
Applies to Valheim patch 0.221.12 (default branch, released February 19, 2026). Valheim is still in Early Access; the full 1.0 release lands September 9, 2026 with the final Deep North biome — which the official announcement promises will bring "new enemies to kill, bases to build and weapons to craft." This list will be updated when that eighth-biome gear becomes verifiable at launch. All base-damage numbers below are for patch 0.221.12 and level 1 (fresh craft).
There are more than fifty weapons in Valheim, and the game never once tells you which ones are worth crafting. Worse, half the "best weapon" lists floating around still rank gear from three years and four biomes ago. This tier list fixes that: it ranks every viable weapon by the biome you unlock it in, tells you the single best pick for each stage, and explains the one thing that actually decides your damage — which is not the weapon at all.
Everything here is verified against the Valheim Wiki's weapon data and Iron Gate's official channels for the current 0.221.12 build.
Quick answer: the best weapon in Valheim right now
- Best overall (endgame, Ashlands tier): Nidhögg or Dyrnwyn (one-handed swords), the dual Berserkir axes, and the Ash Fang bow — all upgradeable with Ashlands gemstones.
- Best all-purpose melee weapon in the whole game: the Frostner mace. Blunt + frost + spirit damage means it hits almost everything's weakness at once, and the frost slow is the best crowd-control in the game.
- Best "just tell me one weapon type to level": a mace for undead-heavy biomes (Swamp, Mountain) plus a bow for everything else. Two skills, covered.
- Best magic: the Staff of Embers (fireball, 120 fire damage) for raw AoE; the Staff of Frost for single-target.
- The rule that beats every weapon choice: damage type matters more than weapon tier, and your weapon skill level matters most of all — a fully-levelled lower-tier weapon out-damages a fresh higher-tier one. Pick one or two weapon types and stick with them.
The full Valheim weapon tier list (patch 0.221.12)
Tiers here rank weapons by how strong they are within reach of the endgame — an S-tier weapon is a best-in-slot you'll carry to the credits; a starter weapon can be great for its biome and still sit lower because you replace it fast.
S-Tier — best-in-slot, carry these to the end Nidhögg · Dyrnwyn · Berserkir axes · Skull Splittur (battleaxe) · Ash Fang (bow) · Ripper (crossbow) · Mistwalker · Krom · Himminafl · Staff of Fracturing
A-Tier — excellent, dominant through their own tier Frostner · Skoll and Hati (knives) · Black metal sword · Porcupine · Arbalest · Staff of Embers · Staff of Frost · Slayer (two-handed sword)
B-Tier — solid, reliable workhorses Iron mace · Iron sword · Bronze atgeir · Silver sword · Fang spear · Draugr Fang (bow) · Carapace spear · Jotun Bane (axe)
C-Tier — good for their moment, then retire them Club · Flint spear · Crude bow · Finewood bow · Stagbreaker · Bronze mace · Huntsman bow
If a weapon isn't here, it's a sidegrade or a niche tool (bombs, sledgehammers for terrain, the torch for early Greydwarves), not a bad pick — just not one you build your loadout around.
What is the best weapon for each biome?
Valheim is a linear ladder — every boss unlocks the material for the next tier of gear. Here's the single best weapon to craft at each stage, plus the material that gates it.
| Biome (boss) | Best weapon | Damage type | Why it wins |
|---|---|---|---|
| Meadows (Eikthyr) | Flint spear / Club | Pierce / Blunt | Cheap, throwable spear or a Club that staggers early enemies |
| Black Forest (The Elder) | Bronze atgeir | Slash (AoE) | Sweeping secondary clears Greydwarf packs; Bronze mace for Skeletons |
| Swamp (Bonemass) | Iron mace | Blunt | Swamp is all undead and Blobs — blunt hits their weakness |
| Mountain (Moder) | Frostner | Blunt + Frost + Spirit | Best all-rounder in the game; slow + anti-undead spirit damage |
| Plains (Yagluth) | Black metal sword / Porcupine | Slash / Blunt+Pierce | Raw damage vs Fulings; Porcupine's mixed type covers everything |
| Mistlands (The Queen) | Mistwalker or Krom | Slash + Frost / Slash | Mistwalker clears the fog; Krom hits 150 slash as a two-hander |
| Ashlands (Fader) | Nidhögg / Berserkir axes | Slash | Gemstone-upgradeable endgame best-in-slot |
Meadows and Black Forest. Start with a Flint knife or Flint spear (flint spawns along water edges) and a Crude bow. In the Black Forest, Bronze unlocks the atgeir — a polearm whose secondary attack is a spinning sweep that hits everything around you with no damage penalty for multiple targets. It's the first weapon that makes you feel strong. Carry a Bronze mace too: Skeletons resist pierce and frost and are weak to blunt (and fire).
