RimWorld Melee Weapon Tier List

All 17 melee weapons scored at steel from the game files and sorted S–F, with the persona weapons in their own grid — and the honest pick of what to forge.

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RimWorld Melee Weapon Tier List

Ranged weapons tier list →

Every melee weapon in RimWorld, scored by one transparent formula and dropped into tiers — the craftable and tradeable weapons first, then the persona (bladelink) weapons in their own grid. Official content only: base game plus all DLC (Royalty, Biotech, Anomaly, Odyssey), no mods. Tap any weapon for the numbers behind its rank and the catch.

All weapons ranks the lot by the numbers so you can see where each lands and why. Best picks is the editor's cut — what to actually forge and hand your melee pawns at each stage. Use the first to settle an argument; the second to kit out a brawler.

Patch 1.6 + all DLC Melee only Scored at steel

14
weapons ranked
3
persona weapons
S → F
one formula

How the ranking works

Each weapon is scored on its melee DPS using the game's own rule: every attack a weapon has (edge, point, handle and so on) is weighted by the square of its damage, then averaged into a damage-per-second figure and weighted for armour penetration. High-damage attacks dominate the mix, exactly as they do in-game, so a longsword is judged on its cuts and stabs, not its weak pommel bash.

Everything is rated at normal quality, steel — the neutral baseline — so weapons compare fairly. Real weapons scale from there: plasteel raises sharp damage about 38% and swings faster, uranium raises blunt damage about 36%, and quality runs all the way to legendary (×1.65 damage). A steel club stays a club; a legendary plasteel longsword is a different animal. Use the material selector on the grid below to see exactly where each craftable weapon lands once you forge it from wood, plasteel or uranium, and tap any chip for the DPS and AP behind it.

Stats are read straight from the 1.6 / DLC game files (each weapon's melee tools — power, cooldown, armour penetration). Persona weapons get a modest bump for their bonded traits and sit in a separate grid because you can't craft them. A strong starting read, not gospel.

Melee weapons — choose the material

All your craftable, bought and looted weapons, S to F. Steel is the neutral baseline; switch material to watch the craftables re-tier — sharp blades climb on plasteel, blunt weapons on uranium, and everything sinks on wood. The four fixed-stat weapons (monosword, plasmasword, zeushammer, eltex staff) take no material, so they hold their place. Each chip is tagged with what it's forged from.

monosword S

S · fixed · Royalty · 12.08 DPS · 83% AP

What's good

  • Top-end output (12.08 DPS)
  • Shreds armour (83% AP)
  • Fixed ultratech stats — no material to pick

What's not

  • Bought or quest-only — can't be crafted

// wood — tap any weapon for the numbers behind its rank, and the catch

monosword S

S · fixed · Royalty · 12.08 DPS · 83% AP

What's good

  • Top-end output (12.08 DPS)
  • Shreds armour (83% AP)
  • Fixed ultratech stats — no material to pick

What's not

  • Bought or quest-only — can't be crafted

// steel — tap any weapon for the numbers behind its rank, and the catch

monosword S

S · fixed · Royalty · 12.08 DPS · 83% AP

What's good

  • Top-end output (12.08 DPS)
  • Shreds armour (83% AP)
  • Fixed ultratech stats — no material to pick

What's not

  • Bought or quest-only — can't be crafted

// plasteel — tap any weapon for the numbers behind its rank, and the catch

monosword S

S · fixed · Royalty · 12.08 DPS · 83% AP

What's good

  • Top-end output (12.08 DPS)
  • Shreds armour (83% AP)
  • Fixed ultratech stats — no material to pick

What's not

  • Bought or quest-only — can't be crafted

// uranium — tap any weapon for the numbers behind its rank, and the catch

Persona (bladelink) weapons

Quest-reward and trader-only weapons that bond to a single pawn and gain combat traits over time. They're the best melee in the game, so they sit in their own grid — judged with the bonded-trait bump folded in. You can't forge these; you earn them.

persona monosword S

S · Ultratech · 16.0 DPS · 84% AP (steel)

What's good

  • Top-end melee output (16.03 DPS)
  • Shreds armour (84% AP)
  • Bonded persona traits push it well past its base form

What's not

  • Quest-reward only; bonds to one pawn

// tap any weapon for the numbers behind its rank, and the catch

What to actually forge and hand a brawler, stage by stage. The full ranking is in the other tab; this is the cut that matters.

