Fandom

Castle Crashers Wiki

Weapon Tiers

368pages on
this wiki
Add New Page
Comments81 Share

Weapon Tiers help organize weapons from most to least useful.

Weapons with scores at, or above 15.

Greenmace

#1 - Snakey StaffEdit

  • 5 - 2(0.5) + 3(1.5) + 4(3.3) = 24.7 +1 +1.5 +2 = 28.2 = 28.5
  • The #1 most recommended weapon for insane mode by most professional players.
  • Natural magic bonus (Beholder not required).
  • Highest poison chance.
NinjaClaw

#2 - Ninja ClawEdit

  • 3 + 5(1.5) + 4(3.2) = 23.3 +1 +1.5 = 25.8 = 26
  • The Snakey Staff's younger sister according to most professional players.
  • Synthetic magic bonus (Beholder required).
  • No negative stats.
Goldskullmace

#2 - Gold Skull Mace (aka Skulltula Mace)Edit

  • 3 + 4(4.8) = 22.6 +1 +1 +1 = 25.6 = 26
  • No negative stats.
  • Highest critical hit rate.
  • Highest melee damage output.
Sai

#4 - SaiEdit

  • -2(0.5) + 6(1.5) + 3(3.3) = 17.9 + 1.5 = 19.4 = 19.5
  • Highest agility boost.
ManCatcher

#5 - Man CatcherEdit

  • 5 + 2(1.1) + 2(2.6) = 12.4 +1 +1 +1 +0.5 = 15.9 = 16
  • No negative stats.
  • Synthetic defense boost.
  • Highest strength boost.
  • Second highest melee damage output.
Spear

#6 - Broad SpearEdit

  • -2 + 5(1.5) + 3(3.1) = 14.8 = 15

Weapons with scores ranging from 10 to 14.

Blackkatana

#7 - Evil SwordEdit

  • 2 + 7(1.1) = 9.7 +1 +1 +1 +1 = 13.7 = 14
  • Synthetic magic bonus (Beholder required).
  • Natural armor bonus (Spiny not required).
  • Double armor bonus when Spiny is equipped.
  • No negative stats.
Skeletonleg

#7 - Bone LegEdit

  • -2 +5(1.5) + 3(2.8) = 13.9 = 14
Icesword

#7 - Ice SwordEdit

  • 2 + 4(2.4) = 11.6 +1 +1 = 13.6 = 14
  • No negative stats.
  • Highest ice chance.
Flamingsword

#7 - Demon SwordEdit

  • 2 + 2 + 2 + 4(1.4) = 11.6 +1 +1 = 13.6 = 14
  • No negative stats.
  • Highest fire chance.
Twoprongedsword

#11 - Dual Prong SwordEdit

  • 3 + 3(1.1) + 2(2.4) = 11.1 +1 +1 = 13.1 = 13.5
  • No negative stats.
  • Synthetic defense boost.
Blackmace

#12 - Skeletor MaceEdit

  • -2 + 3(1.1) + 5(1.5) = 10.3 +1.5 +1 = 12.8 = 13
  • Synthetic defense boost.
Blackhammer

#13 -Panic MalletEdit

  • 1 + 3(3.4) = 11.2 +1 = 12.1 = 12.5
  • No negative stats.
Chainsaw

#14 - ChainsawEdit

  • 5(1.1) + 2(2.2) = 9.9 +1 +1 = 11.9 = 12
  • Natrual armor bonus (spiny not required).
  • No negative stats.
Kings scepter

#15 - King's MaceEdit

  • 3 + 2 + 3(1.1) = 8.3 +1 +1 +1 = 11.3 = 11.5
  • No negative stats.
  • Synthetic defense boost.
Bluemace

#16 - Ugly MaceEdit

  • -2 + 6(1.1) + 2(2.2) = 9 +1 +1 = 11
  • Natural armor bonus (Spiny not required).
  • Double armor bonus when Spiny is equipped.
Steak

#17 - RibeyeEdit

  • 4 - 2 + 4(1.5) = 8 +1.5 = 9.5
Unicornhorn

#17 - Unicorn HornEdit

  • -3 + 6 + 1(1.1) = 4.1 +1 +4 +1 -1 = 9.1 = 9.5
  • Natural magic boost (Beholder not required).
  • Double magic boost when Beholder is equipped.
  • Synthetic defense boost.
  • Highest magic boost.
Goldharpoon

#17 - NG Gold SwordEdit

  • 5 + 5 - 3(1.5) = 5.5 +2 +2 = 9.5
  • Natural magic bonus (Beholder not required).

