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Home / Tier list · updated 2026-11-05

Minecraft Dungeons 2 tier list: best weapons and gear by measured DPS

Best melee weapons: War Hammer, Mace and Short Spear by measured DPS; the Awesomeaxe is the unique endgame builds run on.

What is the best weapon in Minecraft Dungeons II?The War Hammer is the best melee weapon in Minecraft Dungeons II at 500 measured DPS, ahead of the Mace (420 jumping) and the Short Spear (414). Among the uniques, the Awesomeaxe leads after launch: 70% of its hits grant Strength, and endgame builds hit about 25,000 a swing with it. Lightning Surge is the enchantment every top result runs.

What changed on November 5

  • Artifact Amplifier joins the enchantments at S: in late-October play artifacts came back off cooldown almost at once.
  • Hivemind Hardhat drops from S to A: the Twisted Warden Blindfold takes the helmet slot in most endgame builds, and Artifact Amplifier now covers the uptime.
  • Sage Tunic rises from B to A: it is the chestplate of two endgame loadouts, the Awesomeaxe horde clear and the Spectral Spear soul wave.
  • Fighting Fungus joins the artifacts at B: double attack speed for 20 souls, worth a slot when the weapon already supplies Strength.
  • Weapon placements did not move: no update since launch has changed weapon damage.

