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Dead Cells Weapon Index — Plain-Language Notes

Updated 2026-10-15T00:00:00.000Z Source Community mechanics documentation; exact figures to be verified against the game's own data By
Data status: This page explains mechanics and decision rules. Where a precise number matters we say so and mark it, rather than guessing.

How to read this index

This page lists notable weapons with plain-language notes. Numbers are described, not quoted, until we verify them against the game’s own data.

Use it to scan what a weapon might do before a run. Treat every entry as a description, not a promise.

WeaponType / notes (plain language)
Rusty SwordStarting melee blade. Plain swings with no special effect, useful only until something better drops.
Balanced BladeMelee blade with steady, even swings. A safe pick when you want no gimmick.
Blood SwordMelee blade that inflicts bleeding on hit. Damage keeps ticking after you step back.
BroadswordSlow, heavy melee blade. Big single hits but a long recovery between swings.
Twin DaggersFast paired blades. They deal extra damage when you strike from behind.
Cursed SwordMelee blade with huge damage and a fatal drawback. Any hit you take kills you while it is equipped.
Frantic SwordMelee blade that hits harder when your health is low. It rewards risky play.
WhipMelee weapon with long reach. It can strike enemies a normal blade cannot touch.
BoomerangRanged weapon that flies out and returns. It hits on the way back as well.
Throwing KnifeLight ranged weapon that causes bleeding. Good for tagging enemies at a distance.
Infantry BowRanged bow with strong close-range damage. It rewards fighting enemies up close.
Quick BowRanged bow that fires fast. Lower damage per shot but a steady stream.
Ice BowRanged bow that freezes enemies on hit. Useful for setting up a follow-up attack.
Hokuto’s BowRanged bow that marks a target. Marked enemies take extra damage from later hits.
FirebrandsRanged weapon that sets enemies alight. Damage continues after the throw.
CudgelShield that blocks and can be raised to parry. A reliable defensive tool.
PunishmentShield that reflects blocked damage back at the attacker. Parrying turns defence into offence.
RampartShield that adds a short protective effect when you parry. It covers the moment after a block.
Spiked ShieldShield that deals damage on a successful parry. It turns a block into a counter.
Powerful GrenadeThrown grenade with a wide blast. It clears groups of small enemies.
Wolf TrapDeployable trap that roots enemies in place. It holds a target still for a follow-up.
TurretDeployable device that fires on nearby enemies. It keeps working while you move.
Death OrbSlow projectile that deals steady damage. Good against enemies that stand still.

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Frequently asked questions

Should I trust the numbers on this page?

There are no numbers on this page yet. Each weapon is described in plain language and will be checked against the game's own data before we quote figures.

How do I use this list during a run?

Scan it to recall what a weapon tends to do. Treat the wording as a description of behaviour, not a verified stat line.

What are the best weapons in Dead Cells?

See the weapon tier list for a full ranking. This index describes what each weapon does, and the tier list sorts them by decision value.

How do Dead Cells weapons scale with scrolls?

Every weapon matches one scroll colour. Raising that colour stat lifts the weapon's damage as the run goes on.

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