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:

ContextWeightWhat We Measure
1v1 DuelsHighStamina control, feint potential, punish windows
Small Group (5–10)HighRole clarity, peel synergy, burst reliability
Large-Scale (20+)HighReach, AoE pressure, frontline anchor value
PvE / QuestingLowClear 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.

ContextTierWhy
1v1 DuelsSBlock coverage, stamina-efficient defense, consistent punish windows
Small GroupSPeel for allies, hold isolations, low loot-zone replacement cost
Large-ScaleSAnchor chokepoints; Man of Steel synergy per Passive Skills
PvEASolid 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.

ContextTierWhy
1v1 DuelsBSlow recovery punished by shield users and duelists
Small GroupSBurst priority targets; Bloodlust synergy
Large-ScaleSAoE sweep value unmatched among melee weapons
PvESFast 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.

ContextTierWhy
1v1 DuelsBCommitted swings are readable; stamina-hungry
Small GroupSDeletes lightly armored targets in two heavies
Large-ScaleASlightly less AoE than poleaxe but better anti-tank
PvEAStrong 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.

ContextTierWhy
1v1 DuelsCMelee collapse without team peel
Small GroupAStrong with Evade and communication
Large-ScaleSStagger calls, bleed pressure, target marking
PvEBAmmo 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.

ContextTierWhy
1v1 DuelsBSpacing-dependent; loses to shield turtles who close distance
Small GroupSBest small-group anchor weapon
Large-ScaleAExcellent choke control; less burst than 2h
PvEBSingle-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.

ContextTierWhy
1v1 DuelsSRiposte and Precision Strikes synergy
Small GroupBLow margin for error without block
Large-ScaleCCannot frontline without shield
PvEAFast, 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.

ContextTierWhy
1v1 DuelsBViable with Evade but outclassed by melee specialists
Small GroupAGuerrilla tactics, bleed stacking
Large-ScaleBOutranged by longbow lines; outdamaged in sustained fights
PvECNiche

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.

ContextTierWhy
1v1 DuelsBSlower than sword; wins against heavy armor
Small GroupACounter-pick role against tank stacks
Large-ScaleBOutperformed by dedicated tanks or 2h aggressors
PvEBArmored 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.

ContextTierWhy
1v1 DuelsBHigh burst but punishable recovery
Small GroupBBleed flanker role
Large-ScaleBOutclassed by poleaxe sweep
PvEAStrong 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.

ContextTierWhy
1v1 DuelsALethal burst with correct reads
Small GroupBNo AoE sweep; focus-fire dependent
Large-ScaleBOutranged and out-swept by poleaxe meta
PvEASatisfying 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.

ContextTierWhy
1v1 DuelsBBurst opener then melee swap
Small GroupBNiche armor break role
Large-ScaleCReload cadence limits zerg value
PvEBArmored 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.

ContextTierWhy
1v1 DuelsCToo slow against competent opponents
Small GroupBMemorable when it works
Large-ScaleCFocus-fire magnet
PvEAFun 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.

ContextTierWhy
1v1 DuelsCDismount ends the fight
Small GroupCOpen-field only
Large-ScaleCUntil State of War siege mechanics mature
PvEBFast 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.

ContextTierWhy
1v1 DuelsCOutranged by everything
Small GroupCNo role clarity
Large-ScaleCIrrelevant
PvECSlow clear

Complete Tier Summary Tables

1v1 Duel Rankings

TierWeapons
S1h Sword + Shield, 1h Sword (no shield)
A2h Greatsword, 1h Axe
B2h Maul, 2h Poleaxe, Spear, Shortbow, Crossbow, 1h Mace + Shield
CLongbow, 2h Greataxe, Lance, Dagger

Large-Scale Group Rankings

TierWeapons
S2h Poleaxe, 1h Sword + Shield, Longbow
A2h Maul, Spear, 1h Mace + Shield
BShortbow, 1h Axe, 2h Greatsword, Crossbow
C2h 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:

  1. Budget primary in loot zones—fine quality, acceptable loss
  2. Depot backup ready for immediate re-kit after death
  3. Team corpse guard during the thirty-second timer
  4. 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

StageRecommended WeaponGoal
Levels 1–201h Sword + ShieldLearn directional combat safely
Levels 21–45Same, or experiment with 2hFind your role preference
Levels 46–60Commit to role weaponMatch Build Tier List passives
Levels 61–80Fine-quality craftCompetitive stats for contested zones
Levels 81–100Magnetite endgameLoot-zone-worthy primaries

Team Composition Weapon Synergy

The strongest group weapon mix for current siege meta:

RoleWeaponPrimary Job
Frontline1h Sword + ShieldHold choke, peel archers
Burst2h Poleaxe or MaulDelete priority targets
AnchorSpearControl space, interrupt charges
RangeLongbowStagger calls, bleed pressure
Flank1h Axe or ShortbowGuerrilla, 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.