Melee weapons

SMeta-defining8
AExcellent12
BSolid7
CSituational8
DWeak2
Placed by measured single-target DPS at level 101, each weapon's best technique with Lightning Surge III.
Why each placement · 37
S Awesomeaxe
The weapon post-launch endgame builds are built on: 70% of its hits grant Strength, double damage that would otherwise cost the Battle Banner's artifact slot. With the Fighting Fungus it hit about 25,000 a swing over a wide area and took the Supreme Evoker down in one hit. Second in an experienced-player top five. Tradeoff: Unique: only drops as a rare roll of the Greataxe; the Monarch in the Ravines and the Sculk Monstrosity in Singer's Meadow are the quickest bosses to farm it from.Build: Unlimited-arrow archer →Build: Awesomeaxe crit, Warding Chimes →Build: Awesomeaxe one-shot: full-health burst →Build: Awesomeaxe horde clear: Fighting Fungus speed →
S Heartbreaker
One of the three best weapons in early-access testing: its fast combo triggers wave enchantments often, for high DPS at good speed. Tradeoff: Unique: has to drop before you can build around it.
S Mace
420 DPS jumping with Lightning Surge: jump attacks hit for about twice a normal swing. Rated first if you have its unique, which adds 35% jump damage. Tradeoff: Only strong when you jump-attack; basic attacks manage 182 DPS.
S Prime Enchanter's Gauntlets
Third in an experienced-player top five: each jump attack adds a frost hit and a lightning hit on top of the base hit, about 50,000 a jump in testing (30,000 frost, 20,000 lightning), with almost no setup. Tradeoff: Little utility, and frost or lightning modifiers each boost only half its damage.Build: Prime jump: Prime Enchanter's Gauntlets →
S Redstone Wrecker
One of the three best weapons in early-access testing, and an endgame pick: jump cancels raise its DPS sharply, and a built-in wave deals 80% of weapon damage. Tradeoff: The built-in wave replaces Lightning Surge rather than stacking with it.Build: Redstone Wrecker potion engine →
S Short Spear
414 DPS with basic attacks and Lightning Surge, fifth on the chart, from 4.5 hits a second. Tradeoff: An odd combo rhythm.
S War Hammer
500 DPS with basic attacks and Lightning Surge, the highest measured; every hit can trigger a wave, and it holds three of the top seven spots. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.
S Paragon
30% more ranged damage at any range; the bow of the S-tier point-blank poison build, stacked with the Scoundrel Blazer, Soul Corruptor Mask and Sash. Tradeoff: Its own bonus is modest: the build's damage comes from the armor it is paired with.Build: Point-blank poison bow: Paragon →
A Clobberer
388 DPS jump-cancelling with Lightning Surge: the slowest weapon gains the most from cancels. Tradeoff: Needs the jump cancel; basic attacks sit at 157 DPS.Build: Clobberer crit stack →
A Battle Hammer
360 DPS jumping with Lightning Surge, tenth overall. Tradeoff: Its jump cancels measured worse than simply jumping.
A Claymore
363 DPS with a two-hit jump cancel and Lightning Surge. Tradeoff: Weak on plain attacks (191 DPS); the cancel is hard to execute.
A Greataxe
353 DPS with a jump cancel and Lightning Surge. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.
A Greatsword
352 DPS with basic attacks and Lightning Surge; its spin hits a wide area. Tradeoff: Low single-target damage without a wave enchantment.
A Pickaxe
371 DPS with a two-hit jump cancel and Lightning Surge. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.
A Rascal's Razor
