this spell gains Lifesteal, i.e. it heals you. Not only could you use the spell for dealing damage but healing you on top of that - that is downright broken. (It won't heal missing HP, just injuries /grey parts of HP bar/).
    • At lower difficulties this spell is essentially GG; at higher levels you would need to put in some extra spell damage curses as enemies have more health but it's still ridiculously OP.
    • Frenzy is alright, fills up your Frenzy meter pretty quickly again for another use.
    • Upgrade to level 1 ASAP since it gains Lifesteal. Both level 2 and 3 upgrades are on the same level of importance.
Tier S (Can carry you)
Weapons here are able to carry your entire run. They are the best at what they do (ignoring the Moskillto spell) and you should always get them if given the chance.

  • Piercing Ray 🪄

    • A slightly harder hitting Moskillto without the Lifesteal ability. Auto-targets enemies, fast fire up speed, solid damage and quick Frenzy bar fill.
    • Frenzy does solid auto-target damage very fast.
    • As with all Purple weapons, this one could be fished from the Contracts selection at the start of a run via a "Purple weapon for 30 damage now" contract.
    • Upgrade to level 1 gets a good buff to the spell. Levels 2 and 3 are not nearly as important, they just grant periodic ray casts for some extra damage - useful for sure, but not essential. You could easily wait for the last 2 upgrades until your last Control Room visit or even skip them altogether if you're low on resources.

  • Rocket Launcher 🕷

    • Really nice explosive damage and long range. The weapon has a slight push-back when fired so take this into account but you should be firing it up from the other side of the room regardless.
    • Frenzy is solid enough and deals good damage to the whole screen.
    • Your best chance of finding this Orange (Legendary) weapon is via a Secret room in one of the levels.
    • Not upgraded (at level 0) the Rocket Launcher is just okay. It really starts to shine once you get a couple of upgrades to it - they increase the damage, add additional damage bursts after the explosion and greatly reduce the cooldown.
    • Upgrade to level 1 drops the cooldown to a usable amount so it should be prioritized accordingly. Then, level 3 drops the cooldown to less than a second, making it truly spammable. Make sure you get both of these with higher priority.

  • Wishtorm 🪄

    • A great auto-target weapon that fills up your frenzy bar quickly. Damage is alright at lower levels but gets really good at later ones.
    • Its frenzy deals damage to enemies and HEALS you if you stand in the ray. (Just make sure that you fire it without any enemies around, if you want to heal, since the spell will auto-target the nearest enemy automatically.) This ability allows Wishtorm to be used both as an Offensive weapon, and as a Support one. (Won't heal missing HP, just injuries!)
    • All upgrades are around the same level of importance, make sure to get at least one the first chance you get. (Some bonus spell damage upgrades would be very beneficial too.)

  • Slaygore 🕷

    • This weapon deals very decent damage and provides some range with it. But what makes it truly outstanding is its incredible special that allows you to fill up the Frenzy bar more quickly. This is one of the best weapons to help you get the best out of another weapon in your equipment. At level 3 the Frenzy bar fills up AUTOMATICALLY. (Truly broken if used with Vladislaw - check section below).
    • When fired in the air, the Cloak item will send shock waves across the screen, so it can attack flying enemies too.
    • Frenzy deals decent damage but it's not as OP - you would usually use Slaygore's special to fill up the Frenzy bar to use the Frenzy of another weapon.
    • Upgrades 1 and 3 are most important once again.