Swamp. The Swamp is a wall of Draugr, Skeletons and Blobs — the Skeletons and Blobs both take bonus damage from blunt, and the Draugr have no resistance to it either, so one weapon type covers the whole biome. The Iron mace is the answer, and Bonemass itself is weak to blunt and frost and immune to poison — bring an Iron mace, a poison-resistance mead, and the Bonemass fight is a formality.
Mountain. This is where Frostner earns its reputation. It deals 35 blunt + 40 frost + 20 spirit damage, so it punishes undead (spirit), slows anything it touches (frost), and staggers with the physical hit. It stays useful for the rest of the game.
Plains. Black metal unlocks a full set — sword, axe, atgeir, knife. The Black metal sword is the cleanest raw-damage pick; the Porcupine mace mixes blunt and pierce so it never hits a resistance. The Spinesnap bow (made from Deathsquito needles) carries your ranged game.
Mistlands and Ashlands. See the two sections below — this is where the tier list gets interesting.
Which weapon type should I actually main?
This is the question that decides your Valheim run, and it has almost nothing to do with the weapons themselves.
Every weapon belongs to a skill (Swords, Knives, Clubs, Axes, Polearms, Spears, Bows, Crossbows, Unarmed, plus the magic skills Elemental and Blood). That skill levels from 0 to 100 as you use it, and each level adds damage. A level-50 Iron mace out-damages a freshly-crafted, level-1 Black metal sword. Spread your hits across six weapon types and every one of them stays weak.
So: commit to one or two. The proven loadout is one melee skill you level to the cap plus a bow for ranged. If you had to pick a single melee skill for the whole game, Clubs/maces is the safest — it covers the two undead-heavy biomes outright and Frostner keeps it relevant to the end. Swords are the highest ceiling for raw single-target damage. Atgeirs (Polearms) are the best answer to being swarmed. Knives are pure burst — Skoll and Hati deal 6× damage against unalerted enemies, which turns sneak-attacks into one-shots.
Ranged: level a bow regardless of your melee choice. Trolls, Deathsquitos, Drakes, and half the Mistlands are far easier to kill before they reach you.
Damage types and enemy weaknesses (the real tier list)
Valheim has three physical damage types — Slash, Pierce, Blunt — and five elemental ones — Fire, Frost, Poison, Lightning, Spirit. Enemies resist and take bonus damage from specific types, and matching the type beats bringing a "better" weapon.
- Skeletons: weak to Blunt and Fire; resist Pierce and Frost. Bring a mace — and Frostner's spirit damage also punishes the undead across the Swamp and the Burial Chambers.
- Greydwarves, Trolls, Wraiths: weak to Fire. Fire arrows, the Staff of Embers, or a torch early on melt them.
- Blobs & Oozers: weak to Blunt, Frost and Lightning, but they resist Fire and are immune to Poison — bring a mace, never a fire or poison weapon, to the Swamp's slime.
- Draugr: immune to Poison and resistant to Fire — physical damage (a mace, or pierce from a bow) is your best bet.
- Fulings (Plains): no hard resistance — raw damage (Black metal sword) is fine.
- Wet enemies (or anything in the rain/water): take bonus Frost damage — another reason Frostner and frost arrows overperform.
The lesson: keep a blunt weapon and a fire source in your back pocket at all times, and you'll have an answer to nearly every enemy in the game regardless of which biome you're "supposed" to be in.
Best Mistlands weapons
The Mistlands adds the Black forge and the magic system, and the weapons here are the first true endgame gear.
- Mistwalker (sword) — 75 slash + 40 frost, and it emits a light that clears the mist, which is worth more than the stat line in a biome built to blind you. The single best quality-of-life weapon in the game.
- Krom (two-handed sword) — 150 slash, the highest single-hit melee damage available at this tier, with a long-reach thrust secondary.
- Himminafl (atgeir) — 85 pierce + 40 lightning; its secondary does 6× staggering in a ring around you and calls down lightning. The best crowd-control polearm.