First in an experienced-player top five, for roll builds: its effect cuts roll cooldown by 40%, so Tumble Shot rolls can be spammed; one roll killed the Monarch in testing. Tradeoff: The roll build is the strength, not the swing: as a melee weapon alone the panel rates it A or B.Build: Close Ranger roll build →
A Riftslasher
350 DPS with basic attacks and Lightning Surge, on top of a built-in 40% melee damage bonus. Tradeoff: Weak jump attack.
A Shovel
360 DPS jumping with Lightning Surge; its third hit lands for four times the first two. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.
A Spectral Spear
Fourth in an experienced-player top five: fast attacks and long reach, and its soul damage takes the soul attack modifiers on gear. Tradeoff: Solid rather than top damage; its built-in wave did not fire in his test, so pair it with Soul Blast.Build: Spectral Spear double soul wave →
A Venomous Fangs
Fifth in an experienced-player top five: every hit reapplies poison, so poison modifiers on gear raise its base damage (about 160% with every slot) and the Grindstone adds about 2,000 a hit through the poison. Tradeoff: Needs poison modifiers stacked across gear to get there.
A Shooting Star
20% chance to evade melee damage; both endgame players carried it for that, not its shots. Tradeoff: Chosen for defence, not ranged damage.Build: Awesomeaxe crit, Warding Chimes →
B Battlestaff
339 DPS with a two-hit jump cancel and Lightning Surge, 15th overall. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.
B Double Sickles
301 DPS with basic attacks and Lightning Surge, 253 unenchanted at 4.1 hits a second. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.
B Gauntlets
317 DPS with basic attacks and Lightning Surge, 269 unenchanted at 3.7 hits a second. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.Build: Point-blank poison bow: Paragon →
B Longsword
326 DPS with a two-hit jump cancel and Lightning Surge. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.
B Mob Mallet
318 DPS jump-cancelling with Lightning Surge. Tradeoff: Six-hit combo; second-worst on plain attacks.
B Sword
306 DPS with basic attacks and Lightning Surge. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.
B Twilight Dagger
336 DPS jumping with Lightning Surge, and 310 with no enchantment at all: 150 damage a hit. Tradeoff: A wave only fires on every other hit; its theoretical 589 needs every hit to trigger one.
C Axe
291 DPS with basic attacks and Lightning Surge, 40th of the 80 entries that count. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.
C Cookiecutter
285 DPS with basic attacks and Lightning Surge. Tradeoff: Weak jump attack.
C Glaive
295 DPS jump-cancelling with Lightning Surge. Tradeoff: Its bonus against full-health enemies rarely matters.
C Meat Cleaver
293 DPS jump-cancelling with Lightning Surge. Tradeoff: Poor jump attack.
C Pike
288 DPS jumping with Lightning Surge. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.
C Sabre
293 DPS with basic attacks and Lightning Surge. Tradeoff: Poor jump attack.
C Scythe
298 DPS jump-cancelling with Lightning Surge. Tradeoff: Wave enchantments suit it poorly.
C Tidal Sickle
282 DPS with basic attacks and Lightning Surge; its unique adds 60% stagger chance. Tradeoff: Single-target dummy DPS: area, reach and how hard the technique is to execute are not in the number.
D Double Daggers
207 DPS at best, the lowest measured despite 4.1 hits a second. Tradeoff: Six-hit combo with low damage per hit.
D Rapier
265 DPS with basic attacks and Lightning Surge. Tradeoff: Built for Powershaker and Thundering rather than a wave.

