What is the best sword / melee weapon?
Upgraded to Lv.20 and paired with endgame gear, the melee weapon with the highest expected DPS is Rune Song (about 10,850/s).
At Lv.20 the base damage of most weapons evens out. What sets them apart is their effects: late game, weapons with critical hit chance or attack speed are strongest, while "+% physical melee damage" grows less than it looks (it adds to the damage % you already have from other gear).
Example: the +47% physical melee damage on Prehistoric Crystal Spear looks strong on its own, but with endgame gear (about +210% damage) it works out to (310 + 47) ÷ 310, only about +15%, putting it at #7 overall.
More than half of all swords land between 8,165 and 9,113 expected DPS. Weapons with a lower base level cost more Ancient Coins to bring to Lv.20, so check the cost column too.
Best sword ranking (upgraded to Lv.20)
All 15 swords, sorted by expected DPS at Lv.20 with endgame gear. Every effect on the weapon (critical hit chance, attack speed and so on) is included in the calculation (how it is calculated).
| Rank | Weapon | Base Lv | Melee damage (Lv.20) | Attacks /s | Expected DPS (with endgame gear) | Weapon only /s | Ancient Coins to Lv.20 | Effects (Lv.20) |
|---|---|---|---|---|---|---|---|---|
| 1 | 13 | 350–426 | 2.5 | 10,850 | 970 | 3,039 |
| |
| 2 | 2 | 322–392 | 2.5 | 9,873 | 893 | 4,838 |
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| 3 | 14 | 313–381 | 2.5 | 9,323 | 868 | 2,707 |
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| 4 | 9 | 307–375 | 2.5 | 9,227 | 853 | 4,059 |
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| 5 | 16 | 312–380 | 2.5 | 9,113 | 865 | 1,944 |
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| 6 | 17 | 315–385 | 2.5 | 9,018 | 875 | 1,512 |
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| 7 | 7 | 313–381 | 2.5 | 8,814 | 868 | 4,399 |
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| 8 | 13 | 311–379 | 2.5 | 8,786 | 863 | 3,039 |
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| 9 | 12 | 312–380 | 2.5 | 8,783 | 865 | 3,339 |
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| 10 | 16 | 307–375 | 2.5 | 8,694 | 853 | 1,944 |
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| 11 | 2 | 315–383 | 2.5 | 8,332 | 873 | 4,838 | — | |
| 12 | 5 | 308–376 | 2.5 | 8,165 | 855 | 4,639 | — | |
| 13 | 1 | 308–376 | 2.5 | 8,165 | 855 | 4,869 | — | |
| 14 | 6 | 269–327 | 2.5 | 7,115 | 745 | 4,531 |
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| 15 | 10 | 222–270 | 2.5 | 5,873 | 615 | 3,848 |
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Best melee weapon ranking (swords, daggers, axes, spears, clubs)
All 35 melee weapons, not just swords. Daggers hit for less but attack more often, while axes are slow but hit hard.
