Baldur's Gate 3

Baldur's Gate 3

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[EN] The best weapons in the game
By VolusFM_
Considering the sheer amount of weapons and their different stats, active abilities and passive effects in the game, and whether you’re a dedicated to min-maxing, role-playing, or simply using whatever feels best to you, you probably have favorite weapons. We all do.

Finding the best among all these weapons, however, can be really overwhelming, considering - once more - the sheer amount of information that implies.

In this guide, I will present you what I think are the best weapons in the game and why you should always pick them up and use them.

I will also include shields. Technically, they count more as armor, but as deciding whether to wear a shield impacts which weapons you can use, it doesn’t make sense to leave shields out of this guide.

   
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What do you mean, best?
Obviously, “best” is a subjective notion here - and actually, a somewhat abstract one, too. I’m not looking to select the best weapons in terms of damage, or crowd-control, or spellcasting benefits, or any other single criterion. The idea here is to present weapons that have remarkable qualities in at least one of these domains, explain why, and how to best use them. Basically, this guide could also be titled “The weapons you always want to pick up”.

Keep in mind that when each weapon can be acquired is very important. For instance, the gloves of sizzle are much better than any other variant, because they can be acquired much earlier.

You should have a look at how damage mechanics[bg3.wiki] work in the game and what is a DRS, as some weapons in this guide revolve around those to deal crazy damage. Whenever I write that a weapon “has a DRS”, understand that with the right setup, it can deal much more damage than it should.

Classification
I’ve had some trouble deciding how to classify all the different weapons.

Obviously I could’ve just gone with “Best Shortswords”, “Best Longswords”, etc. but it honestly feels pretty dull, and also doesn’t really reflect well how you should think your weapons.

As questions go, what is the weapon doing for you and how are you going to use it are as relevant as how good the weapon is. It doesn’t make sense to separate these topics - a weapon is good at something precise, not in the void.

In my opinion, a good way to look at things is to classify weapons in main hand, off hand, ranged and spellcasting. Shields are obviously in their own category.

Main hand weapons are going to be something you wear - wait for it - in your main hand, and are usually your main source of damage. On support, archer and spellcasting builds, main hand weapons often play the same role as an off hand weapon (see below). But otherwise, that’s what you’re using to dish out the pain.

Off hand weapons can sometimes be an extra source of damage (think double hand crossbows, or dual wielding with something like Crimson Mischief in your off hand). But most of the time, you just wear them for their sheer bonuses, be it Spell Save DC with Rhapsody, Critical chance with Knife of the Undermountain King, etc.
Sometimes you might even equip them to activate something very specific, then swap them out.

I will spare you the explanation of ranged weapons because that’s pretty much what you’d expect.

Spellcasting weapons are not weapons you’ll be using to cast spells (unless it has a spell you want to use on a daily basis, which is fairly rare). You’ll be using them to boost your spellcasting. Think of weapons that give bonuses to spell attack rolls, spell save DC, or incredible effects such as Arcane Battery.

Best main hand weapons
Phalar Aluve

This weapon is absurdly good. It is baffling that it is only a rare weapon. In higher difficulties, you pretty much always want to have somebody carrying Phalar Aluve[bg3.wiki] in your party. It is not mandatory, but it is that good. This sword is a very serious contender for being the best weapon in the game.

It has finesse, so pretty much any martial can wield it. It is versatile, which means it can either be coupled with Great Weapon Master, a shield, or another weapon if you have Dual Wielder. It is a +1 weapon, which by the time you acquire it (as early as level 4) is a nice boost to consistency. But the best yet has to come, and it is the Melody abilities.

The Sing ability gives a great attack bonus that helps counteracting penalties from skills like Sharpshooter or Great Weapon Master. In higher difficulties where consistency is key, that is a great support tool.

However, the strongest ability this sword has is actually the Shriek action. Adding 1d4 thunder damage to all damage may not look like much, but it actually is a DRS, which makes it completely broken if you’re looking to burst any enemy.