Armor

SMeta-defining3
AExcellent11
BSolid3
Rated by unique effect: all armor pieces share the same health, so the effect is what separates them.
Why each placement · 17
S Dreamruler Cover
Melee attacks deal 40% more damage to primary targets, the boss in a boss fight. The chestplate of three S-tier loadouts on /builds: the Awesomeaxe one-shot, the Sculker's Bane soul dagger and the Prime jump build. Tradeoff: Single target only, and no defence.Dreamruler set →Build: Low-health lightning: Stormcaller and Persistence →Build: Awesomeaxe one-shot: full-health burst →Build: Sculker's Bane soul dagger: Lightning Surge →Build: Prime jump: Prime Enchanter's Gauntlets →
A Dauntless Greaves
60% more damage to enemies at full health, so the opening hit on a boss is the big one. The leggings in one-shot builds. Tradeoff: Only the first hit on each enemy gains it.Dauntless set →Build: Awesomeaxe one-shot: full-health burst →
A Hivemind Hardhat
Positive statuses last 70% longer, almost doubling artifact uptime, and it comes early from a quest in the first area. Both early-access endgame players wore it. Tradeoff: After launch the helmet slot mostly goes to the Twisted Warden Blindfold for its crit damage, and Artifact Amplifier keeps artifacts up without spending the helmet.Hivemind set →Build: Early unique rush: Sculker Claws →Build: Awesomeaxe crit, Warding Chimes →Build: Low-health lightning: Stormcaller and Persistence →Build: Redstone Wrecker potion engine →Build: Clobberer crit stack →
A Humbler Antenna
25% less damage taken. Tradeoff: No offensive effect.Humbler set →
A Humbler Carapace
40% more healing received; with Health Synergy every artifact heals a lot. An endgame chestplate. Tradeoff: Needs a healing source to scale.Humbler set →Build: Redstone Wrecker potion engine →
A Humbler Greaves
Melee attacks deal 50% more damage to secondary targets. Part of an endgame potion loadout. Tradeoff: No single-target gain.Humbler set →Build: Redstone Wrecker potion engine →
A Rimefrost Longjohns
Melee attacks deal 50% more damage to secondary targets; endgame crit leggings. Tradeoff: No single-target gain.Rimefrost set →Build: Awesomeaxe crit, Warding Chimes →
A Sage Tunic
40% more damage to wounded enemies, so the second hit on every mob lands 40% harder. The chestplate of two endgame loadouts, the Awesomeaxe horde clear and the Spectral Spear soul wave, and the pick over a primary-target chestplate on wide-swinging weapons. Tradeoff: The opening hit gains nothing, so one-shot builds take the Dreamruler Cover.Sage set →Build: Awesomeaxe horde clear: Fighting Fungus speed →Build: Spectral Spear double soul wave →
A Scoundrel Blazer
Ranged attacks deal 100% more damage at close range; the chestplate of the point-blank poison build. Tradeoff: Only at close range.Scoundrel set →Build: Close Ranger roll build →Build: Point-blank poison bow: Paragon →
A Soul Corruptor Mask
Charged ranged attacks deal 60% more damage; the helmet of the point-blank poison build, and it out-hit the Pack Leader Muzzle on the same shot, about 7,000 to 6,000. Tradeoff: Only fully charged shots gain it.Soul Corruptor set →Build: Point-blank poison bow: Paragon →
A Soul Corruptor Sash
Ranged critical hits deal 45% more damage, the bow version of the Monstrosity Stompers; in the point-blank poison build. Tradeoff: Needs a crit source such as Fighter's Flute.Soul Corruptor set →Build: Close Ranger roll build →Build: Point-blank poison bow: Paragon →
A Twisted Warden Vest
20% chance to evade melee damage; part of an endgame crit set. Tradeoff: Chance-based, melee only.Twisted Warden set →Build: Awesomeaxe crit, Warding Chimes →
B Mad Sifter Slacks
Positive statuses last 20% longer; the Spectral Spear build wears them to stretch the Flute, Drums and Banner. Tradeoff: The Hivemind Hardhat does the same at 70%.Mad Sifter set →Build: Low-health lightning: Stormcaller and Persistence →Build: Spectral Spear double soul wave →
B Rover Gaiters
60% more stagger chance on hit; worn in the Prime Enchanter's Gauntlets jump build. Tradeoff: No damage bonus.Rover set →Build: Prime jump: Prime Enchanter's Gauntlets →
B Soul Corruptor Sandals
25% more ranged crit chance; part of the unlimited-arrow archer, where crits refill arrows through Critical Quiver. Tradeoff: Crit chance only, no damage of its own.Soul Corruptor set →Build: Unlimited-arrow archer →

