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
| Weapon | Damage | Cooldown | Range | Power rating |
|---|---|---|---|---|
| Fists | 9 | 0.42 s | 50 px | — |
| Sword | 15 | 0.46 s | 78 px | 3/10 |
| Spear | 18 | 0.62 s | 110 px | 3/10 |
| Dagger | 9 | 0.28 s | 44 px | 2/10 |
| Hammer | 22 | 0.78 s | 66 px | 3/10 |
The weapons
- Fists
Your bare fists. Weak, short-ranged and always available, even when your weapon runs dry.
SwordA dependable melee weapon with a wide swing and good reach for its speed.
SpearThe longest melee weapon in the game, with a narrow thrust that hits hard.
DaggerThe fastest melee weapon, with a very wide arc but only a short reach.
HammerA slow, heavy melee weapon with the strongest knockback of any melee weapon.