The best No More Room in Hell 2 weapons in 1.0 are the M7A1 for armored targets, the X12 Super for close-range emergencies, the Fire Axe for raw melee damage and the Sledgehammer for crowd control. Torn Banner says the game has 38 melee and ranged weapons, but has never published the breakdown. This guide ranks the 34 with verifiable 1.0 stats: 15 firearms and 19 melee weapons.

Checked August 18, 2026 against game version 1.0 (Armageddon). Weapons were reshuffled at launch: the Mallet replaced the Small Pipe as your starting melee, the Small Pipe moved up a loot tier, and the Mallet, Machete, Hatchet, Baseball Bat, Shovel and Fire Axe were all retuned. Early Access guides still open with a Small Pipe and still rank the bat on its old numbers.

38
Official weapon count
34
With verified stats
15
Firearms
19
Melee weapons

NMRIH2 weapons tier list: all 34 ranked

This is a stats-first, general-purpose tier list, not an official ranking. Firearms are judged on headshot breakpoints, armor penetration, capacity, weight and ammo pressure. Melee weapons are judged on charged damage, headshot and limb breakpoints, stability, reach, stamina cost and weight. A specialized squad can make a lower-tier weapon work; this list answers the broader question, “What should I keep when backpack space is tight?”

Best gun — M7A1

150 headshot damage and 3 penetration clear a 130 HP Prime and every documented helmet tier. The tradeoff is rare 6.8x51mm ammunition.

Best shotgun — X12 Super

Six shells and semi-automatic follow-up shots make it the strongest panic weapon. It still has shotgun range and armor limits.

Best damage — Fire Axe

The only melee weapon on the verified sheet whose charged limb damage clears a 70 HP leg in one hit, plus a 100-damage charged headshot.

Best control — Sledgehammer

A charged swing reaches 100 stability, knocks a zombie down and makes it take double damage from every source while downed.

Firearm tier list and acquisition methods

“Field loot” means the weapon can be found during a run. Exact map-by-map spawn coordinates are not published for the 1.0 loot system, so this table does not invent fixed locations. The Rochester 1873 is the only non-starter gun whose post-launch Loadout availability is explicitly confirmed by the August 13 announcement.

TierFirearmHow to get it in 1.0
SM7A1Field loot; current Loadout availability not confirmed
SM14 Battle RifleField loot; current Loadout availability not confirmed
SX12 SuperField loot; current Loadout availability not confirmed
AModel 13Default starting firearm; also appears as field loot
AM1911Field loot; current Loadout availability not confirmed
AMC-15Field loot; current Loadout availability not confirmed
AHunter 85Field loot; current Loadout availability not confirmed
ARochester 1873Field loot; restored to the Loadout on August 13
AM590A1Field loot; current Loadout availability not confirmed
BGruber Ranch RifleField loot; current Loadout availability not confirmed
BMP5A4Field loot; current Loadout availability not confirmed
BFierra DB12Field loot; current 1.0 unlock requirement not confirmed
CM9A3Field loot; current Loadout availability not confirmed
CGruber 922Field loot; current Loadout availability not confirmed
CGruber MKVIIField loot; current Loadout availability not confirmed

Melee weapons tier list and acquisition methods

The ranks below match the full No More Room in Hell 2 melee weapons tier list, where every placement is explained against the 1.0.3.0 numbers. “Loadout confirmed” means Torn Banner explicitly named that item in its August 13 post-launch availability or price update.