Enchantments

SMeta-defining5
AExcellent6
BSolid3
CSituational3
Wave enchantments dominate melee damage; potion and artifact enchantments power the endgame loadouts.
Why each placement · 17
S Lightning Surge
Rated the strongest melee enchantment: a wave for 90% of weapon damage at tier III that weakens every mob hit. Every best DPS entry on the weapon chart runs it. Tradeoff: Hit mobs move and attack faster while weakened.Build: Lightning katana crit: Pride of the Plains →Build: Awesomeaxe horde clear: Fighting Fungus speed →Build: Sculker's Bane soul dagger: Lightning Surge →Build: Prime jump: Prime Enchanter's Gauntlets →
S Artifact Amplifier
In late-October play every artifact came back off cooldown almost as soon as it was used, so Health Synergy heals and the Flute and Drums stay up nearly nonstop. It took over the job the Hivemind Hardhat did in early builds. Tradeoff: The tooltip only promises shorter cooldowns for 6 to 9 seconds: an effect this strong may be unintended and could change in a patch.Build: Awesomeaxe horde clear: Fighting Fungus speed →
S Health Synergy
Heals 35% of maximum health on every artifact use; with the 20-soul Mandolin it keeps you topped up. Tradeoff: Needs cheap, short-cooldown artifacts to shine.Build: Lightning katana crit: Pride of the Plains →Build: Awesomeaxe horde clear: Fighting Fungus speed →
A Barrier Brew
Drinking leaves a well that grants Fortifying, about 50% damage reduction; re-entering refreshes it. Tradeoff: You have to stand in or return to the well.Build: Spectral Spear double soul wave →Build: Sculker's Bane soul dagger: Lightning Surge →Build: Prime jump: Prime Enchanter's Gauntlets →
A Dynamo
Each roll adds 40% damage to the next attack at tier III (50% on the unique roll), stacking; in the Awesomeaxe one-shot and the unlimited-arrow archer. Tradeoff: Roll before each big hit or the charge is wasted.Build: Unlimited-arrow archer →Build: Awesomeaxe one-shot: full-health burst →
A Power Amplifier
Each artifact use adds 40% damage to the next attack at tier III, stacking with each use; in four loadouts on /builds, the Awesomeaxe one-shot and the Paragon bow among them. Tradeoff: Only the next attack gains it, so it needs frequent artifact presses.Build: Lightning katana crit: Pride of the Plains →Build: Unlimited-arrow archer →Build: Awesomeaxe one-shot: full-health burst →Build: Point-blank poison bow: Paragon →
A Soul Blast
A wave for 75% of weapon damage plus soul damage over time. Tradeoff: Below Lightning Surge's 90% and weakening.Build: Spectral Spear double soul wave →
A Swirling
The biggest flat wave: 100% of weapon damage at tier III. Tradeoff: No status effect, unlike Lightning Surge.
A Thundering
50% chance to spark lightning for 50% of weapon damage; the pick for weapons that rarely finish a combo. Tradeoff: Chance-based.
B Healing Smite
Kills can spawn a Regenerating well, effectively the old Radiance. Tradeoff: Rated a notch below the wave enchantments; few kills in boss fights.Build: Prime jump: Prime Enchanter's Gauntlets →
B Critical Quiver
Critical hits restore 5 arrows at tier III; with Fighter's Flute it powers the unlimited-arrow archer. Tradeoff: Utility only: no damage, and the arrows of element quivers such as the Venomous Quiver are not refilled.Build: Unlimited-arrow archer →Build: Close Ranger roll build →
B Springload
A 6-second speed boost after each artifact use. Tradeoff: Pleasant, not strong.Build: Low-health lightning: Stormcaller and Persistence →Build: Awesomeaxe one-shot: full-health burst →
C Crash Landing
Bigger jump-attack knockback, which can keep enemies inside a fire wave longer. Tradeoff: Only 5% more damage at every tier.
C Frost Crescent
A wave for 20% of weapon damage plus freeze. Tradeoff: Rated well below Lightning Surge: on a frost build it hit for only 300 to 500.
C Poison Fog
A wave for 30% of weapon damage plus poison. Tradeoff: Rated well below Lightning Surge.