  • Vladislaw 🪄

    • Vladislaw reduces your max HP to pure heal you. This is an option that you should use ONLY when absolutely necessary. Vladislaw's true power comes from it's incredible Frenzy that gives you +5 max HP permanently.
    • Essentially, a Vladislaw run consists of filling up your Frenzy bar, immediately using it and giving yourself +5 max HP, rinse and repeat. By the final room, you should be able to give yourself at least 150-200 more max HP than you would normally, giving you a way easier fight with the final Thanagers and Sorrows.
    • Works extremely well with Slaygore that fills up your Frenzy bar more. Paired up with a level 3 Slaygore that automatically fills up your Frenzy bar, these two weapons basically grant you unlimited max health - just stay in one spot at the beginning or end of the level and fire up your Vladislaw Frenzy every minute or so.
    • Vladislaw also has the ability to heal you up by reducing your max HP. This should only be done as last resort though as your max HP is your greatest strength during a Vladislaw run. For example, an appropriate use of the spell to heal you up, is if you're going into your final boss fights and you have no more Animas to heal your missing HP.
    • The upgrades reduce the amount of max HP lost when using the spell but as explained above - this should only be done as a last resort. So upgrading Vladislaw is NOT NEEDED at all! (Do so if you have leftover resources after upgrading your Scythe and other weapon in the last Control Room that you visit, knowing you won't be visiting a Shop afterwards, i.e. won't be needing any more resources.)

  • Voracious Burst 🪄

    • A slightly more difficult to use version of Vladislaw. The normal use of the spell reduces your max HP and deals Lifesteal damage to enemies, i.e. it heals you by the damage it does. Just like with Vladislaw, this should only be used as a last resort.
    • The spell's Frenzy deals damage to nearby enemies and gives you +3 max HP permanently for every enemy killed. Same as with Vladislaw, this should be used as soon as possible but under 2 more conditions: 1) use when at least 2 enemies are present /so you can get +6 max HP/ and 2) use when weaker enemies are around, strong enemies with lots of HP are unlikely to be killed by this spell, which defeats its purpose. (Crows from the First Department or the Modern Warfare Department (third world, red curses) are a great choice since they appear in packs of 4-5 and all have low health.)
    • Hint: the bone hands that emerge from the ground in the two aforementioned departments are considered as an enemy by the game and will reward you with +3 max HP when the Voracious Burst Frenzy kills them. (These are the only enemies in the game that respawn infinitely btw - do with that information as you please. ;) )
    • Just like the Vladislaw spell, upgrades to this spell are NOT NEEDED at all since you're going to be using it only for its Frenzy 99% of the time.
Tier A (Decent picks)
Weapons here are solid enough to use in your run, although they won't carry you the same way the ones from S tier do.

  • Bees 🪄

    • Slightly weaker version of Piercing Ray. Does decent damage, auto-targets enemies, Frenzy deals okay damage and fills up the bar again nicely. Honestly, go read the Piercing Ray section again, it's really the same exact thing, just slightly worse.
    • The spell's special gives you extra movement speed... You can literally think of the weapon as having no special.
    • All upgrades are equally important, none of them is ground-breaking. Some bonus spell damage upgrades are much appreciated by the Bees.

  • Revelation Bow 🕷

    • Very decent damage and slight auto-target makes this Cloak item a great choice to snipe enemies from the other side of the screen. Not much really needed to be said - it does what it is supposed to.
    • Works extremely well with the Firebow (check section below).
    • Frenzy rains down arrows across the whole screen - useful if you're surrounded by enemies in an arena, not that useful if you're fighting a boss.
    • All upgrades are equally important but make sure you get to Level 1 ASAP so the weapon gains the slight auto-target.

  • Firebow 🕷

    • Slightly less damage dealing Revelation Bow that has better 100% auto-target (meaning you can hit enemies behind you when firing forward).
    • The weapon gives you more damage to your Cloak Item and extra Ammo which is why it works so well with the Revelation Bow.
    • Not much more is needed to be said about this one really - even the Frenzy is the same exact one as the Revelation Bow one.
    • Upgrades are equally important. Stay away from your enemies and keep spamming.

  • Tornadmin 🪄

    • BARELY sneaking into the A tier by the narrowest of margins, Tornadmin is certainly disappointing for a Legendary weapon but not nearly as much as some of the other ones.
    • Moves from side to side or spins vertically if fired up in the air. It might be a slow weapon but it still allows you to hit enemies from a somewhat safe distance. Plus it knocks them back and stuns them.
    • Frenzy is just a bigger tornado so you can skip it in favor of a stronger weapon's Frenzy.
    • All upgrades are around the same level of importance and they increase the size of the tornado. Not super important to upgrade as long as you have another better weapon and/or a Scythe that you could invest your resources in.

