Dead Cells - Weapons
The weapon pool of Dead Cells, split by the stat each one scales with: Brutality melee, Tactics ranged and magic, and Survival shields and heavy gear. Every weapon is unlocked permanently through a blueprint and then appears randomly in runs, so the list below is the loot pool a player is drawing fr...
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of 34 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Rusty Sword | Sword | The starting sword and the game's tutorial weapon, a fast three-hit melee chain with short reach and no status effect. | Scaling: Brutality Style: Fast three-hit combo Range: Short Status: None | Available from the first run |
| Balanced Blade | Sword | A mid-speed sword that rewards clean chains: landing consecutive hits without taking damage builds toward critical hits, so the weapon pays out for the same discipline the game already asks for. | Scaling: Brutality Style: Consecutive-hit chain Crit Condition: Critical hits while the hit chain is unbroken Range: Short to medium | Blueprint drop, then added to the run loot pool |
| Broadsword | Heavy Sword | A slow, heavy two-handed sword with long wind-ups and high per-hit damage. | Scaling: Brutality Style: Slow heavy swings Range: Long Trade Off: Long recovery frames | Blueprint drop, then added to the run loot pool |
| Blood Sword | Sword | A sword that inflicts bleeding on hit, turning every exchange into damage over time. | Scaling: Brutality Style: Fast slashes Status: Bleeding Synergy: Feeds bleed-based crits and mutations | Blueprint drop, then added to the run loot pool |
| Spite Sword | Sword | A sword that turns damage taken into damage dealt: for a short window after being hit it lands critical hits, which makes it the definitive risk-reward melee pick. | Scaling: Brutality Style: Standard combo Crit Condition: Critical hits shortly after taking damage | Blueprint drop, then added to the run loot pool |
| Swift Sword | Sword | A light sword built around momentum: it lands critical hits while the player keeps moving fast, so standing and trading removes its advantage. | Scaling: Brutality Style: Fast slashes Crit Condition: Critical hits while moving at speed | Blueprint drop, then added to the run loot pool |
| Frantic Sword | Sword | A blade that only performs at low health, landing critical hits once the player is below half health. | Scaling: Brutality Style: Standard combo Crit Condition: Critical hits below half health | Blueprint drop, then added to the run loot pool |
| Oiled Sword | Sword | A sword coated in oil that covers enemies in the same flammable status, so it lands critical hits against burning targets. | Scaling: Brutality Style: Standard combo Status: Oil Crit Condition: Critical hits against burning enemies | Blueprint drop, then added to the run loot pool |
| Twin Daggers | Dagger | A dual-wield dagger pair with the fastest attack chain in the melee pool and a short combo finisher. | Scaling: Brutality Style: Very fast multi-hit chain Range: Very short | Blueprint drop, then added to the run loot pool |
| Assassin's Dagger | Dagger | A short dagger that lands critical hits when striking from behind, which makes it a positioning weapon rather than a damage weapon. | Scaling: Brutality Style: Quick stabs Crit Condition: Critical hits from behind | Blueprint drop, then added to the run loot pool |
| Sadist's Stiletto | Dagger | A thin blade that lands critical hits against bleeding or poisoned enemies, making it a payoff weapon for a status build rather than a starter. | Scaling: Brutality Style: Quick stabs Crit Condition: Critical hits against bleeding or poisoned targets | Blueprint drop, then added to the run loot pool |
| Spartan Sandals | Boots | A kick that knocks enemies backwards and, at close range, into other enemies or off ledges. | Scaling: Brutality Style: Single kick with knockback Utility: Pushes enemies into hazards or other enemies | Blueprint drop, then added to the run loot pool |
| Torch | Fire Melee | A burning brand that sets enemies alight on hit, dealing damage over time and comboing with oil. | Scaling: Brutality Style: Short swings Status: Burning | Blueprint drop, then added to the run loot pool |
| Giantkiller | Heavy Sword | An oversized blade tuned against large targets, which is where its damage multiplier applies. | Scaling: Survival Style: Slow overhead swings Special: Bonus damage against large enemies, elites and bosses | Blueprint drop, then added to the run loot pool |
| Kunai | Throwing Weapon | A thrown dagger that applies bleeding at range, giving a Tactics build a status source without standing in melee. | Scaling: Tactics Style: Thrown projectile Status: Bleeding | Blueprint drop, then added to the run loot pool |
| Throwing Knife | Throwing Weapon | A fast, cheap throwing knife that stacks bleeding on a target. | Scaling: Tactics Style: Rapid thrown projectile Status: Bleeding | Blueprint drop, then added to the run loot pool |