| Rank | Weapon | Base Lv | Melee damage (Lv.20) | Attacks /s | Expected DPS (with endgame gear) | Weapon only /s | Ancient Coins to Lv.20 | Effects (Lv.20) |
|---|---|---|---|---|---|---|---|---|
| 1 | 13 | 350–426 | 2.5 | 10,850 | 970 | 3,039 |
| |
| 2 | 14 | 264–322 | 3.33 | 10,726 | 977 | 2,707 |
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| 3 | 9 | 259–315 | 3.33 | 10,567 | 957 | 4,059 |
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| 4 | 3 | 257–313 | 3.33 | 10,282 | 950 | 4,791 |
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| 5 | 9 | 252–308 | 3.33 | 9,959 | 933 | 4,059 |
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| 6 | 2 | 322–392 | 2.5 | 9,873 | 893 | 4,838 |
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| 7 | 15 | 321–391 | 2.5 | 9,788 | 890 | 2,342 |
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| 8 | 18 | 369–449 | 2.5 | 9,765 | 1,023 | 1,044 | — | |
| 9 | 14 | 313–381 | 2.5 | 9,323 | 868 | 2,707 |
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| 10 | 9 | 307–375 | 2.5 | 9,227 | 853 | 4,059 |
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| 11 | 12 | 453–553 | 1.67 | 9,207 | 838 | 3,339 |
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| 12 | 16 | 312–380 | 2.5 | 9,113 | 865 | 1,944 |
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| 13 | 5 | 320–390 | 2.5 | 9,111 | 888 | 4,639 |
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| 14 | 5 | 258–314 | 3.33 | 9,104 | 953 | 4,639 | — | |
| 15 | 7 | 450–550 | 1.67 | 9,101 | 833 | 4,399 |
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| 16 | 12 | 321–391 | 2.5 | 9,089 | 890 | 3,339 |
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| 17 | 17 | 315–385 | 2.5 | 9,018 | 875 | 1,512 |
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| 18 | 7 | 313–381 | 2.5 | 8,814 | 868 | 4,399 |
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| 19 | 13 | 311–379 | 2.5 | 8,786 | 863 | 3,039 |
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| 20 | 12 | 312–380 | 2.5 | 8,783 | 865 | 3,339 |
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| 21 | 7 | 309–377 | 2.5 | 8,735 | 858 | 4,399 |
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| 22 | 16 | 307–375 | 2.5 | 8,694 | 853 | 1,944 |
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| 23 | 13 | 435–531 | 1.67 | 8,569 | 805 | 3,039 |
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| 24 | 2 | 315–383 | 2.5 | 8,332 | 873 | 4,838 | — | |
| 25 | 8 | 626–764 | 1.25 | 8,297 | 869 | 4,242 |
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| 26 | 16 | 388–474 | 2 | 8,232 | 862 | 1,944 |
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| 27 | 5 | 308–376 | 2.5 | 8,165 | 855 | 4,639 | — | |
| 28 | 1 | 308–376 | 2.5 | 8,165 | 855 | 4,869 | — | |
| 29 | 8 | 308–376 | 2.5 | 8,165 | 855 | 4,242 |
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| 30 | 11 | 462–564 | 1.67 | 8,165 | 855 | 3,608 | — | |
| 31 | 15 | 440–536 | 1.67 | 7,800 | 813 | 2,342 |
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| 32 | 5 | 441–537 | 1.67 | 7,783 | 815 | 4,639 | — | |
| 33 | 17 | 434–530 | 1.67 | 7,755 | 803 | 1,512 |
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| 34 | 6 | 269–327 | 2.5 | 7,115 | 745 | 4,531 |
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| 35 | 10 | 222–270 | 2.5 | 5,873 | 615 | 3,848 |
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Best dagger, axe, spear and club (top 3 of each type)
Best swords
Rune Song10,850
Splintered Wooden Sword9,873
Galaxite Sword9,323
Best daggers
Galaxite Dagger10,726
Ritual Dagger10,567
Rusty Dagger10,282
Best axes
Octarine Axe9,207
Battle Axe9,101
Anchor Axe8,569
Best spears
Prehistoric Crystal Spear9,788
Hunting Spear9,111
Iron Halberd8,735
Best clubs
Void Club9,765
Pipe Club8,297
Crystal Shard Club8,232
Best others (whips, scythes)
Poisonous Sickle9,089
Tentacle Whip8,165
Numbers are expected DPS at Lv.20 with endgame gear.
Best swords and melee weapons for early, mid and late game (not upgraded)
If you do not upgrade, pick by strength at the moment you get the weapon (its base level). For each base-level range, these are the weapons with the highest expected DPS at that point. This table uses no other gear (critical hit damage at the base +50%) and counts only the weapon's own effects.
