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Blade weapons guide — set bonus, every weapon, who should build it

Updated 2026-11-01 · for v1.1 + Paws & Claws

Melee damage and life steal in one bonus; the class that sustains itself. 8 weapons carry the Blade tag; the set bonus below applies for every Blade weapon you hold at once, duplicates included.

Set bonus

Weapons held Bonus
2 +1 Melee Damage 1% Life Steal
3 +2 Melee Damage 2% Life Steal
4 +3 Melee Damage 3% Life Steal
5 +4 Melee Damage 4% Life Steal
6 +5 Melee Damage 5% Life Steal

How a Blade build plays

Blades are mid-range melee with honest numbers: the Sword line hits for 20–30 at Tier II with a 200 reach, and the set bonus adds flat Melee Damage plus Life Steal up to 5%. Six Blades means every swing heals, which is why the class carries characters who cannot buy sustain elsewhere. Most Blades share a second class — Medieval for Sword and Vorpal Sword, Elemental for Thunder Sword, Tool for Chainsaw — so a Blade rack can reach a second bonus by accident. Scaling is Melee Damage first, Attack Speed second; crit is low across the class, so skip Crit Chance.

Every Blade weapon

Numbers are the lowest tier the weapon exists at; open a weapon for all four tiers and its scaling.

Weapon Tiers Damage Cooldown DPS Crit Range Also
Chopper 1–4 6 0.99s 6.1 10% 135 –
Sword 2–4 30 1.28s 23.4 3% 200 Medieval
Vorpal Sword 2–4 20 1.11s 18 3% 200 Medieval
Circular Saw 2–4 10 0.72s 13.9 5% 175 Medical
Captain's Sword 3–4 50 1.03s 48.5 – 200 Naval (DLC)
Thunder Sword 3–4 40 1.21s 33.1 3% 200 Elemental
Chainsaw 3–4 10 0.53s 18.8 – 175 Tool (DLC)
Excalibur 4 200 0.66s 266.6 10% 200 Legendary

The core of a six-of set is usually Sword, Vorpal Sword, Chopper, Thunder Sword, Chainsaw; the rest fill in as the shop offers them.

Characters that fit the class

  • Baby — Starts with one weapon slot and grows a new one on every level-up instead of a stat.
  • Chef — Hits burning enemies for triple damage; the best co-op partner a Mage can have.
  • Creature — Weapons scale with Curse, and the whole run bends around cursed enemies.
  • Entrepreneur — Cheaper items, harvesting that scales 50% harder, and materials that are damage.
  • Gangster — Steal one item per shop; the price is an elite that may follow you in.
  • Generalist — Melee feeds ranged and ranged feeds melee; three of each, always.
  • Gladiator — More different weapons, more attack speed — six different melee weapons is the goal.
  • King — Tier IV items and weapons each add stats; a mid-game spike that wins Danger 5.
  • Multitasker — Twelve weapons, each a little weaker; shops get expensive.
  • Mutant — Levels come three times faster; items cost half again as much.
  • Romantic — Charms low-health enemies and gets range on melee weapons.
  • Saver — Materials in the bank are damage; prices are higher.
  • Sick — Loses 1 HP per second, steals it back on every hit.
  • Speedy — Speed is melee damage, and standing still is deadly.
  • Vagabond — Every weapon counts for every other weapon's class bonus; no duplicates allowed.
  • Vampire — Missing health is damage, life steal and armour.
  • Well Rounded — No gimmick, no weakness; learn the game here.

Overlapping classes

Blade weapons also count as Medieval, Medical, Naval, Elemental, Tool, Legendary, so a Blade rack can trigger a second set bonus without an extra slot. The weapons list filters by class.

The mistake that ends runs

Buying Crit Chance. Blades sit at 3–10% base crit; the points do nothing compared with flat Melee Damage.

See the set bonus ranking for how Blade compares with the other sixteen classes, or test a rack in the build planner.