Weapons with scores ranging from 7 to 9.

Club

#20 - ClubEdit

  • 5 + 5(1.1) - 3(1.5) = 6 +1 +2 = 9
  • Natural armor boost (Spiny not required).


CattleProd

#20 - Cattle ProdEdit

  • 4 + 4(0.5) = 6 +1 +1 +1 = 9
  • No negative stats.
  • Highest lightning chance.
  • Synthetic defense boost.
WoodenMace

#20 - Wooden MaceEdit

  • 2 + 2 + 2(1.5) = 7 +1 +1 = 9
  • No negative stats.
  • Synthetic defense boost.
Glowingredrod

#20 - GlowstickEdit

  • -4 + 5 + 5(1.1) + 2(0.2) = 6.9 +1 +1 +2 -2 = 8.9 = 9
  • Natural magic bonus (Beholder not required).
  • Natural armor bonus (Spiny not required).
Spike

#20 - Pointy SwordEdit

  • 1 + 2 + 2(1.5) = 6 +1 +1 +1 = 9
  • No negative stats.
  • Synthetic defense boost.
  • Synthetic magic bonus.
Knightssword

#20 - Gladiator SwordEdit

  • 1 - 1 + 3 + 2(2.3) = 7.6 + 1 = 8.6 = 9
  • Synthetic defense boost.
Lollypop

#26 - LollipopEdit

  • 5(1.5) = 7.5 +1 = 8.5
  • No negative stats.
CardboardTube

#26 - Cardboard TubeEdit

  • -2 + 6(1.5) = 7 +1.5 = 8.5
  • Highest agility boost.
Keysword

#26 - Key SwordEdit

  • -1 + 3 + 3(1.5) = 6.5 +1 +1 = 8.5
  • Synthetic magic bonus.
Goldensword

#29 - Gold SwordEdit

  • 4 + 1 = 5 +1 +1 +1 = 8
  • No negative stats.
  • Synthetic defense boost.
  • Synthetic magic boost.
Crescentsword

#30 - Curved SwordEdit

  • 3 + 3 - 1(0.5) = 5.5 +1 +1 = 7.5
  • Synthetic magic bonus.
BuffaloMace

#30 - Buffalo MaceEdit

  • 5 + 3 - 2(1.5) = 5 + 1.5 +1 = 7.5
  • Synthetic defense boost.
ThickSword

#32 - Thick SwordEdit

  • 2 - 1 + 5 = 6 +1 = 7
  • Natural armor boost (Spiny not required).
Squareedgedbuster

#32 - Chewed Up SwordEdit

  • -1 + 4 + 2(1.5) = 6 +1 = 7
  • Synthetic defense boost.
DinnerFork

#34 Dinner ForkEdit

  • 3 - 2(0.5) + 2(1.6) = 5.2 +1 = 6.2 = 6.5
Bustersword

#34 Hole SwordEdit

  • 3 + 3 - 1(1.5) = 4.5 +1 +1 = 6.5
  • Synthetic defense boost.
  • Synthetic magic bonus.

Weapons with scores ranging from 4 to 6.

Cleaver

#36 - Butcher KnifeEdit

  • 5 - 2 + 2(1.5) = 6
Spikedmace

#36 - Refined MaceEdit

  • 1 + 1(1.1) + 1(1.5) = 3.6 +1 +1 = 5.6 = 6
  • No negative stats.
  • Synthetic defense bonus.
Wizardswand

#36 - Practice FoilEdit

  • 1 - 1(0.5) + 3(1.5) = 5 + 1 = 6
  • Synthetic magic bonus.
Falchion

#36 - FalchionEdit

  • 1 + 3 = 4 +1 +1 = 6
  • No negative stats.
  • Synthetic defense bonus.
ElectricEel

#36 - Electric EelEdit

  • 4 - 1(0.5) + 3(0.4) = 4.7 +1 = 5.7 = 6
  • Synthetic magic bonus.
Rapier

#41 - Fencer's FoilEdit

  • 1 + 1 + 1(1.5) = 3.5 +1 +1 = 5.5
  • No negative stats.
  • Synthetic magic bonus.
LightningBolt