The Blood of Lathander

Having access to a legendary weapon as early as late Act 1 is good. But when it is The Blood of Lathander[bg3.wiki], it gets even better. You get a level 6 (!) spell once per day, a free revive and healing if you get knocked out, it emits light, and nearby undead can be blinded. With Act 2 just around the corner, the last 2 points are especially powerful. Granted, it is only 1d6 damage which is weaker than a longsword or two handed weapon… but it also is bludgeoning damage, and good sources of this aren’t too common (unless you have a monk, obviously). It isn’t light, but works perfectly with a shield.

It also happens to be one of the few weapons Clerics are proficient with.

Balduran’s Giantslayer

Hands down the best greatsword[bg3.wiki] of the entire game and nobody even comes close. You get Giant Form as well as Topple the Big Folk which has a DRS. But the main feature is that you’ll add your strength twice to your damage output. It will not always be relevant (a Paladin-Warlock hybrid will likely be using CHA rather than STR with weapon attacks and Balduran’s Giantslayer is still their best weapon) but when it is… Assuming you’re under Elixir of Cloud Giant Strength and have +8 STR, your average damage roll is 3 + 3 + 3 + 8 + 8 which is 25 total. And that is not counting other damage sources such as Great Weapon Master, smites, Psionic Overload, Phalar Aluve, etc.

Bloodthirst

If you’re building an daggers/shortswords assassin, chances are you want this weapon[bg3.wiki]. It inflicts vulnerability to piercing damage (if wielded in the main hand), gives you more critical chance, is bound… And it also is a great off-hand weapon as you get more AC and the reaction with True Strike. True Strike usually is pretty bad, but being able to cast it with a bonus action once per short rest, or as a reaction once per turn, is pretty awesome.

It’s also a great weapon to carry as an archer/crossbowman as it increases your critical chance. And since you’re mainly using a bow/crossbow, there’s no real cost to swapping this weapon it.

Duellist’s Prerogative

The best rapier[bg3.wiki] in the game. Granted, there’s not many of them, but honestly when you have that kind of rapier in the game, you don’t need another one. You get increased critical hit chance when you off-hand is empty and an additional reaction (the tooltip is unclear whether that second reaction is gained even if your off-hand isn’t empty. You also get a bonus action attack if you’re not dual wielding. All the other perks work even if you are holding something in your off-hand. Tere’s the two sources of extra necrotic damage, one of which is a DRS. You get a free better version of Compelled Duel (with extra bleeding) that you can cast at will.

It’s an amazing weapon with so much utility and damage potential, even if you’re dual wielding and lose some of its perks.

Spears of Night

Unfortunately, you only get one of these per game. But be it Shar's or Selûne's, they're amazing. The first one especially, as you get Darkness at weal, which comboes with the spear's extra damage to obscured creatures and blindness immunity for the wearer. The second provides, among other things, advantage on WIS saving throws and Perception checks which is incredible defensively.

Best off hand weapons
Knife of the Undermountain King

This knife[bg3.wiki] may not seem like much, but it’s one of the best shortswords of the game. It’s also one of the earliest, if not the earliest, access to an increased critical chance and a +2 weapon. The average damage of your critical hits is increased as well. Even if you’re not attacking with it, it’s just a great passive increase to your damage output. Like Bloodthirst, it’s also a good weapon to give to an archer.

Rhapsody

Rhapsody[bg3.wiki] might be the most contested item in the entire game. It may not seem like much, and that’s because the effect’s description is somewhat misleading. You actually have to kill three enemies to get the full bonus (before patch 5, you could kill anything with a health bar), but you'll still end up with a +3 bonus to attack rolls, damage and spell save DC for the rest of the day. You can consume it for some bonuses and regenerate it later as well. It’s insanely good.

The extra bleeding chance is pretty forgettable as it is too situational to really matter, especially when the other perk is that good.

