Weapon Tier List
Best weapons for 1v1 duels and large-scale group combat in Gloria Victis ranked.
Last verified: v2026.06 Relaunch
Weapon choice in Gloria Victis is not a spreadsheet decision—it is a contract with your stamina bar, your block timing, and whoever stands across the loot-zone corpse timer. This tier list ranks every major weapon family for the v2026.06 Relaunch across the two contexts that actually matter: 1v1 duels where individual reads win fights, and large-scale group combat where reach, burst, and role clarity decide sieges. For mechanical details on swing arcs, heavy attacks, and blocking, start with Combat Controls and the full Weapons reference. For passive synergies, cross-reference Build Tier List and Passive Skills Ranking.
Unlike gear spreadsheets in tab-target MMOs, Gloria Victis weapons reward commitment. A poleaxe sweep that connects on four targets wins a castle push; that same poleaxe gets kited to death in a duel against a patient sword-and-shield player. Tier placement here reflects meta dominance at each context, not abstract damage-per-second numbers.
How We Rank Weapons
Every weapon family is scored across four weighted scenarios:
| Context | Weight | What We Measure |
|---|---|---|
| 1v1 Duels | High | Stamina control, feint potential, punish windows |
| Small Group (5–10) | High | Role clarity, peel synergy, burst reliability |
| Large-Scale (20+) | High | Reach, AoE pressure, frontline anchor value |
| PvE / Questing | Low | Clear speed, repair economy, learning curve |
Weapons land in S, A, B, or C tiers. S-tier options dominate at least one high-weight context without crippling weaknesses elsewhere. C-tier weapons remain playable—and occasionally hilarious—but require niche team setups, exceptional mechanical skill, or specific counter-pick knowledge to justify over higher tiers.
Quality tiers, nation cosmetics, and crafter prestige modify the margins. A green-quality sword does not jump tiers; it simply executes the same role with less durability and damage. Craft through Professions, Workshops, and Recipes Overview once you know which archetype you are building toward.
1v1 Duel Meta
Duels strip away team peel, archer screens, and Logistician-timed reinforcements from Fast Travel. What remains is directional attack reading, stamina baiting, and block discipline. The duel meta favors weapons that recover quickly from mistakes and punish predictable swing patterns.
Shield users control the pace. A kite shield expands your block coverage, letting you survive heavy swing gambits and riposte during recovery frames. Pure melee duelists who drop the shield trade safety for attack speed and Riposte counter windows—high ceiling, lower floor. Two-handed weapons threaten lethal burst but exhaust stamina faster; one misread costs the round. Bows start at range advantage but collapse when caught in melee without Evade available.
Non-loot zones are the training ground. Master your weapon here before equipping magnetite gear in Loot Zone Map territory where partial loot can strip your primary.
Large-Scale Group Meta
Guild fights and castle sieges invert duel priorities. Reach wins space, sweep attacks hit multiple targets, and archer backlines apply pressure while tanks hold chokepoints. The dominant group composition per Combat & PvP pairs 1h sword + shield tanks, 2h aggressors, spear anchors, and longbow support—not because one weapon is universally best, but because role coverage beats mono-weapon zergs.
Spear walls control bridges and gatehouse approaches. Poleaxe and maul aggressors delete priority targets during stagger windows. Archers apply bleed and stagger from behind the frontline, calling targets for melee focus fire. Understanding your team role matters more than personal kill counts; see Build Tier List for passive layouts that match each weapon role.
S-Tier Weapons
1h Sword + Kite Shield — Duel and Frontline King
The most versatile weapon pairing in Gloria Victis. Swords offer balanced reach, fast feint recovery, and forgiving swing timing. Adding a kite shield transforms the kit into the premier defensive option for both 1v1 and group frontlines.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | S | Block coverage, stamina-efficient defense, consistent punish windows |
| Small Group | S | Peel for allies, hold isolations, low loot-zone replacement cost |
| Large-Scale | S | Anchor chokepoints; Man of Steel synergy per Passive Skills |
| PvE | A | Solid but slower clear than 2h |
Pair with heavy armor and Man of Steel for the meta tank build documented in Build Tier List. Midlander visual themes favor swords, but all nations craft them. For armor pairing details, see Armor & Shields.