  • Slaymore 🕷

    • The inferior brother of Slaygore, but actually not half bad. Does really solid damage with a generous hitbox. Doesn't fill up the Frenzy bar nearly as much as other weapons, unfortunately.
    • Gives you extra +25/+50 max HP depending on its level. Gives you extra temporary max HP per kill which is useful during arena fights.
    • Frenzy deals decent damage but it's not the strongest.
    • No upgrade truly stands out among the others.

  • Sacrifix 🪄

    • A weaker version of Wishtorm that could only heal you but won't do damage to enemies.
    • Unlike Wishtorm, Sacrifix is able to heal MISSING HP!
    • Use only for the Frenzy if you want to heal. Could save you some Blue/Golden Animas.
    • Upgrades are really NOT NEEDED at all for this one.

  • Tempus Abjuratum 🪄

    • Applies Stuck on enemies and gives you time to deal extra damage to them. Very useful if you're running with the Diss Scythe as its primary damage move is the 3-tap Spin move.
    • Would be higher up on the list, if it wasn't for the fact that on higher breakdowns Thanagers and Sorrows gain Stuck resistance, severely reducing the spell's usefulness. (At Breakdown 15, the spell would apply Stuck on a boss once in about 6-7 tries unless you're extremely lucky.)
    • Frenzy does the same thing as the regular usage of the spell so not particularly useful.
    • Upgrades increase the duration of Stuck but are not really important as even at level 0, the spell already performs decent enough.
Tier B (Overrated)
This is a special tier dedicated only for Orange (Legendary) and Purple weapons. Usually, they have decent damage and are somewhat serviceable but there are issues with each one of them that prevents them from performing as good as A tier weapons and in fact, their performance is closer to that of C tier.

I'm not going to go in details about each weapon individually, instead I'll just briefly go over why I consider the weapon overrated and why there are better options out there.

  • Nihilaser 🪄 - Solid damage and good range, all ruined by the fact that the spell causes no stun on enemies and locks you in place for a long period of time, which is a death sentence, especially against bosses.

  • Star Raving Mad 🪄 - Awkward damage path could make you miss the target completely. Remember what I said earlier about wanting the full damage from your weapon to hit the enemy? Yeah, this is one of the most perfect examples of why that is. Also cooldown in way too long.

  • Boulderain 🪄 - Awkward damage path. Again, you want the full damage from your weapon to make contact, not just 1 out of 10 boulders. Gives you temporary extra defense upon casting but considering the high cost and the fact that this is only during the spell cast, it is somewhat underwhelming. For a legendary weapon, they could have made it at least permanent defense bonus at all times, you know...

  • Sky Fall 🪄 - Awkward damage path, yet again. At least it gives you a decent range.

  • Excavore 🕷 - Cooldown is a little bit too much for the damage it deals but at least it gives you some range to work with. Decent but not incredible.

  • Beasteel 🕷 - Gains Lifesteal at level 2 and it shoots ranged projectiles (2 Ammo only) when fired up in the air. Should have been a decent weapon but it's all ruined by the awkward damage animation that makes you do this god awful leap and roll forward, similar to the Sisword. Not only does in physically move you forward instead of remaining in place when you attack but it can oftentimes miss the target completely. Ranged attacks are also hard to use reliably and completely useless against shorter enemies or bosses (like Major Pliskhan).

  • Dark Claws 🪄 - Deals damage and applies Bleed. Good effect to apply but you know what's better? Getting the Bleed effect from Red Curses at level 1 and having it apply for all of your weapons regardless. Not a horrible spell though, but average damage and no real range keeps it relatively low in the rankings.

  • Drageanor 🕷 - Average damage that makes it really struggle at later departments. At least it gives you some range and the Frenzy is pretty nice, dealing lots of damage in a short amount of time.

  • Ferral Fists 🕷 - Same as above but with a longer animation (holding you in place is a bad thing in this game) and not as much range.

  • Death Star 🕷 - Same as above but without the range or the good Frenzy. Gains same bonus as the Scythe but it's still pretty disappointing. Moves you forward when you attack. Just do yourself a favor and pick Slaygore/Slaymore, if you want a good sword-type weapon instead of the Cloak items in this tier.