Talismans

SMeta-defining4
AExcellent3
BSolid1
Damage, soul gain and potion cooldown are the three talismans both endgame builds lean on.
Why each placement · 8
S Twisted Tooth
140% more souls gained at level 3; rated above soul capacity because gaining beats holding. Key to keeping Warding Chimes up. Tradeoff: Only as good as the artifacts you spend souls on.Build: Prime jump: Prime Enchanter's Gauntlets →
S Glowstone Flask
Potion cooldown 25% shorter, the strongest single source of it found; potions are the main healing. Tradeoff: Less useful without potion enchantments.Build: Redstone Wrecker potion engine →
A Sigil of Beeswax
35% more maximum health at level 3; no armor effect does the same. Tradeoff: Defence only.Build: Unlimited-arrow archer →Build: Low-health lightning: Stormcaller and Persistence →
A Amethyst Lens
35% more ranged damage at level 3; in both ranged loadouts on /builds. Tradeoff: Ranged only.Build: Unlimited-arrow archer →Build: Point-blank poison bow: Paragon →
B Sculk Badge
Positive statuses last 15% longer at level 2. Tradeoff: The Hivemind Hardhat does the same at 70%.

Artifacts

SMeta-defining3
AExcellent3
BSolid3
CSituational1
Fighter's Flute with Warrior Drums for damage, a cheap Mandolin or Warding Chimes for defence.
Why each placement · 10
S Turtle Master's Mandolin
About 50% less damage for you and allies, for 20 souls on a 5-second cooldown: cheap enough to keep up permanently. Tradeoff: Halves damage rather than blocking it.Build: Redstone Wrecker potion engine →
A Battle Banner
Grants Strength to you and nearby allies. The usual third damage artifact next to the Flute and Drums in endgame builds, and steadier than the Grindstone. Tradeoff: You have to fight inside its area. 45 souls.Build: Lightning katana crit: Pride of the Plains →Build: Close Ranger roll build →Build: Spectral Spear double soul wave →Build: Sculker's Bane soul dagger: Lightning Surge →Build: Prime jump: Prime Enchanter's Gauntlets →
A Grindstone
The other third damage artifact: about as strong as the Battle Banner in that slot, and Grindstone, Flute and Drums hit far harder than the common Flute, Drums and Fighting Fungus set. Tradeoff: Wait for its animation before the Flute, or it may not trigger.Build: Awesomeaxe one-shot: full-health burst →
A Warding Chimes
Blocks all incoming damage while active, about five seconds a use; the usual third artifact next to the Flute and Drums in Awesomeaxe builds. Tradeoff: 40 souls and a 15-second cooldown: needs heavy cooldown reduction.Build: Awesomeaxe crit, Warding Chimes →Build: Low-health lightning: Stormcaller and Persistence →
B Death Cap Mushroom
More movement and attack speed for 20 souls. Tradeoff: No damage of its own.
B Fighting Fungus
Doubles attack speed while active, for 20 souls on a 5-second cooldown. Worth the slot once a weapon such as the Awesomeaxe supplies Strength: it turns a slow axe into a fast one, and faster swings land Lightning Surge more often. Tradeoff: No damage of its own: without a free slot it loses to the Battle Banner, and most players take Warding Chimes as the third artifact instead.Build: Low-health lightning: Stormcaller and Persistence →Build: Awesomeaxe horde clear: Fighting Fungus speed →
B Powershaker
Every hit explodes for flat damage while active, which favours very fast weapons. Tradeoff: Weak on slow, heavy weapons.
C Picnic Basket
Drops enough food to heal to full each use, for 15 souls. Tradeoff: Strong early, outclassed late.Build: Unlimited-arrow archer →

The best melee weapons in Minecraft Dungeons II are the War Hammer (500 DPS), the Mace (420 jumping) and the Short Spear (414), and the Awesomeaxe is the unique the endgame builds run on. Lightning Surge is the enchantment every top result runs; Fighter's Flute with Warrior Drums, the Twisted Warden Blindfold, Artifact Amplifier and Fist of Iron are the endgame picks.

Weapons are placed by the DPS measured on a training dummy at level 101 on the early-access build: S from about 400, A from 345, B from 300, C from 280. Other gear follows what tested strongest and what the two loadouts that beat every boss on Hard ran. Tier lists calculated from base stats leave out enchantments and attack techniques, which is why they put the Mace near the bottom while its jump hits 420 here. No update since launch has rebalanced gear: 1.1.1.0 (October 1), 1.1.2.0 (October 7) and 1.1.3.0 (October 22) are fixes, so the DPS chart still stands. Each placement shows its build and date.

S is exceptional in the tested setup, A strong, B useful with tradeoffs, C situational, D weak in that comparison. How placements are tested and corrected →

FAQ

What is the best weapon in Minecraft Dungeons 2?

By measured DPS, the War Hammer at 500, ahead of the Mace (420 jumping) and the Short Spear (414). Among uniques, the Awesomeaxe: 70% of its hits grant Strength, which doubles damage and frees the artifact slot the Battle Banner would take.

Did a patch change the tier list?

No update has rebalanced gear since launch. Update 1.1.1.0 (October 1) and hotfixes 1.1.2.0 (October 7) and 1.1.3.0 (October 22) fix crashes, login and quests; 1.1.3.0 also fixed artifact slots that stopped working after rapid use. The November 5 moves come from how endgame builds played after that hotfix.

Is Artifact Amplifier bugged?

Possibly. Its tooltip promises shorter artifact cooldowns for 6 to 9 seconds, yet in late-October play artifacts came back almost as soon as they were used. Mojang has not said whether that is intended, so a patch may tone it down; it sits in S until then.

What is the best armor in Minecraft Dungeons 2?

The Twisted Warden Blindfold and the Monstrosity Stompers, each adding 45% to melee critical hits, with the Dreamruler Cover for one-shot builds and the Sage Tunic for horde clearing.

What are the best enchantments?

Lightning Surge on the weapon, the wave every top DPS result runs. On armor, Artifact Amplifier, Health Synergy, Ancient Alchemy and Bottomless Brew keep artifacts and potions going.