2h Poleaxe — Group Combat Burst
The highest teamfight damage profile in the relaunch meta. Poleaxes deliver devastating per-swing damage with sweep attacks that connect on multiple enemies during castle pushes and open-field zergs.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | B | Slow recovery punished by shield users and duelists |
| Small Group | S | Burst priority targets; Bloodlust synergy |
| Large-Scale | S | AoE sweep value unmatched among melee weapons |
| PvE | S | Fast clear speed for farming groups |
Weakness: Vulnerable to archer focus fire and patient duelists who bait heavy swings. Requires a tank to create openings. Medium armor with Bloodlust is the standard aggressor layout.
2h Maul — Armor-Breaking Siege Hammer
Mauls trade poleaxe reach for even higher single-target burst against heavy armor. Blunt damage profiles stabilize throughput against plate users who shrug off glancing sword hits.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | B | Committed swings are readable; stamina-hungry |
| Small Group | S | Deletes lightly armored targets in two heavies |
| Large-Scale | A | Slightly less AoE than poleaxe but better anti-tank |
| PvE | A | Strong against armored mobs |
Ideal counter-pick when enemy groups stack heavy tanks. Slightly lower tier than poleaxe in pure zerg contexts due to shorter reach.
Longbow — Group Ranged Anchor
Longbows control open-field engagements with sustained pressure, heavy-shot stagger, and bleed application. In organized group fights, a protected archer backline multiplies melee effectiveness.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | C | Melee collapse without team peel |
| Small Group | A | Strong with Evade and communication |
| Large-Scale | S | Stagger calls, bleed pressure, target marking |
| PvE | B | Ammo and positioning overhead |
Mandatory: Max Evade on any serious archer build. Never enter partial-loot zones without a secondary melee weapon in your inventory.
A-Tier Weapons
Spear — Chokepoint Anchor
Spears dominate reach in group fights. Sangmar formations showcase spears for good reason: spear walls control space, interrupt charges, and create safe zones for archers and aggressors behind the line.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | B | Spacing-dependent; loses to shield turtles who close distance |
| Small Group | S | Best small-group anchor weapon |
| Large-Scale | A | Excellent choke control; less burst than 2h |
| PvE | B | Single-target clear is slow |
High skill floor for spacing discipline. Pair with formation-minded guilds rather than solo roaming.
1h Sword (No Shield) — Duelist Precision
Dropping the shield for a pure sword duelist build unlocks Riposte counters and faster attack cadence. The A-tier duel weapon for players who prefer outplay over forgiveness.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | S | Riposte and Precision Strikes synergy |
| Small Group | B | Low margin for error without block |
| Large-Scale | C | Cannot frontline without shield |
| PvE | A | Fast, efficient questing |
Requires daily arena practice. See Combat Controls for feint and riposte timing.