  • Soul Razer 🪄 - Laughable damage for the mana cost. Honestly, wouldn't even pick it instead of the weapons from the C tier.

  • Aleistar 🪄 - Alright damage but on a timer. You don't want to predict where the enemy IS GOING TO BE, you want to do damage where the enemy IS RIGHT NOW.
Tier C (Would do in a pitch)
Weapons in here are okay-ish at their purpose. Nothing ground-breaking and you should be actively looking for new ones but they would do the job in a pitch.

  • Arrashi-Kunai 🕷

    • Deals alright damage from a distance but the projectiles fly in a slightly downward angle making it a bit harder to precisely hit the target 10/10 times.
    • At level 1 gains Bleed which is a decent bonus.
    • Frenzy shoots stars in all directions and is somewhat useless.
    • Level 1 upgrade is most important, level 2 and 3 are useful but not as essential.

  • Fire Arrow 🪄

    • Alright damage, applies Burn at level 1, good range, cheap mana cost. For one of the first weapons in the game, the Fire Arrow isn't actually half bad, it's just not as good as many stronger weapons at what it does.
    • Frenzy deals decent damage in front of you - not extremely important.
    • Level 1 upgrade is most important to get some more damage and apply Burn (not the greatest of effects but hey - every bit helps!), level 2 and 3 are not as important but still useful.

  • Void Rift 🪄

    • The spell has a little bit of hard time in arenas and its animation often would push the enemies from the main damage area after only 1 hit. With that said, Void Rift does auto-target enemies and where it truly shines is against Thanagers and Sorrows as it's able to dish consistently high damage to them as long as you don't fire it up right before they start teleporting around the room.
    • Frenzy is decent, again - make sure you fire it up when you know the boss is going to be stuck in the same spot for at least a few seconds.
    • All upgrades are around the same level.

  • Makeshift Rockets 🪄

    • Similar to Fire Arrow in every way except it doen't apply burn.
    • Frenzy is kinda underwhelming honestly.
    • Upgrade to level 1 ASAP, if you're set on using it, as the damage at level 0 is mediocre at best, especially at higher breakdowns.

  • Daggust 🕷

    • Alright damage and range but long cooldown and only 2 Ammo keeps this weapon from reaching higher tiers. Applies Poison once upgraded which is a bonus.
    • Frenzy is pretty sweet and does good damage in a large area around you.
    • Upgrades are all around the same level of importance.

  • Troublecross 🪄

    • Damage-wise it's an okay-ish spell but not amazing. In combination with its awkward damage path (which could miss the enemy completely), this was never going to end up higher on the list.
    • The weapon's special grants you extra spell damage for other spells, which is quite nice and arguably more important for Troublecross than its regular spell cast. (Suuuper useful if you're using a Cloak item in the other slot :)))) )
    • Upgrades are around the same level, I believe the final increase to the other spell's damage increase is at level 3.

  • Dark Talons 🪄

    • We're really scraping the bottom of the barrel now. This spell is absolutely useless for offense but at least it has a nice special that grants you bonus max mana. (Again - suuuuuuuper useful if you're using a Cloak item in the other slot!)
    • Really nothing more needed to be said there - some extra mana is all that Dark Talons can offer.
    • Don't even bother upgrading unless you have leftover resources after fully upgrading your other weapon and Scythe.

  • Anvilaunch 🪄

    • Same as above - this spell is completely useless on offense but at least it has a decent special that grants you a % discount at the Control Room.
    • Don't bother with the Frenzy, don't bother with the Upgrades - the only thing this spell is useful for is if you have an empty weapon slot and you happen to find it right before entering the Control Room.
Tier D (Trash)
Literally every other White, Green or Blue weapon belongs here. Any weapon could be used, if you don't have anything else on your hands but realistically its only purpose would be to be sold at the Shop for some Soulary.

Not even gonna bother listing all leftover weapons here, they are all equally trash. At least they could find peace knowing they are not Utter Trash tier like the last three on the list.
Tier F (Utter trash)
These "weapons" don't deal damage, they just apply effects. This could be alright, if the effect was good like Stuck (see Tempus Abjuratum in Tier A) but it's not.

