Every weapon class ranked with explanation – Cult of the Lamb

Every weapon class ranked with explanation – Cult of the Lamb 1 - steamclue.com
Every weapon class ranked with explanation – Cult of the Lamb 1 - steamclue.com

Introduction and dodge canceling

This guide will detail each weapon in the game, including their synergies, uses, power, and how they compare to other weapons. I'll try to keep it brief and not give away too much information.
FYI: This is my opinion. However, it is informed.
I will refer to what I call a dodge-cancel throughout the guide as an essential foreword. Because the game's programming allows you to dodge and attack, you can also negate the end-lag in your swing (. This will make your character more vulnerable after swinging). Simply perform a dodge roll towards the desired direction.

S Tier: Hammers

Hammers are by far, the best weapon cla*s in the entire game. Because of their long wind-up, hammers can seem clunky and difficult to use. Dodge-cancels make the hammers powerful for a few good reasons.
Primarily, this allows you to keep the ma*sive hit stun effect of the hammer against your enemies. Dodging the dodge-cancel will grant you short invulnerability as well as mobility. You can then charge your hammer to take another swing.
Hammers also offer insane amounts of critical strike damage due to the high base. It is possible to use the dodge cancellation strategy in combination with critical struck tarot cards and a merciless Weapon Modifier to produce some incredible results.
I would suggest combining hammers and the following curses.
Hounds for fate
Point of corruption
Any curse of touch.

A Tier: Swords

Next are the swords. These are a great balanced choice. They are extremely powerful in battle because they do a lot of damage and have a low end-lag. Swords can be used however you want. They are probably the most versatile weapon. But I recommend using only two of the three hits in the combo and then doing defensive play such dodging. Hit three of the combo is likely to result in the player getting hit by another enemy or the boss in a boss fight. So be cautious when going all-in.
I recommend combining swords with one of the following curses.
Hounds for fate
Any divine curse,
Any death's curse.

B Tier: Daggers

Next on the wish list are daggers. These are low-damage, fast options. Daggers can be used to quickly hit a few targets before moving on. However, fights may last longer due to this. Daggers are strong because of the extreme hit stun that they inflict to their enemies. This creates lots of opportunities to use dodge-canceling. A high attack rate is a good combination with critical strike Tarots and weapon modifiers because of the high procs.
I would recommend using daggers in combination with the following curses.
Any divine curse / Death’s curse
(, hitting multiple enemies in the same area creates more space to make offensive plays and you won’t be cornered so often.)

C Tier: Axes

Axes, which are somewhat underwhelming especially in the end-game, are next to daggers. While I loved using them initially, I found them to be less fun with each combat progression. They are basically a bad version of swords. They do less damage per hit, cause more hit lag, and give your enemies less hit stun. Axes can be difficult to use because most enemies are quick enough that they can attack between hit two-three. Unless you are completely invulnerable, I don't recommend hitting hits three to four. Or fighting Leshy, (the same thing.
I recommend using the following curses to combine axes:
Hounds to fate / Point for corruption for boss DPS
Any divine curse, however, may be the best, as it allows you to complete the four-hit combo and escape from tight situations caused by the end lag.

D Tier: Gauntlets

Gauntlets are the final weapon on this tier list. They are a super underwhelming, but extremely powerful, three-hit combo weapon. Hits one and 2 are pretty weak, but the combo's final hit is much stronger. The weapon's critical hit synergy is destroyed by the weakness in the first two hits. This is because you gain value each time your proc hits three are completed. Gauntlets can have good combo hits but they are still a bad version of the dagger. They can get in more hits than daggers with better end lag and dodge-canceling, which is more damage per interaction.
Gauntlets should not be picked up on your runs unless the gauntlets have the godly modifier, or you get an attack speed +/++ card. Gauntlets can also be made possible by the divine guardian curse. Invulnerability allows for you to complete the combo while landing the more substantial weapon hit and reduces the necessity of hitting three against weaker mobs.
I would suggest combining the following curses and gauntlets:
**Divine guardian**
Point of corruption/ Hounds to fate for DPS
Any ice elemental curse


Thank you for reading this far. It was a pleasure. Please let me have your opinion or any other information that would help improve the guide.
Slaughter on!


Written by Zach~a~boy~!

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