Shortbow — Skirmisher Ranged
Shortbows trade longbow range for faster draw speed and better mobility. Hit-and-run specialists in small groups use shortbows to apply bleed stacks and disengage before melee collapse.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | B | Viable with Evade but outclassed by melee specialists |
| Small Group | A | Guerrilla tactics, bleed stacking |
| Large-Scale | B | Outranged by longbow lines; outdamaged in sustained fights |
| PvE | C | Niche |
1h Mace + Shield — Anti-Tank Hybrid
Maces break armor more reliably than swords. The mace-and-shield pairing is the situational counter when enemy groups stack heavy plate and kite shields.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | B | Slower than sword; wins against heavy armor |
| Small Group | A | Counter-pick role against tank stacks |
| Large-Scale | B | Outperformed by dedicated tanks or 2h aggressors |
| PvE | B | Armored mob farming |
B-Tier Weapons
1h Axe — Aggressive Flanker
Axes deliver high single-hit pressure with slower recovery. Ismir-themed brawlers favor axes for committed heavy swings that punish shield turtles—but the slower recovery gets exploited in duels by patient sword players.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | B | High burst but punishable recovery |
| Small Group | B | Bleed flanker role |
| Large-Scale | B | Outclassed by poleaxe sweep |
| PvE | A | Strong clear with Bloodlust |
2h Greatsword — Duel Burst Gambit
Greatswords sit between poleaxe group value and pure duel potential. High damage spikes reward correct reads but the stamina cost is brutal. Viable for experienced duelists who dislike shields; outclassed by poleaxe in groups.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | A | Lethal burst with correct reads |
| Small Group | B | No AoE sweep; focus-fire dependent |
| Large-Scale | B | Outranged and out-swept by poleaxe meta |
| PvE | A | Satisfying clear speed |
Crossbow — Tactical Secondary
Crossbows deliver armor-threatening burst at shorter range bands than bows. Most competitive players treat crossbows as switch weapons rather than primary kits—strong opener, weak sustained fight.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | B | Burst opener then melee swap |
| Small Group | B | Niche armor break role |
| Large-Scale | C | Reload cadence limits zerg value |
| PvE | B | Armored target burst |
C-Tier Weapons
2h Greataxe — High Risk Commitment
Greataxes hit enormously but recover slowly. Every swing is a commitment that shield users and archers punish. Viable in casual small-group brawls; rarely seen in organized siege meta.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | C | Too slow against competent opponents |
| Small Group | B | Memorable when it works |
| Large-Scale | C | Focus-fire magnet |
| PvE | A | Fun farming, poor PvP risk/reward |
Mounted Lance — Niche Novelty
Lance weapons on horseback look devastating in screenshots but suffer from dismount mechanics, mount vulnerability, and poor dense-terrain performance. Foot combat remains dominant per Mount Tier List.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | C | Dismount ends the fight |
| Small Group | C | Open-field only |
| Large-Scale | C | Until State of War siege mechanics mature |
| PvE | B | Fast travel into camps |
1h Dagger / Knife — Underpowered Primary
Fast swing speed cannot compensate for reach disadvantage and low per-hit damage. Daggers work as flavor or roleplay choices, not competitive primaries.
| Context | Tier | Why |
|---|---|---|
| 1v1 Duels | C | Outranged by everything |
| Small Group | C | No role clarity |
| Large-Scale | C | Irrelevant |
| PvE | C | Slow clear |
Complete Tier Summary Tables
1v1 Duel Rankings
| Tier | Weapons |
|---|---|
| S | 1h Sword + Shield, 1h Sword (no shield) |
| A | 2h Greatsword, 1h Axe |
| B | 2h Maul, 2h Poleaxe, Spear, Shortbow, Crossbow, 1h Mace + Shield |
| C | Longbow, 2h Greataxe, Lance, Dagger |
Large-Scale Group Rankings
| Tier | Weapons |
|---|---|
| S | 2h Poleaxe, 1h Sword + Shield, Longbow |
| A | 2h Maul, Spear, 1h Mace + Shield |
| B | Shortbow, 1h Axe, 2h Greatsword, Crossbow |
| C | 2h Greataxe, Lance, Dagger |
Gear Quality and Loot Zone Strategy
Tier rankings assume fine-quality or better weapons crafted with pyrite or magnetite inputs. A standard-quality poleaxe performs the same role as an exceptional one—it simply breaks faster and hits softer. Farm Resource Locations for magnetite when you are ready to risk exceptional primaries in partial-loot territory.
Because Partial Loot System removes one equipped item from your corpse, your weapon slot is the highest-risk gear piece. Practical loadout strategy:
- Budget primary in loot zones—fine quality, acceptable loss
- Depot backup ready for immediate re-kit after death
- Team corpse guard during the thirty-second timer
- Exceptional gear reserved for non-loot guild events and arena practice
Never mine magnetite with your only exceptional weapon equipped.
