Choose a weapon for the situation rather than a universal ranking. A practical early combination is the Saber and Pistol: the Saber supports both blocking and parrying, while the Pistol handles enemy weak points and glowing Nephtoglobin barriers during exploration.
Change weapons when the encounter or your preferred defense calls for a different tool. Choose the Rapier if you reliably parry and want to pressure posture and weak points. Use the Blunderbuss for close-range groups, the Musket for distant enemies, and the Claymore when you want heavier melee attacks and can manage their greater Endurance cost. These are scenario-based recommendations rather than a measured damage ranking.
Best weapon choice at a glance
| Weapon | Practical role | Main advantage | Important limitation |
|---|---|---|---|
| Saber | Flexible early melee and blocking | Can block as well as parry and supports a balanced sword-and-gun approach | Less specialized than a Rapier parry setup |
| Rapier | Parry-focused melee | Fast attacks and support for weak-point and posture pressure | Not as suitable for blocking incoming attacks |
| Pistol | General utility, weak points, and build support | Breaks Nephtoglobin weak points and barriers; can support amplified shots or posture damage | Its ideal upgrade branch changes with the build |
| Blunderbuss | Close-range crowd control | Strong short-range shot against groups and substantial damage per shell | Limited ammunition and less suited to distant targets |
| Musket | Long-range removal | Lets you engage troublesome ranged enemies and can gain a scope | Two-handed use prevents simultaneous melee use |
| Claymore | Heavy melee and control | Heavy attacks plus special fire and Stasis options | Two-handed melee consumes more Endurance |

The early weapon screen shows the main starter choices together.
Saber versus Rapier for melee combat
The Saber and Rapier represent the most important melee choice during the earlier portion of the game. Both can parry, but they do not offer the same safety when a parry is missed or deliberately avoided.
Choose the Saber for flexible defense
The Saber is William’s starting weapon and remains his only melee option through the first and second chapters until the Rapier becomes available. Its main strength is flexibility: it can block as well as parry, and it is recommended for a balanced setup that combines melee damage with firearm use.
Blocking makes the Saber the safer choice when you are still learning an enemy’s sequence or when several attacks make repeated parry timing uncomfortable. That does not prevent an aggressive playstyle. Saber upgrades can support pursuit, additional infused-weapon hits, or resource recovery, depending on the branch selected.
For a broadly balanced setup, one recommendation favors Pursuit over Careful Preparations and Second Wind over Adrenaline Flourish at their respective mutually exclusive forks. A fire-infused Pistol setup makes different choices: Careful Preparations adds five hits to an infused Saber, while Adrenaline Flourish improves Endurance restoration. This difference is a reason to choose upgrades around the intended interaction rather than copying one branch in every build.
Choose the Rapier for committed parrying
The Rapier is the more specialized defensive weapon. It attacks quickly and can target weak points, but it is not the preferred option for blocking. Its value rises when you can parry consistently enough to break enemy posture and capitalize with critical attacks.
A parry-oriented setup should emphasize Parrying Impact and Critical Damage. Parrying Impact increases the posture damage caused by each successful parry, which matters against enemies that require several parries before their posture breaks. The Pistol also complements this plan because Nephtoglobin infusion or Mighty Rounds can provide posture-breaking shots.
The Rapier upgrade choice is contextual. A general late-game recommendation favors Astute Quarta over Invigorating Seconda at that upgrade fork. A dedicated parry setup instead favors Invigorating Seconda because it restores stamina when you parry. Pick the former for the broader recommended route or the latter when repeated parries and stamina recovery are the core of your approach.

The Rapier screen highlights its parry focus and weaker blocking capability.
Pistol, Blunderbuss, and Musket roles
The firearms solve different problems. The Pistol is the most versatile utility choice, the Blunderbuss controls close-range groups, and the Musket addresses distant enemies. Their roles are different enough that a single universal ranking would hide the reason to carry each one.
Pistol for utility and specialized builds
The Pistol is acquired early and immediately matters outside direct damage. It destroys the glowing red orbs associated with Nephtoglobin barriers, opening shortcuts and exploration routes. In combat, it can target Nephtoglobin weak points and contribute to either an amplified-shot setup or a posture-breaking parry setup.
A fire-oriented Pistol setup uses reload amplification and Ignite, while a parry setup uses posture-breaking shots to prepare melee critical attacks. The full combinations belong to the build guide; the weapon decision is whether you need this utility or a more specialized firearm.

The Pistol upgrade screen shows a build choice tied to fired rounds and melee damage.
Blunderbuss for enemies at close range
The Blunderbuss is the clearest choice when several enemies are pressing at short range. Its limited ammunition makes each shot important. Its value comes from close-range impact and group coverage rather than precision at a distance.
A balanced upgrade recommendation favors Collateral Damage over Iron Shower at their mutually exclusive fork. Treat that as a contextual build choice rather than proof that the alternative is universally weaker. The Blunderbuss is most useful when the encounter places multiple targets inside its effective range; it should not replace the Pistol’s exploration function or the Musket’s long-range role.
Musket for long-range threats
Choose the Musket when ranged enemies are the main obstacle. It is specifically useful against threats such as Risen Musketeers, and a scope upgrade can improve accuracy. The important tradeoff is its two-handed operation: while it is in use, you cannot use a melee weapon alongside it.
A late-game recommendation favors Scope over Bayonet at that upgrade fork. Scope reinforces the Musket’s defining long-range role, while the Bayonet is the alternative branch. Special Cartridges can provide an additional reload when the Musket is central to an encounter, but that quick-slot choice belongs to the broader equipment setup rather than determining the weapon’s inherent strength.
Claymore for heavy melee attacks
The Claymore is the heavy melee option. Like the Musket, it is two-handed, but it commits William to melee attacks rather than long-range fire. Its heavy attacks deal substantial damage at the cost of more Endurance, so it fits a player who is comfortable budgeting stamina around slower, more expensive commitments.
Its special attacks add two distinct forms of utility: a fire shot and a Stasis area attack that can freeze weaker enemies. Those tools give the Claymore more range and control than its heavy-weapon identity initially suggests, but they do not remove the need to manage Endurance.
The supported general upgrade preference is Willpower over Bulwark at their mutually exclusive fork. Use the weapon’s mechanics and the way you spend Endurance as the deciding factors. Pick it for heavy melee and its fire or Stasis options, not because it appears later than the Saber or Rapier.

The arsenal view displays the broader weapon set available later in the game.