TierMelee weaponHow to get it in 1.0
SFire AxeTier 3 field loot, pushed toward later map stages
SSledge HammerTier 3 field loot, pushed toward later map stages
AMacheteField loot; current Loadout availability not confirmed
AHatchetField loot; current Loadout availability not confirmed
AShovelField loot; current Loadout availability not confirmed
ATreetrimmerField loot; restored to the Loadout on August 13
ALarge WrenchField loot; current Loadout availability not confirmed
ABaseball BatField loot; restored to the Loadout on August 13
ACrowbarField loot; its 1.0 presence is also confirmed by an achievement
BClaw HammerField loot; current Loadout availability not confirmed
BLarge Pipe (T-Junction)Field loot; Loadout price reduced to 800 Credits on August 13
BCleaverField loot; current Loadout availability not confirmed
BKitchen KnifeField loot; current Loadout availability not confirmed
CRebarField loot; current Loadout availability not confirmed
CHockey StickField loot; Loadout price reduced to 400 Credits on August 13
CSmall PipeTier 2 field loot after the 1.0 tier increase
CTire IronField loot; current Loadout availability not confirmed
DMalletDefault starting melee weapon; also appears as field loot
DSmall WrenchField loot; current Loadout availability not confirmed

How many weapons are in NMRIH2?

Two numbers circulate, and both are real.

38 is Torn Banner's figure, from the official Early Access retrospective (August 6, 2026) and the Road to 1.0 video, where it is phrased as melee and ranged combined. The studio has never said which categories sit inside that total.

34 is what has been measured: 15 firearms and 19 melee weapons, each with damage, headshot, stability, penetration and weight values pulled from the game's files by the community.

The gap is four entries and nobody outside Torn Banner can say what fills it. The game does have four explosives (M67 frag grenade, pipe bomb, Molotov and the deployable Proximity IED), and 34 plus 4 happens to land on 38, but that is arithmetic, not a source, so this page doesn't count them. Shorter melee lists elsewhere are omissions rather than removals: the Crowbar is named in an achievement condition, and the Hockey Stick's Loadout price was changed by an official post two days after launch.

Every gun in NMRIH2 and its stats

Read the table against the health values behind it: a Walker has 100 HP, a Shambler 70, a Prime 130. Shotgun damage is per pellet (10 pellets per shell). Penetration is the armour stat: construction and firefighter helmets need 1, riot helmets 2, National Guard helmets and riot shields 3.

WeaponClassCaliberCapacityBodyHeadshotPenWeight
M9A3Handgun9mm15+1155001.00 kg
M1911Handgun.45 ACP7+12010001.00 kg
Model 13Revolver.357 Magnum62410021.00 kg
Gruber MKVIIHandgun.22 LR10+1123501.00 kg
MP5A4SMG9mm30+1157002.00 kg
MC-15Rifle5.56 NATO30+12013022.50 kg
Gruber Ranch RifleRifle5.56 NATO10+12013022.25 kg
M7A1Rifle6.8x51mm20+14015033.25 kg
Gruber 922Rifle.22 LR25+1123502.00 kg
Rochester 1873Lever rifle.357 Magnum13+12010022.25 kg
Hunter 85Heavy rifle.308 Win5+13515032.25 kg
M14 Battle RifleHeavy rifle.308 Win20+13515033.00 kg
Fierra DB12Shotgun12 gauge2172012.25 kg
M590A1Shotgun12 gauge8172013.00 kg
X12 SuperShotgun12 gauge6172012.75 kg

Three things fall out of those numbers:

  • Headshots are the whole game. The M1911 and Model 13 both do 100 headshot damage, exactly a Walker's health. The MC-15 and Gruber Ranch Rifle (130), plus the M7A1, Hunter 85 and M14 (150), clear a Prime's 130 HP in one head hit. That is our reading of the table, not a claim the source makes.
  • No gun knocks anything down. Knockdown needs 100 stability damage and the best firearm manages 80 (Hunter 85).
  • Most pistols can't beat a helmet. The M9A3, M1911 and both .22 LR Grubers have 0 penetration. The Model 13, Rochester 1873, MC-15 and Gruber Ranch Rifle (2) get through riot helmets; only the M7A1, Hunter 85 and M14 (3) beat National Guard armour and shields.