#41 Lightning BoltEdit

  • 3 + 3(0.4) = 4.2 +1 = 5.2 = 5.5
  • No negative stats.
Bonesaw

#41 - Apple PeelerEdit

  • -1 + 1 + 3(1.1) = 3.3 +1 +1 = 5.3 = 5.5
Lightsaber

#44 - LightsaberEdit

  • 2(1.5) + 2(0.2) = 3.9 +1 = 4.9 = 5
  • No negative stats.
Cane

#44 - StaffEdit

  • 5 - 2 = 3 +2 = 5
  • Natural magic bonus (Beholder not required).
Ratbeatingbat

#44 - Rat Beating BatEdit

  • 2 + 1 = 3 +1 +1 = 5
  • No negative stats.
  • Synthetic defense bonus.
BroccoliSword

#44 - Broccoli SwordEdit

  • 3 = 3 +1 +1 = 5
  • No negative stats.
  • Synthetic defense bonus.
Bstainedsword

#48 Rubber-Handle SwordEdit

  • 2 - 2 + 3(1.5) = 4.5
Sausage

#48 KielbasaEdit

  • 1 + 1 + 1(1.1) = 3.1 +1 = 4.1 = 4.5
  • No negative stats.
  • Synthetic magic bonus.
Morningstar

#48 - Black Morning StarEdit

  • -3 + 1 + 1(1.1) + 2(2.1) = 3.3 -1 +1 +1 = 4.3 = 4.5
  • Synthetic defense boost.
  • Synthetic magic boost.
Hooksword

#48 - ZigzagEdit

  • 3 + 1 - 1(1.5) = 2.5 +1 +1 = 4.5
  • Synthetic defense bonus.
  • Synthetic magic bonus.
Lance

#52 - LanceEdit

  • 4 + 2(1.1) - 2(1.5) = 3.7 = 4
Thiefsword

#53 - Thief SwordEdit

  • -1 + 3(1.5) = 3.5
Harpoon

#53 - Fishing SpearEdit

  • 5 + 2 - 3(1.5) = 2.5 +1 = 3.5
  • Synthetic magic bonus.
Candlestick

#53 - CandlestickEdit

  • -1 + 2 + 2(0.7) = 2.4 +1 = 3.4 = 3.5
WoodenSword

#53 - Wooden SwordEdit

  • 1 + 1(1.5) = 2.5 (+1) = 3.5
  • No negative stats.
Fish

#53 - FishEdit

  • -1 + 2(1.2) = 3.4 = 3.5
Carrot

#53 - CarrotEdit

  • 1 + 1(1.1) = 2.1 +1 = 3.1 = 3.5
  • No negative stats.

Weapons with scores ranging from 2 to 3.

Blackrod

#59 - Sheathed SwordEdit

  • 1 = 1 +1 +1 = 3
  • No negative stats.
  • Synthetic magic bonus.
Frozenchicken

#59 - Chicken StickEdit

  • 2 - 1(0.5) + 1(1.5) = 3
Pumpkinpeeler

#59 - Pumpkin PeelerEdit

  • 3 - 2 + 2 = 3
2x4

#59 - 2x4Edit

  • 2 - 1 + 2 = 3
Roundmace

#63 - MaceEdit

  • 1(1.1) = 1.1 +1 = 2.1 = 2.5
  • No negative stats.
ThinSword

#63 - Thin SwordEdit

  • 1(1.5) = 1.5 +1 = 2.5
  • No negative stats.
EmeraldSword

#63 - Emerald SwordEdit

  • 3 - 1(1.5) = 1.5 +1 = 2.5
Scissors

#63 - ScissorsEdit

  • 3 - 1(1.5) = 1.5 +1 = 2.5
Fishingrod

#67 - Fishing RodEdit

  • -1 + 4(0.4) = 0.6 +1 = 1.6 = 2
  • Highest shock chance.
Leaf

#67 - LeafEdit

  • -1 +3 = 2
Umbrella

#67 - UmbrellaEdit

  • -1 +3 = 2
Blackpaddle

#67 - Clunky MaceEdit

  • 5 - 2(1.5) = 2
Spoon

#67 - Wooden SpoonEdit

  • -1 + 2(1.5) = 2
Battleaxe

#67 - Broad AxEdit

  • 1 = 1 +1 = 2
  • No negative stats.
Thinsword

#67 - Skinny SwordEdit

  • -1 + 1(1.1) + 1(1.5) = 1.6 = 2
Happylobster

#67 - LobsterEdit

  • -1 + 1(1.5) + 1(1.1) = 1.6 = 2
Wrench

#75 - WrenchEdit

  • 1 - 1 + 1(1.2) = 1.2 = 1.5
AHgun

#75 - Alien GunEdit

  • 1(0.3) = 0.3 +1 = 1.3 = 1.5
  • No negative stats.
Hammer

#75 - SledgehammerEdit

  • 3 - 1(1.5) = 1.5
Blackrazor

#75 - Utility BladeEdit

  • -1 + 2(1.1) = 1.2 = 1.5

Weapons with scores at or below 1.