Drakethroat Glaive
Suggested by Burdpal

Drakethroat Glaive[bg3.wiki] is super easy to miss and yet a great source of damage. It provides an alternative, concentrationless version of Paladin's Elemental Weapon, a spell that lets you infuse a weapon with elemental damage until the rest of the day - any weapon. A Sorcerer can twin it and target two weapons, though depending on the set up it might just not be worth the Sorcery points cost. You don't have to wear the Glaive. Just drop your weapon, use the Glaive's skill on the weapon on the ground, and put your weapon back on.

You'll pretty much almost always want to choose Cold or Lightning damage, as these will get doubled by the Wet debuff.
Best ranged weapons
Titanstring bow

This bad boy is the strongest - no pun intended - contender for the “Best bow of the game” title. The only other serious contender, unsurprisingly, is Gontr Mael - but we’ll come back to that later.

When I first picked up Titanstring[bg3.wiki], I just thought “Okay, I’ll just give this to my barbarian or paladin, it’s better than a regular bow, for them.” As it turns out, Titanstring bow is the best option in terms of damage for pretty much any archer build - implying you have strength, obviously. And considering how abundant Hill Giant Strength Elixirs are, this is just never going to be a problem. The reason this bow is so strong, once again, related to how damage riders work in the game. Your strength modifier will be added to all damage sources (e.g. Phalar Aluve, Sneak attack), not just attacks.

It’s also the earliest accessible really good bow in the game, although you’ll have to fight a few Gnolls if you want an easier access.

The Dead Shot

If you do not have high strength and are not using strength Elixirs, your best ranged damage option is likely The Dead Shot[bg3.wiki]. You get more critical chance and extra damage as your proficiency bonus, which by the time you acquire this weapon, should be a +4. It’s a super solid option for ranged damage. If no ranged characters needs this bow, you can also give it to a melee character to improve their critical chances, even if they do not often use ranged attacks.

It can also be acquired within 30-45 minutes of act 3.

Gontr Mael

Gontr Mael[bg3.wiki] isn’t accessible as early as The Dead Shot or Hellrider Longbow, but man, is it worth the wait. You get to possibly set up advantage on your targets, extra radiant damage and frightening condition with bolt of celestial light… but the main perk of this bow, obviously, is its special Haste variant, Celestial Haste. You can only cast it once per long rest and it lasts only 5 turns… but you don’t get Letharic when Haste ends, even by broken concentration. In the toughest Act 3 fights where you really don’t want to end up lethargic, this is amazing.

Hellrider Longbow

This bow may not seem like much compared to the aforementioned bows. And, in a way, it isn’t. Hellrider Longbow[bg3.wiki] probably isn’t the weapon you want to give to a dedicated ranged character. But to anyone else… +3 initiative, advantage on perception checks and the ability to set up advantage on your targets is pretty amazing. It’s a great bow to give to a character that wants to play first (or early) but has low dexterity.

Bow of the Banshee

Unfortunately all ranged weapons mentioned so far are longbows and not everyone has proficiency with them. Anyone can use a shortbow though, and that’s where the Bow of the Banshee[bg3.wiki] comes in. Being able to not only inflict Frightened on your targets but also get attack and damage bonuses on them is really good. It’s also accessible in late act 1 which is decently early.

Best spellcasting weapons
Markoheshkir

If you’re a regular spell caster, Markoheshkir[bg3.wiki] is amazing. If you’re a spellcaster dabbling in any form of elemental damage, it is beyond amazing.

You get the usual +1 to spell attack rolls and spell save DC, which is pretty common for spellcasting gear. Arcane Battery is an amazing passive that basically grants you a free level six spell once a day. On top of this, you can cast Kereska’s favour[bg3.wiki] once per short rest and well… just read what it can do.

Staff of Spellpower

Staff of Spellpower[bg3.wiki] is basically Markoheshkir without Kereska’s favour… and that, by itself, is amazing.

Best shields
Sentinel Shield

Sentinel shield[bg3.wiki] is excellent on pretty much any character that can afford to wear it (mainly clerics, ranged characters, and even spellcasters with no natural shield proficiency if they have Civil Militia). Getting extra initiative and advantage on perception checks is just super good.