Best melee weapons: Early game (Lv.1–5)
| Rank | Weapon | Base Lv | Melee damage (base) | Attacks /s | Expected DPS (base) | Effects (base) |
|---|---|---|---|---|---|---|
| 1 | 5 | 74–90 | 3.33 | 273 | — | |
| 2 | 5 | 91–111 | 2.5 | 256 |
| |
| 3 | 5 | 89–107 | 2.5 | 245 | — | |
| 4 | 5 | 126–154 | 1.67 | 233 | — | |
| 5 | 3 | 49–59 | 3.33 | 185 |
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Best melee weapons: Mid game (Lv.6–11)
| Rank | Weapon | Base Lv | Melee damage (base) | Attacks /s | Expected DPS (base) | Effects (base) |
|---|---|---|---|---|---|---|
| 1 | 11 | 264–322 | 1.67 | 488 | — | |
| 2 | 9 | 124–150 | 3.33 | 471 |
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| 3 | 9 | 121–147 | 3.33 | 447 |
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| 4 | 9 | 147–179 | 2.5 | 424 |
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| 5 | 7 | 172–210 | 1.67 | 374 |
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Best melee weapons: Late game (Lv.12+)
| Rank | Weapon | Base Lv | Melee damage (base) | Attacks /s | Expected DPS (base) | Effects (base) |
|---|---|---|---|---|---|---|
| 1 | 15 | 245–299 | 2.5 | 925 |
| |
| 2 | 18 | 333–407 | 2.5 | 925 | — | |
| 3 | 17 | 270–330 | 2.5 | 814 |
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| 4 | 16 | 252–308 | 2.5 | 757 |
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| 5 | 17 | 372–454 | 1.67 | 751 |
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How to choose the best sword and how it is calculated
- If you upgrade, choose by effects. Weapons can be upgraded to Lv.20 with Ancient Coins and materials, and at that point their base damage is about the same. The effects on the weapon decide which is best.
- Late game, critical hit chance and attack speed win. Damage % bonuses add together in one bucket, so once other gear already gives about +210%, a weapon's "+% physical melee damage" adds little. Critical hit chance and attack speed are separate buckets that multiply, so similar-looking numbers raise damage much more (damage formula).
- If you do not upgrade, "+% physical melee damage" is strong too. Early and mid game your other gear has little damage %, so the weapon's bonus counts in full (see the base-level tables).
- Daggers rely on hit count, axes on big hits. Daggers attack about 3.3 times per second, swords 2.5 and axes about 1.7. Attack speed gear and talents are easiest to feel on fast weapons.
- Check the upgrade cost. Low-level weapons (rusty daggers, broken wooden swords and so on) still hold up late game at Lv.20, but they cost a lot more Ancient Coins to upgrade.
How expected DPS is calculated
Expected DPS = weapon damage × (attacks per second) × (1 + total damage %) × (1 + attack speed %) × (1 + critical hit chance × critical hit damage) × (1 + 2 × triple damage chance) × (1 + damage against bosses % × 0.5) + damage over time such as burning
- Lv.20 tables add the weapon's effects on top of endgame gear (damage % +210%, attack speed +55%, critical hit chance 40%, critical hit damage +125%; the total of the gear and food in the best melee build). "Weapon only" is damage ÷ attack interval.
- Base tables use no other gear, only the weapon's own effects.
- Special effects: "chance on hit to gain attack speed" is counted by how often it is active, and burning assumes the target stays on fire as long as you keep hitting it.
Charged attacks (right-click special attacks), attack area (axe sweeps, spear reach), enemy defense, knockback and slow, and poison (it only lowers healing and deals no damage) are not included. The formula is not published by the game; it is based on player testing.
Unless a note on the page says otherwise, numbers are read from the game files of Core Keeper 1.3.0.6 (prefabs, configuration files, drop tables and the game's program) and calculated by this site, including upgraded (per-level) values, sell prices and mana costs. Names and descriptions are the game's official English text. Only reinforcing materials, minion and pet attacks and some food values are based on the Core Keeper Wiki (Fandom) data (CC BY-SA 3.0). Core Keeper and its images are © Pugstorm. This is an unofficial fan site.