Every stat here comes from community testing, not from Torn Banner: the Steam guide Info Compendium (v1.0.3.0), sheet updated August 13, 2026. Two figures are disputed: the M590A1 holds 7 or 8 shells, and one launch-week article calls the Gruber Ranch Rifle a .22 LR against two sources saying 5.56 NATO.

Every melee weapon in NMRIH2

Melee has three attacks: quick, strong and charged. Stability damage is the stagger stat: 0–19 flinches, 20–49 interrupts, 50–99 staggers, and 100 knocks the zombie down, where it takes double damage from every source. Reach is in game units, useful only for comparing weapons.

WeaponTypeQuick / Strong / ChargedCharged headshotCharged stabilityWeightReach
CrowbarBlunt · 1H15 / 20 / 2545601.00 kg185
Claw HammerBlunt · 1H15 / 20 / 2545601.00 kg170
Small PipeBlunt · 1H13 / 15 / 2035501.00 kg180
Tire IronBlunt · 1H13 / 15 / 2035451.00 kg175
MalletBlunt · 1H10 / 13 / 1530450.50 kg160
Small WrenchBlunt · 1H10 / 13 / 1530450.50 kg160
Sledge HammerBlunt · 2H30 / 35 / 501001003.00 kg230
Large WrenchBlunt · 2H25 / 35 / 4060652.00 kg230
Baseball BatBlunt · 2H20 / 25 / 33501001.50 kg210
Large Pipe (T-Junction)Blunt · 2H20 / 25 / 3340552.00 kg225
RebarBlunt · 2H15 / 20 / 3040552.00 kg210
Hockey StickBlunt · 2H15 / 20 / 3035402.00 kg255
MacheteBladed · 1H20 / 25 / 3455201.25 kg190
HatchetBladed · 1H20 / 25 / 3455201.00 kg175
CleaverBladed · 1H15 / 17 / 2550201.00 kg165
Kitchen KnifeBladed · 1H15 / 18 / 2540200.50 kg160
Fire AxeBladed · 2H35 / 50 / 65100203.00 kg210
TreetrimmerBladed · 2H25 / 30 / 3565202.00 kg250
ShovelBladed · 2H20 / 25 / 3450202.00 kg235

What the table tells you:

  • Only two weapons knock a zombie down by themselves: a charged Sledge Hammer swing and a charged Baseball Bat swing, both at 100 stability. Nothing else in melee reaches the threshold, but your kick does, on up to three zombies at once.
  • Only one weapon takes a leg off in a single charged hit. Legs have 70 HP and arms 60; the Fire Axe does 100 charged limb damage. Hatchet, Machete, Shovel and Treetrimmer sit at 60, which is an arm but not a leg. The Cleaver (40) and Kitchen Knife (30) do neither.
  • Running dry undoes all of it. While stamina-starved you lose 10% damage, 50% limb damage and 50% stability damage, and stamina takes 2 extra seconds to start recovering.

Names drift between guides: Kitchen Knife = Small Knife, Hatchet = Hand Axe, Large Wrench = Giant Wrench, Large Pipe = T-Junction Pipe, Fierra DB12 = Double Barrel or DT11.

Ranking them against each other is a separate job: see the NMRIH2 melee tier list, and distrust any list that doesn't name its game version.

Explosives, throwables and the missing four

The verified sheet also documents three throwables and one deployable explosive. They happen to bring 34 documented guns and melee weapons to 38 items, but Torn Banner described its 38 as “melee and ranged weapons,” so this guide does not use explosives to pretend the official count has been reconciled.

ItemClassDamageStabilityFuse / effectHow to get it
M67 Frag GrenadeThrowable3001803.5-second fuse; in-game text says lethal within 5 mField loot; Loadout access depends on progression
Pipe BombThrowable2001205.0-second fuse and noise lureField loot; Loadout access depends on progression
MolotovThrowableFire over time40Ground fire lasts 15 seconds; burn continues after leaving itField loot; current Loadout availability not confirmed
Proximity IEDDeployable trap3002000.25-second trigger delay after proximity activationField loot; Loadout access depends on progression

Firefighter zombies are immune to fire, so a Molotov is area denial rather than a universal answer. Explosives also cost 0.50 kg each, the same base weight as a box of heavy ammunition.