| Boomerang | Throwing Weapon | A thrown weapon that curves out and returns to the player, hitting on the way back as well. | Scaling: Tactics Style: Returning projectile Hits: Outbound and return | Blueprint drop, then added to the run loot pool |
| Firebrands | Throwing Weapon | Thrown torches that set the ground and enemies on fire, providing area denial at range. | Scaling: Tactics Style: Thrown fire projectile Status: Burning Area: Ignites a small patch of ground | Blueprint drop, then added to the run loot pool |
| Magic Missiles | Magic | Homing arcane missiles that seek the nearest target, so the player can keep dodging while damage lands. | Scaling: Tactics Style: Homing projectiles Accuracy: Tracks targets | Blueprint drop, then added to the run loot pool |
| Lightning Bolt | Magic | A continuous electric beam that damages everything it touches, with the drawback that holding the beam too long damages the player. | Scaling: Tactics Style: Channeled beam Drawback: Overcharging hurts the player | Blueprint drop, then added to the run loot pool |
| Ice Shards | Magic | A spread of ice projectiles that slows and eventually freezes enemies, giving a ranged build crowd control rather than raw damage. | Scaling: Tactics Style: Spread of projectiles Status: Slow, then freeze | Blueprint drop, then added to the run loot pool |
| Bow and Endless Quiver | Bow | A simple bow with an effectively unlimited quiver, built for steady single-target pressure at range. | Scaling: Tactics Style: Single arrow, rapid draw Ammo: Unlimited | Blueprint drop, then added to the run loot pool |
| Multiple-nocks Bow | Bow | A bow that fires three arrows in a spread per shot, trading single-target accuracy for volume. | Scaling: Tactics Style: Three-arrow spread Range: Short to mid | Blueprint drop, then added to the run loot pool |
| Marksman's Bow | Bow | A precision bow that lands critical hits at long range, rewarding the player for holding distance instead of kiting close. | Scaling: Tactics Style: Single precise arrow Crit Condition: Critical hits at long range | Blueprint drop, then added to the run loot pool |
| Quick Bow | Bow | A light bow with a very fast draw and low damage, used to keep constant chip damage on a target while the player dodges. | Scaling: Tactics Style: Very fast draw Damage: Low per arrow | Blueprint drop, then added to the run loot pool |
| Hokuto's Bow | Bow | A support bow that marks a target so it takes additional damage from every other source, including other weapons, skills and damage over time. | Scaling: Tactics Style: Marking arrow Special: Marked targets take extra damage from all sources | Blueprint drop, then added to the run loot pool |
| Nerves of Steel | Bow | A heavy precision bow whose damage rewards patience: it is built around holding a shot rather than spamming arrows. | Scaling: Tactics Style: Charged single shot Pace: Slow | Blueprint drop, then added to the run loot pool |
| Repeater Crossbow | Crossbow | A crossbow that fires a rapid volley and roots the target it hits, combining damage with crowd control. | Scaling: Tactics Style: Rapid volley Status: Root | Blueprint drop, then added to the run loot pool |
| Explosive Crossbow | Crossbow | A crossbow that fires bolts which detonate on impact, hitting a small area rather than a single target. | Scaling: Tactics Style: Exploding bolt Area: Small blast radius | Blueprint drop, then added to the run loot pool |
| Heavy Crossbow | Crossbow | The Survival crossbow: a slow, hard-hitting weapon that punches through a line of enemies. | Scaling: Survival Style: Slow piercing bolt Special: Pierces multiple enemies | Blueprint drop, then added to the run loot pool |
| Alchemic Carbine | Ranged | A rifle that fires a lingering cloud of poison, dealing damage over time in an area rather than on impact. | Scaling: Tactics Style: Poison cloud projectile Status: Poison | Blueprint drop, then added to the run loot pool |
| Spiked Shield | Shield | A shield that damages the attacker when it parries, turning defence into a damage source. | Scaling: Survival Style: Parry and block Special: Deals damage back on a successful parry | Blueprint drop, then added to the run loot pool |
| Rampart | Shield | A defensive shield whose parry projects a temporary barrier that blocks incoming projectiles, letting the player create cover in an open arena. | Scaling: Survival Style: Parry and block Special: Parry creates a projectile-blocking barrier | Blueprint drop, then added to the run loot pool |
| Bloodthirsty Shield | Shield | A shield that inflicts bleeding on a successful parry, converting a defensive action into a status application. | Scaling: Survival Style: Parry and block Status: Bleeding on parry | Blueprint drop, then added to the run loot pool |
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