  • Poison Mist 🪄
  • Poisoned Gift 🪄
  • Spitfire 🪄

Poison and Burn are B tier status effects, you want Bleed and Stuck for your runs or at the very least - Frozen. These two, however, are just bonuses - if a weapon has them as a special, that's nice but far from essential.

Not dealing damage but applying a status effect that's not even that great to begin with - well... this is truly what is needed to land a spot in the Utter Trash tier. But hey, if you want a challenge - pick two of the weapons above and the Sickles/Twinsie and see how far you can make it at Breakdown 15; that's a nice way to make yourself hate the game :)
Scythes
And lastly, we'll take a look at your main weapon in the game - the Scythe. I won't go into details for all versions but rather highlight the top 3, starting with...

  • 1) Billhooks

    • The only scythe that gives you meaningful range and by far the best one of the bunch.
    • Scythe upgrades give the weapon extra length - fully upgraded, it can reach more than halfway through the screen, which should be enough for you to avoid taking any risks when attacking enemies.
    • The Billhooks also fly slightly back when attacking so you can attack both enemies right in front of you and slightly behind you at the same time.
    • Can take on flying enemies way better than any other scythe.
    • First hit stuns most basic enemies, second one gets the stun otherwise.
    • Frenzy is awesome - auto-targets enemies on the screen and follows them around, meaning that you can use it both for clearing arenas and during boss fights.
    • What more can I say about this one - best scythe in the game and it's not even close.
    • Upgrade to level 1 and 3 are most important since they increase range by 50%/100%.
    • Both forms of the scythe are also very useful - first one does damage to distant enemies (ones that you would be attacking anyway) and the second one does bonus damage while not moving (again - exactly how the scythe is supposed to be used). If you have the Prismium, both upgrades are well worth it.

  • 2) Diss Scythe

    • Second best scythe in the game - good damage and a little bit of range.
    • Its best attack is the 3-tap combo, where the first hit stuns enemies, second one draws them closer to you and third one does a spin move with multiple hits on the target.
    • For that reason, taking "Ground attacks deal bonus damage" curse works pretty nicely here. (Interestingly enough, Shake Spear - which is a horrible weapon by itself but gives your ground attacks bonus damage - isn't that bad as support for the Diss Scythe.)
    • The scythe has two main weaknesses - flying enemies and bosses that move a lot.
      • Flying enemies are a problem since the Diss Scythe cannot hold you in the air while attacking multiple times like the Billhooks can, so the most you'll be able to do is 1 hit per jump. The scythe does have a decent attack hitbox in the air to help mitigate this problem, allowing you to hit targets in front of you AND behind you with one swing.
      • Bosses are a problem since the hardest hitting move of the Diss Scythe requires time to execute and bosses don't give you as much time. That's why getting Stuck ability from the Blue Curses level 2 or using Tempus Abjuratum (check Tier A weapons) works well with this scythe, although it has to be noted that at higher breakdowns, Thanagers and Sorrows gain resistance to it, making it way less effective.
    • Frenzy is kinda weak but allows you to stun enemies most of the time, giving you a chance to execute the 3-tap Spin attack on them. Also useful for arenas with multiple enemies on screen.
    • All upgrades are equally important and none of them are ground-breaking.
    • Same goes for the two forms - somewhat useful but not really essential.

  • 3) Scythe

    • Your base scythe that you start the game with and not a bad choice at that. However, while it's safely in 3rd place ahead of the other scythes, it's also noticeably weaker than the top 2 choices.
    • Provides absolutely no range (bar the final upgrade) and stuns at the second hit.
    • Frenzy is good, does decent amount of damage across a good portion of the screen.
    • All upgrades are equally important and do improve the Scythe's damage significantly but Level 3 is easily the most important as it grants shock waves that shoot from the Scythe upon attacking, finally allowing for some ranged combat.
    • Both forms are pretty good - first one does bonus damage per weapon type equipped (best if you have a Cloak item and a Spell) and second one does bonus damage per weapon upgrade (so it gets stronger by the later parts of the game). If you have Prismium to spare, both forms are worthy upgrades.