- Skoll and Hati (knives) — twin blades built for backstabs (6× on unalerted foes).
- Jotun Bane (axe) and Staff of Embers / Staff of Frost (magic) round out the tier for axe-mains and mages.
Best Ashlands weapons
The Ashlands (patch 0.218.15, added May 14, 2024) is the current endgame, and its weapons are the best in the live build. Most Ashlands weapons craft at the Black forge from Flametal and Charred materials, and — crucially — they can be upgraded with gemstones into elemental variants.
- Nidhögg / Dyrnwyn (one-handed swords) — Nidhögg hits 135 slash and takes gemstone upgrades; the top swordsman's pick.
- Berserkir axes — dual-wielded axes, the highest sustained-DPS melee option in the game.
- Skull Splittur (battleaxe) and Slayer (two-handed sword) for the two-handed builds.
- Ash Fang (bow, 82 pierce) and Ripper (crossbow) — the best ranged weapons in the game.
- Vilebone Maulclaws (fists) for the unarmed/dodge build, plus the Staff of Fracturing and Staff of the Wild for late-game mages.
The Call to Arms combat layer
If you've been away since before September 2025, combat has changed. The Call to Arms overhaul (patch 0.221.4, default branch September 9, 2025) added Adrenaline — a resource you build by hitting enemies, landing Perfect Blocks and Perfect Dodge Rolls, and using Forsaken Powers. When the bar fills, it triggers an effect set by your equipped Trinket (a new gear slot). A Perfect Dodge Roll — dodging at the exact frame an attack would land — restores stamina, and a Perfect Block returns Adrenaline. Fader, the Ashlands boss, even grants a Forsaken Power of +100% Adrenaline gain.
What this means for weapon choice: shield-and-one-hander builds got stronger, because blocking now feeds Adrenaline, and dodge-focused builds (knives, fists) got a stamina engine. Your weapon still matters, but how you fight — parry, dodge, surge — now matters just as much.
FAQ
What is the single best weapon in Valheim? In the current 0.221.12 build, the endgame best-in-slot melee weapons are the Ashlands swords (Nidhögg, Dyrnwyn), the dual Berserkir axes, and — for a two-hander — Krom. But the best all-around weapon across the whole game is the Frostner mace: its blunt + frost + spirit damage and crowd-control slow make it useful from the Mountain all the way to the credits.
Is Frostner still worth making? Yes. Frostner is a Mountain-tier (silver) mace, and it stays A-tier deep into the endgame because so many enemies are undead (weak to its spirit damage) or vulnerable to frost's slow. It's the classic "make it once, use it forever" weapon.
Sword vs atgeir vs mace — which is best? They're best at different jobs. Maces win against undead-heavy biomes (Swamp, Mountain). Atgeirs (polearms) are the best answer to being swarmed thanks to their sweeping secondary attack. Swords have the highest raw single-target damage. Pick based on what's killing you, and level that one skill to the cap.
What's the best bow in Valheim? The Ash Fang from the Ashlands (82 pierce damage) is the strongest bow in the live build, with the Spinesnap and Draugr Fang as the best options before you reach it. Level the Bows skill regardless of your melee choice — ranged is that important.
Do I need to use magic? No — you can beat every boss with melee and a bow. But magic is strong: the Staff of Embers throws a 120-damage fireball for AoE, and the Staff of Frost is excellent single-target. Magic requires Eitr (the magic resource, gated behind the Mistlands) and eitr-focused food, so it's an endgame commitment rather than a starting choice.
Does weapon skill really matter more than the weapon? For damage, largely yes. Each weapon skill runs 0–100 and adds damage per level, so a well-levelled weapon of a lower tier can out-damage a fresh higher-tier one of a different type. This is exactly why you should main one or two weapon types instead of swapping constantly.
More Valheim guides
Building your loadout is only half the ladder — here's the rest of the climb:
- Valheim Boss Order: All 7 Forsaken and How to Beat Them — every boss, in order, with the summon items and strategy.
- Valheim Ashlands Guide: How to Survive the Ashlands (and Beat Fader) — where all these endgame weapons come from.
- Valheim Beginner's Guide: How to Start, Survive, and Beat Your First Boss — new to the game? Start here.
- Valheim 1.0 and the Deep North: Do You Need a New World? — what the September 9 launch means for your save.