Spear A · the cheap opener

Neolithic, craftable from a few bars or wood, and it carries 41% armour penetration at steel — more than most medieval steel. If you're fielding melee before you have a smithy's worth of options, the spear punches above its cost. Make it from plasteel later and it stays relevant far longer than it has any right to.

Longsword A · the craftable standard

The best all-round weapon you can actually build: top craftable DPS, solid 29% AP, and it scales beautifully — a masterwork or legendary plasteel longsword competes with ultratech gear. If a melee pawn is your front line, this is the default blade until a monosword shows up.

Mace & warhammer B · armour and stun

Blunt weapons don't bleed targets, but they ignore most armour's weak blunt rating, stun on hit, and spread overkill damage instead of cleanly lopping off a finger. Against armoured raiders and mechanoids they out-perform their DPS line. Forge them from uranium (+36% blunt) and a warhammer starts one-shotting.

Monosword S · the craft-it-never, want-it-always

Ultratech, so you buy or quest for it rather than build it — but it shreds armour (90% on its cuts) and swings fast. It's the best non-persona melee weapon in the game and the bar everything else is measured against. Grab one the moment a trader offers it.

Persona monosword & zeushammer S · the end of the conversation

Bonded persona weapons are the best melee in RimWorld, full stop. The persona monosword tops raw DPS and armour cut; the zeushammer's blunt-plus-EMP profile makes it the more reliable one-shotter and a mech-stunner besides. They bond to one pawn and can't be handed around freely, so pick your duellist carefully — then watch them delete raids.

Skip: the eltex staff D

It looks like a melee weapon and ranks like a bad one, because it isn't really one — it's a psycaster's focus item that boosts psychic abilities. Hand it to a psycaster for the buff, never to a brawler for the swing.

FAQ

Does the material I forge it from matter?

A lot. Steel is the neutral baseline the tiers default to, but the grid has a material selector — flip it to wood, plasteel or uranium and watch the craftable weapons re-tier. Sharp blades love plasteel (about +38% damage and a faster swing), blunt weapons love uranium (about +36%), and wood drops almost everything to the bottom. The monosword, plasmasword, zeushammer and eltex staff have fixed stats, so they don't change.

What's the best melee weapon overall?

A bonded persona monosword, with the persona zeushammer right behind it. Among weapons you can actually craft, the longsword is the standard and the spear is the bargain; the (non-persona) monosword is the best you'll buy. Blunt weapons like the mace and warhammer beat their DPS line against armour.

Sharp or blunt?

Sharp (swords, spear, knife) deals more raw damage and causes bleeding, which wins drawn-out fights. Blunt (mace, warhammer, club, zeushammer) ignores most armour's weak blunt rating, has a chance to stun, and spreads overkill across body parts so it one-shots more reliably at high quality. Bring blunt to armoured and mechanoid fights, sharp to everything else.

What makes persona weapons special?

They bond to a single pawn and gain traits over time — bonus melee damage, faster cooldowns, mood effects and psychic perks. A bonded persona weapon can't be wielded by anyone else (unless the pawn is a freewielder), so choose your duellist deliberately. With their traits and high quality they comfortably outclass everything craftable.

Does quality matter more for melee?

Yes — melee leans on it hard. Quality scales base damage up to ×1.65 at legendary, and on a high-AP weapon that turns good hits into one-shots. A legendary plasteel longsword or uranium warhammer is worth chasing; an awful one is barely better than fists.

Which weapons need a DLC?

Anything tagged Royalty on its chip — the axe, warhammer, monosword, plasmasword, zeushammer, eltex staff and all the persona variants. Everything tagged "base" works with no DLC: knife, club, ikwa, spear, gladius, longsword and the breach axe.

Last updated 16 June 2026 · ranked for RimWorld 1.6 + all DLC · official content only, no mods

Stats — each weapon's melee attacks, their damage, cooldown and armour penetration — are read directly from the 1.6 / DLC game files, scored at normal quality and steel. Weapon icons are RimWorld game art, © Ludeon Studios, self-hosted and shown for identification.

// the meta shifts with balance patches — re-check after a major update.