Branch

#79 - TwigEdit

  • 2 - 1 = 1
Wrappedclub

#79 - Wrapped SwordEdit

  • -1 + 1 + 1 = 1
Barbarianaxe

#81 - Barbarian AxeEdit

  • -1 + 1(1.1) = 0.1 = 0.5
Meattenderizer

#81 - Meat TenderizerEdit

  • 2 - 1(1.5) = 0.5
Vine

#83 - Leafy TwigEdit

  • -1 - 1(0.5) + 1(1.5) = 0
Pitchfork

#84 - PitchforkEdit

  • 1 - 1(1.5) = -0.5

Calculating TiersEdit

Here's how each stat is weighted with a rationale explaining why.

  • Strength increases one's maximum base melee damage by 1, so it's worth one point. It's a good time saver on insane mode. It doesn't make anything easier, it just makes things faster.
  • It's recommended that one doesn't upgrade strength until after beating normal mode because that gives the player time to level up to the point where regardless of their amount of strength leveling comes on its own and doesn't need to be rushed.
  • Technically strength only increasing base melee damage by one per point is strength's only effect, but it actually increases throwing damage slightly more than 1 but slightly less than 2. It's also responsible for 38.54% of the damage XXXY does on the Y, but factoring the XXX, it's responsible for 71.50% of the damage in elemental combos, and 61.06% of the damage in Non-Elemental combos.

  • Magic increases one's base magic damage by 2 (splash damage up 1), so it's worth 1 point.
  • Every five points increases your splash attack range, and reduces mana cost, therefore +5 or more magic grants 2 bonus points.
  • Weapons that provide two magic bonuses with beholder receive a bonus of 4 points.

  • Defense increases one's HP by 28 every time the player levels up, and for every 1 point of defense a player has, they take 1% less damage from enemies, therefore defense is weighted at 1.1 points.
  • Negative defense is weighted at 0.5 points each, as it's never taken away in large enough amounts to be significantly disadvantageous.
  • For every 5% damage reduction one can receive with a weapon, the weapon will be given 1 point.

  • Agility is necessary for juggling, and it helps with alignment, dodging, and combo locking. That's just stuff in addition to its primary effect (increased speed and bow damage), which essentially makes it the most god like of stats, at least arguably.
  • Being as useful as it is, agility is weighted at 1.5 points each.

  • Special effects are worth the equivalent amount of strength that their damage is worth per weapon. Freezing is worth the strength it's equivalent to multiplied by 5 as it freezes enemies for 5 seconds.
  • If a weapon has -3 or more strength or magic, it's docked 2 points. Defense exists in only -2 at the lowest, so this can't apply to it, and agility is already weighted, making the application of this rule to it redundant. Every negative point beyond -3 is an additional -1.
  • If a weapon has +3 or more to two stats then it receives 1 bonus point. It receives an additional 0.5 bonus points for every additional bonus above 3. (e.g. if the sum of the two stats is 6, it's +1, 8 = +1.5, +10 = +2)
  • If a weapon has no negative stats, it receives 1 bonus point.
  • All bonuses and penalties are accounted for at the second half of the equation.
  • Once a weapon receives its net score, it's rounded up to the nearest half (.0 or .5).
  • Weapons can receive a bonus point for having the highest melee damage output, magic damage output, health increase, agility buff, crit rate, poison chance, lightning chance, ice chance, or fire chance. Weapons with the highest agility receive a bonus of 1.5 points, because of the weight on agility.

Additional InformationEdit

  • In the original version of the tiers, the Gold Skull Mace was the highest ranked weapon.
  • In the original version of the tiers, critical hits were worth 4 points each, and special effects were worth 3 points each.
  • If it weren't for the Black Morning Star, Lollipop, and Fishing Spear, the weapons would be ranked from highest to lowest level.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.