Nation Considerations
Nations do not ban weapons—Ismir favors axes cosmetically, Midlander swords, Sangmar spears—but Nation Tier List rankings reflect population and aesthetics, not mechanical locks. Craft any weapon in any nation through the recipe network. Silhouette recognition matters in PvP: an Ismir greataxe user draws attention in loot zones.
Weapon Progression Path
| Stage | Recommended Weapon | Goal |
|---|---|---|
| Levels 1–20 | 1h Sword + Shield | Learn directional combat safely |
| Levels 21–45 | Same, or experiment with 2h | Find your role preference |
| Levels 46–60 | Commit to role weapon | Match Build Tier List passives |
| Levels 61–80 | Fine-quality craft | Competitive stats for contested zones |
| Levels 81–100 | Magnetite endgame | Loot-zone-worthy primaries |
Team Composition Weapon Synergy
The strongest group weapon mix for current siege meta:
| Role | Weapon | Primary Job |
|---|---|---|
| Frontline | 1h Sword + Shield | Hold choke, peel archers |
| Burst | 2h Poleaxe or Maul | Delete priority targets |
| Anchor | Spear | Control space, interrupt charges |
| Range | Longbow | Stagger calls, bleed pressure |
| Flank | 1h Axe or Shortbow | Guerrilla, bleed stacks |
Final Recommendations
Your weapon should match your goals, not a generic “best” label:
- Learning the game? Start with 1h sword + shield. Lowest floor, highest forgiveness.
- Guild fight DPS? Poleaxe with Bloodlust. Sweep wins pushes.
- Arena duelist? Shieldless sword with Riposte. Practice daily.
- Backline support? Longbow with Evade maxed. Never skip Evade.
- Anti-tank specialist? Mace + shield or 2h maul. Counter heavy stacks.
Weapons are only half the equation—passives, armor weight, food buffs from Consumables & Food, and mechanical mastery win fights that stats alone cannot. Pick an S-tier or A-tier weapon for your chosen context, craft it through the player economy per Depot & Economy, and spend your practice hours in the partial-loot zone where the relaunch meta is being written. The blade you carry is a statement; make sure it matches the fight you are actually entering.
Frequently Asked Questions
What is the best weapon for 1v1 duels in Gloria Victis?
One-handed sword with a kite shield remains the most consistent duel weapon. The shield provides block coverage for directional reads, stamina-efficient defense, and punish windows after successful blocks. Duelists who drop the shield for higher attack speed rank slightly lower but can outplay predictable opponents with Riposte timing.
What weapon should I use in large-scale guild fights?
Two-handed poleaxes and mauls dominate zerg combat for raw burst and sweep damage. Spears anchor chokepoints with superior reach, while longbows apply stagger and bleed pressure from behind the frontline. The optimal group composition mixes all three rather than committing everyone to a single weapon type.
Are bows viable in melee-heavy PvP?
Bows are viable but role-dependent. Longbows excel in open-field group fights where Evade and team peel protect the backline. In 1v1 duels and tight terrain, bows drop sharply in tier ranking because any melee engage without Evade on cooldown ends the fight. Always carry a secondary melee weapon.
Does weapon quality change tier rankings?
Quality tiers from crude to exceptional shift damage and durability but do not change a weapon family's fundamental strengths. A fine-quality poleaxe outperforms an exceptional dagger in group fights regardless of crafter prestige. Invest in quality after you commit to a weapon archetype that matches your build.
Can I use the same weapon in loot zones and safe zones?
You can, but most experienced players run a budget primary in partial-loot zones and keep exceptional gear for non-loot practice or guild events. Because one equipped item can be looted from your corpse, your weapon slot carries the highest risk. See Partial Loot System for timer and zone rules.