Ketheric’s Shield

Very likely the best shield[bg3.wiki] for any spellcaster, period. If you’re not dual wielding staves, having 1 staff and Ketheric’s shield is probably your best option. The advantage on DEX saving throws and shield bash are icing on the cake.

Shield of Devotion

Shield of Devotion[bg3.wiki] gives you 10 extra HP with Aid, an extra level 1 spell slot and a niche reaction. Good shields are a rarity up until Act 2 and this one is accessible within 15 mins of reaching the Shadow-cursed lands.

Honorable mentions
Here are some weapons that just fall short of being in the list, but in my opinion deserved at least an honorable mention.

Charge-Bound Warhammer

Charge-Bound Warhammer[bg3.wiki] might be my favorite weapon if the game. It is accessible within minutes of Act 2 and does so much damage provided you’re an Eldritch Knight or Pact of the Blade Warlock. It makes it an excellent weapon for a Lockadin during all of Act 2.

Returning Pike / Dwarven Thrower
Dwarven Thrower suggested by Panda

Returning Pike[bg3.wiki] is only relevant if you’re playing a Throw build, but boy, is it good at that. It is accessible by the same time you get your Tavern Brawler feat and will carry you through Act 1 and 2.

Dwarven Thrower[bg3.wiki] is also an excellent weapon for throwing builds if you're playing or shapeshifting as a dwarf.

Nyrulina

Speaking of throwing weapons, Nyrulina[bg3.wiki] is a crazy good weapon for throw builds. It is +3/+3, has light, can’t be dropped, boosts movement speed… The list goes on. This is obtained in Act 3, so obviously having light is not that useful anymore.

It can be a somewhat good option even for builds that do not focus on throw. It's amazing for throw builds, but unfortunately involes a lot of friendly fire unless you're a full ranged party.

Silver Sword of the Astral Plane

It takes a Githyanki to really wield a Silver Sword[bg3.wiki], which means if you’re not playing one and have respecced Lae’zel, this weapon is useless. Which is a shame, because having extra psychic damage, advantage on mental saving throws, resistance to psychic damage and immunity to charm, all this granted by a single weapon, is really good. You also get a stunning attack once per short rest.

Panda in the comments has brought to my attention that the Gith-exclusive bonuses can be obtained by disguising as a Githyanki (so long as you are disguised before equipping the weapon).
This basically eliminates the only flaw that weapon has... if you can bear losing the looks of one's character. I personally don't want to, but you do you.

The Spellsparkler

The Spellsparkler[bg3.wiki] is a great weapon for spellcasters, accessible very early. It’s probably much better than the bow and trident counterpart, as good spellcasting weapons are a rarity in Act 1. Having Lightning Charges which simulate a +1 enchantment and interact with other items is really good in the early game, especially for spellcasters.

Melf’s First Staff

Melf’s first staff[bg3.wiki] is basically the other good spellcasting weapon you can get in Act 1, and you first staff with a +1 bonus to spell save DC and attack rolls.

The Sacred Star

The Sacred Star[bg3.wiki] is probably the best morningstar in the game… which doesn’t mean much as there are like 6 of them. Tenacity is forgettable, but a +2 weapon with extra radiant damage that also inflicts radiating orb on targets is really good. The special strike deals even more radiant damage and can also blind enemies. It’s a really good weapon on Radorb builds, like this one.

Handmaiden’s Mace

The Handmaiden’s Mace[bg3.wiki] is an excellent weapon, especially for a Cleric as they are proficient with Maces. The key feature of this weapon is that it sets your strength to 18, which allows you to respec and put your stats elsewhere. The extra poison damage die is a nice bonus.

Viconia’s Walking Fortress

Viconia’s Walking Fortress[bg3.wiki] is incredible as a protection against spells. Unfortunately, that’s about it. It definitely isn’t as good as Sentinel and Ketheric’s shields, which are accessible earlier, and the other features range between forgettable to niche.
Thoughts? Suggestions?
If something isn't clear to you, or if you feel like I missed something, let me know in the comments below. I read every single comment I get, and will do my best to answer yours.