After that, there's a pretty clear difference in quality between the base Scythe and all others, so I don't recommend using them. Pick Sickles/Twinsie only if you want to give yourself a challenge.
Closing remarks
And that pretty much concludes this guide on weapons. As always with these kind of guides - feel free to try every weapon for yourself and find out what works best for you. I'm only sharing my experience to hopefully help you choose better weapons but in the end, you have the final say.

If you disagree with anything on the list, I'd love to hear your arguments about it in the comments. I'm sure nobody can create a guide that a whole entire playerbase will agree with 100% of the time.

I look forward to creating one more guide for this game as I feel like I have more things to share that could help people struggling on different breakdowns - floor tier list, curses and penalties selection, farming Soulary, choosing contracts, game-breaking combos and other random tips and tricks that I've used during my playthroughs. But these are all topics for another time.


If you've made it this far, I thank you for reading through this guide and I hope you found some useful information to help you on your next run!


[Guide finished on 17/8/2023 for version 1.0.2.54033]


Update 4/9/2023: I just published another guide that focuses on a variety of different game topics - game-breaking combos, contracts, curses, rooms, farming currency, etc. If you need some more help regarding the game, you're welcome to check it out!

11 Comments
FlowerTheStar 14 May, 2024 @ 5:45am 
Dude, thank you so much for making this guide, I literally won the moment I finished reading :’)
Pøky Pøkynson 8 Apr, 2024 @ 9:53am 
I agree with most of this except the D tier weapons. Weapons are very dependent on curses in this game, and flat damage buffs can do wonders to some of these, like the Cloak shock one and the Firescreamer specially (does insane damage even if you get only one +8 mana damage curse).
Void rift has helped me a lot as well. Despite its negatives, its air attacks, if you hit right at the center, are guarantee stuns, and with only 2-3 uses you can stun a boss. Not very powerful for smaller enemies, but worth it regardless.
The fact that these I mentioned are common is why I think they should be higher on the list. I don't come across rare items in most of my runs. Overall, builds have a much higher influence on the run than most.
For context, I have just beaten Breakdown XI
Alexander the Greater 25 Jan, 2024 @ 7:47am 
@nakami You SHOULD buy any legendary, bad or no that you manage to get your hands on. Even if you don't want it, the prismium you'll most likely get when you sell it back is by far worth the 50 soulary. Otherwise, don't bother with the bad weps.
nakami 25 Jan, 2024 @ 12:31am 
Something that I want to know: Should I avoid buying the bad weapons?
fat marcus 22 Dec, 2023 @ 3:11am 
Oh -- I also felt Twinsies was 2nd after Billhooks :)

I didn't like the Diss particularly because it cannot keep me hanging in mid-air for as long.
fat marcus 22 Dec, 2023 @ 3:09am 
Thank you so much for this writeup. I unlocked open the U and S weapons (Offense/Both) and had a great time from EZ to XV to note dilute the RNG pool. Trying out the remaining ones now one at a time as I try to unlock all curses, but yeah - the ones you had pointed out, definitely heads and shoulders above the rest.

To me, I would rate Wishstorm above Moskillto. Wishstorm upgraded and with some green curses, it's basically autopilot.
Karleo 20 Nov, 2023 @ 9:41am 
Can also vouch for Dirty Dagger, man did that carry my game hard. Paired up with cloak CD reduction (dirty dagger at a 0.1 sec CD) and the Piercing Ray to get the frenzy bar filled up quickly . Only had 210 health - didnt matter at all.
Alexander the Greater 4 Nov, 2023 @ 2:15pm 
You forgot to mention that Dirty Dagger should be a first pick if you can get it, as it's invulnerability surge is almost always incredibly useful, and can allow you to solo most fights without any other weapon. My few wins on higher breakdowns have all been with Moskillto and Dirty Dagger, so I'd certainly put it in U or at least in S.
Nefertenia 20 Aug, 2023 @ 7:48am 
I promisse ya, it's the best choice when (like always) the other +bleed stacks curses wont show up ^.^
Spark11  [author] 20 Aug, 2023 @ 6:22am 
Hmm sounds like I might need to give it another go, I can't remember whether I have had Bleed + Dark Claws in a run tbh :))