What 1.0 changed about weapons

  • Your starting kit is now a Model 13 revolver and a Mallet, with the Small Pipe pushed to a higher loot tier.
  • Six melee weapons were retuned (Mallet, Machete, Hatchet, Baseball Bat, Shovel, Fire Axe) alongside broad melee attack-speed buffs.
  • The Baseball Bat nerf is narrower than it looks. The patch line reads stability 65/75/100 → 20/40/100. The charged value is 100 before and after, so 1.0 cut the bat's damage panel and left its knockdown alone.
  • Loot moved. Tier 3 weapons now spawn deeper into maps, and guns spawn with varying leftover ammo depending on difficulty, so check the magazine before you spend a backpack slot.
  • Loadout prices changed on August 13 in Torn Banner's launch-week post: Hockey Stick 800 → 400 credits, Long Pipe 1200 → 800, Satchel 450 → 1500, with the Baseball Bat, Tree Trimmer and Rochester 1873 re-enabled. Pulling the strongest items out of the Loadout was deliberate; you're meant to loot them in-run.

How to get weapons in NMRIH2

There is no verified “M7A1 always spawns in this room” list for 1.0, and Raven Rock is missing from the maintained community spawn data. Loot is distributed through the run, with the strongest Tier 3 weapons pushed deeper into Objective maps. That means acquisition is about where you are in the run and whether an item is currently sold in the Loadout, not a permanent weapon unlock page.

Found in the run

Field weapons need no account unlock. Early areas hand you enough to survive; stronger loot appears deeper now that 1.0 moved Tier 3 spawns back.

Bought in the Loadout

Credits buy gear you start the run with. Purchases are tied to that Responder, not your account, so arming one character doesn't arm the rest.

Two rules the Steam discussions keep repeating: a 1-star weapon is a death sentence, so hold out for at least 2 stars, and carry no more than two ammo types, because a third is more inventory than anyone can manage.

Weight is the other filter, and ammo counts toward it: the Fire Axe and Sledge Hammer weigh 3.00 kg apiece, while the Machete and Hatchet hit for 34 charged at barely a third of that. Perks shift things too (Headhunter adds 10-20% melee headshot damage, Hard Blow 15-30% stability on two-handed swings), so see the Nightmare build guide, or the beginner guide if you're new.

NMRIH2 weapons FAQ

How many weapons are in No More Room in Hell 2?

Torn Banner says 38, melee and ranged combined, and has never published the split. 34 have verified stats from community testing: 15 firearms and 19 melee.

What is the best gun in NMRIH2?

By the numbers, the M7A1: 40 body damage, 150 headshot, 3 penetration, enough to one-headshot a Prime and punch through National Guard armour. Its 6.8x51mm ammo is scarce, so treat it as a problem-solver, not a workhorse.

Where do you find weapons in No More Room in Hell 2?

Most weapons are field loot distributed through a run, with Tier 3 items pushed deeper into maps. The Model 13 and Mallet are the default starter weapons. A smaller rotating set can be bought for a Responder's Loadout, but exact 1.0 map spawn coordinates and many current Loadout requirements are not officially published.

Which weapon can knock a zombie down?

Knockdown needs 100 stability damage. Only a charged Sledge Hammer swing and a charged Baseball Bat swing reach it, plus your kick, which hits up to three zombies. No firearm gets there; the Hunter 85 tops the gun list at 80.

Did the 1.0 update ruin the Baseball Bat?

Not entirely. The patch notes show its stability line going from 65/75/100 to 20/40/100, so the damage panel was cut, but the charged value stayed at 100 and it still knocks zombies down.