Thanks for reading the guide and I hope it's useful to you!
Changelog
For the sake of clarity and transparency, I will be noting relevant changes (that is basically anything but typos) to the guide here.

26/02/2024: Moved Nyrulina to Honorable Mentions. Added Spears of Night to best main weapons.

09/04/2024: Added Drakethroat Glaive.

11/04/2024: Added Dwarven Thrower to Honorable Mentions and updated Silver Sword information.

12/04/2024: Updated Rhapsody (was using outdated information)
11 Comments
VolusFM_  [author] 8 Jul @ 3:11pm 
It's in honorable mentions :)

+3 to AC and damaging shield bash aren't that big of a deal, tbh. Other shields will give you +2 AC already, and the force damage is minimal.
Spellguard is pretty good, but that's about it as far as this shiel's pros are concerned. Reflective shell is nice, but super niche.
Coupled with the fact that this shield is accessible later than other, better shields (Sentinel, Ketheric's, Devotion), I think it's fine where it is. I'd only run Viconia's on a character that needs a shield and has no use for the others I just mentioned, e.g. pure level 12 support cleric
HurkyPants237 8 Jul @ 11:44am 
What happened to Viconia's Walking Fortress? +3 to AC, damaging shield bash, and a better version of the shield master feat? Absolutely broken
VolusFM_  [author] 11 Apr @ 11:40am 
Feels super specific but I understand the appeal (I suppose you meant Shortsword of first blood, as blade of thirst blood is replaced by bloodthirst according to the wiki)
Not sure about the appeal of Sethan though. Seems to me it's just Spiritual Weapon on steroids? Or am I missing something?

Githborn Psionic Resistance is indeed broken and a far more substantial reason to equip it over Balduran's or a Spear of Night, thanks for bringing that up
Panda 11 Apr @ 11:16am 
Btw you forgot about those - BLADE OF THE FIRST BLOOD, DOLOR AMARUS, SETHAN, SWORD OF LIFE STEALING.
2nd and 4 are the best if you crit enough.
Panda 11 Apr @ 11:09am 
Welp, seems like utility vs damage conversation anyway Githborn Psionic Resistance seems too broken, but nvm.
VolusFM_  [author] 11 Apr @ 8:59am 
Except that Monk can use the stunning ability several times per combat and regenerate Ki points in combat, while Silver Sword can't. So the comparison doesn't really make sense imho.
If I need a stun ability so badly that I'd have to play a weaker sword for a measly 1 stun per combat / 3 stuns a day, I might as well just include a Monk in my party and call it a day
Panda 11 Apr @ 8:45am 
I'm not sure that you need that amount of damage considering that you still won't be able to one shot enemy with lots of resistance, while ability to stun an enemy is no brainer option, it's the main reason why monk is the strongest 1 vs 1 class in the game with no option to counter stun.
VolusFM_  [author] 10 Apr @ 2:02pm 
That is an interesting synergy, I didn't know about it.

However, I disagree: it doesn't make Silver Sword better than Balduran's. The stun option is available once per short rest, which is only 3-4 times a day. It just doesn't compete with Balduran's extra damage on every hit.

Dwarven Thrower is another case. But its bonus is still too situational for my liking, and can't be combined with Bloodthirst for piercing vulnerability, which I preffer for a throwing build. I'll probably add it to Honourable mentions, though
Panda 10 Apr @ 12:35pm 
If you are not weapon's choice race - just shapeshift.
Considering that it has stun option -> Silver Sword of the Astral Plane is
better then Balduran’s Giantslayer
You should also add DWARVEN THROWER since it's better option vs act 3 giant enemies.
VolusFM_  [author] 9 Apr @ 9:54am 
I agree. Been using the Glaive on my last Honour Run, it works super well with archers as well. It's hard to fit it in my current categories, however. I'll have to rethink those before adding it.