Melee Weapons

Fists, Sword, Spear, Dagger and Hammer side by side: damage, swing speed and reach, and how close-range fights are won.

Melee weapons work only inside their reach, and a swing can never be parried: a shield stops bullets, not blades. Everything here rates 3/10 or lower (the Dagger is 2/10), so none of them is worth a fight over a drop, and only fists can shield at all.

The table is a three-way trade. Range decides who lands the first hit, from the Spear's 110 px down to the Dagger's 44. Cooldown is how long you are open after a swing, from the Dagger's 0.28 s to the Hammer's 0.78 s. Damage is what that opening buys: the Hammer's 22 HP against the Dagger's 9. Knockback is not in the table, but it follows the same split, strongest on the Hammer and weakest on the Dagger.

Against the class, stay outside the reach you are facing and punish the cooldown after a miss. Any gun beats all five at range.

Side by side

WeaponDamageCooldownRangePower rating
Fists90.42 s50 px—
Sword150.46 s78 px3/10
Spear180.62 s110 px3/10
Dagger90.28 s44 px2/10
Hammer220.78 s66 px3/10

The weapons

  • Fists

    Your bare fists. Weak, short-ranged and always available, even when your weapon runs dry.

  • Sword

    A dependable melee weapon with a wide swing and good reach for its speed.

  • Spear

    The longest melee weapon in the game, with a narrow thrust that hits hard.

  • Dagger

    The fastest melee weapon, with a very wide arc but only a short reach.

  • Hammer

    A slow, heavy melee weapon with the strongest knockback of any melee weapon.

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