No More Room in Hell 2 Weapons: All Melee, Firearms & Stats (1.0)
The complete 1.0 Armageddon arsenal: 16+ melee weapons, 14 firearms across 8 calibres, and 4 throwables, with the stats that decide fights. Names follow the official patch notes — where Early Access community guides use older names (Hand Axe, Kitchen Knife), we note them. For rankings rather than raw data, see the weapons tier list.
How melee damage works
- Attacks come in three strengths — quick, strong, and charged (hold the button) — written here as X/Y/Z. Normal zombies have 100 health, Shamblers 70, Primes 130.
- Blunt weapons deal bonus charged headshot damage and knockdown; sharp weapons sever limbs more readily.
- One-handed weapons let you hold your flashlight in the off-hand; two-handers hit harder over a bigger arc but cost more stamina and drop the light.
- Since 0.8, hitting multiple zombies in one swing reduces damage on the second and third targets — sharp weapons keep more of it than blunt.
One-handed melee
| Weapon | Type | Notes (1.0) |
|---|---|---|
| Mallet | Blunt | The 1.0 default starting melee (replacing the Small Pipe). One-handed sledge; damage trimmed at 1.0 to fit its new starter role (10/13/15 base). |
| Small Pipe | Blunt | The classic starter, promoted to loot Tier 2 at 1.0 with a headshot buff (20/30/35). Two charged headshots drop a normal zombie. |
| Tire Iron | Blunt | Swings slightly faster than the Small Pipe with less reach. 1.0 fixed its heavy attack finally dealing the intended 20 damage. |
| Small Wrench | Blunt | Adjustable wrench; 1.0 sped up its charged swing 12% and buffed strong attacks to 13. |
| Claw Hammer | Blunt | Tire Iron-class speed. Not required for barricading — boards only need your hands. |
| Small Knife | Sharp | Fastest melee in the game (EA guides call it the Kitchen Knife). 1.0 fixed its strong attack to the intended 18 damage. |
| Hatchet | Sharp (Tier 3) | The faster of the two top one-handed blades (EA name: Hand Axe). Flashlight-compatible, buffed again at 1.0. |
| Machete | Sharp (Tier 3) | The harder-hitting Tier 3 blade — 1.0 raised base damage to 20/25/34. Statistically above every one-hander below it. |
| Cleaver | Sharp | Reanimation-era addition, double-buffed at 1.0: 15 quick damage, 50 charged headshot, +5% charged speed. |
Two-handed melee
| Weapon | Type | Notes (1.0) |
|---|---|---|
| Sledgehammer | Blunt | One charged headshot kills a normal zombie, and it knocks crowds down. The heavy-melee benchmark. |
| Fire Axe | Sharp | Highest sharp damage; charged headshots can one-shot normal zombies. 1.0 doubled its quick-attack stability damage. |
| Baseball Bat | Blunt | Best-in-class speed for a two-hander — 1.0 trimmed its numbers because it crowded out slower heavies, but charged swings still send zombies flying. |
| Shovel | Sharp | 1.0 turned it into a real weapon: 20/25/34 base, 35/45/50 headshots, two-hander reach. |
| Tree Trimmer | Sharp | Longest reach in the game; charged attacks sever legs and make crawlers. Buffed to 25/30/35 at 1.0. |
| Rebar | Blunt | The two-handed starter upgrade — weakest heavy, but two charged headshots still kill. |
| T-Junction Pipe / Giant Wrench | Blunt | Field variants of the Rebar with the same role: reach and arc while you hunt for a Sledgehammer. |
Firearms by calibre
Every firearm is calibre-specific — ammo you find only feeds the guns chambered for it, and gunfire pulls Runners unless suppressed. Since 0.9, crouching tightens spread and penetration values decide whether shots punch through helmets and shields (see armored zombie types).
| Calibre | Weapons | Mag | Notes |
|---|---|---|---|
| .22 LR | Gruber 922 (semi-auto rifle) · Gruber Mk VII (sidearm) | — | Light, plentiful ammo. Both take suppressors; after the 0.9 nerf (35 headshot) they're follow-up-shot guns, not one-taps. The Mk VII's 5 body damage makes it a backup only. |
| 9mm | M9A3 · MP5 | 15 / 30 | M9A3 needs two headshots (one with the pistol-damage skill); the MP5 is the noise-discipline workhorse — rifle suppressor, built-in flashlight, 30 rounds. |
| .45 ACP | M1911 | 7+1 | One-headshot kills on normal zombies. 0.9 cut its body damage hard (35 → 15) — aim at heads or don't bother. Takes a pistol suppressor. |
| .357 Magnum | Model 13 (default) · Rochester 1873 | 6 / 5 | The starting revolver one-taps normal zombies and two-taps reds; the lever-action Rochester shares the ammo pool and takes rifle optics and a suppressor. |
| .308 Win | Hunter 85 · M14 Battle Rifle | 6 / 20+1 | One headshot on normals, two on reds. The M14 is the Hunter 85's semi-auto upgrade with the same damage and triple the magazine. |
| 5.56 NATO | MC-15 | 30+1 | Civilian semi-auto rifle: one-taps normals, two-taps reds, takes suppressor + optics + gun-light. |
| 6.8x51mm | M7A1 | 20+1 | The endgame rifle — fully automatic and one-shot headshots on both normal and red zombies. Suppressor, holo and gun-light slots. |
| 12 Gauge | Fierra DB12 · 590A1 · X12 Super | 2 / 7 / tube | Shotguns one-tap normals at the head and shred limbs into crawlers. The DB12 is a two-shell emergency tool; the pump 590A1 is the lane pick; the X12 Super trades headshot punch for body damage. |
Throwables
- Prox IED — plant it and the first thing that moves detonates it. Cheapest loadout explosive (account level 11).
- Pipe Bomb — draws zombies to it before detonating; the crowd-clear classic.
- Frag Grenade — 3.6-second fuse, lethal within 5 meters.
- Molotov Cocktail (added 0.8) — area denial that Responders can walk through unharmed; cuts hordes off at doorways. Loadout at account level 16.
Attachments
- Optics: Micro Red Dot (pistols — M9A3); Holographic, ACOG, Combat and Long Gun Scope (rifles — MP5, Rochester 1873, M7A1, MC-15, 590A1). Since 0.9, combat/holo sights improve follow-up shots while hunting sights extend effective range.
- Suppressors: the stealth multiplier — 0.9 made them dramatically reduce zombie perception. Pistol suppressors fit the M9A3 and M1911; rifle suppressors fit the MP5, Rochester 1873, Hunter 85, M14, M7A1, MC-15 and Gruber 922. The Model 13, DB12 and 590A1 can't be suppressed.
- Gun-lights: fit the M7A1 and MC-15, never need batteries; the MP5's light is built in.
Buying weapons: the Loadout Shop
Everything above also drops in the field, but loadout purchases let a Responder start with gear — and as long as they keep extracting, purchases persist between runs. Purchases are per-character and die with the Responder. Recorded Early Access prices ran about 2,000 credits for starter melee up to 5,000 for the Fierra DB12, with ammo boxes at 3,000; 1.0's progression wipe moved unlock gates to the Assignments & Merits era, and the community is still re-mapping exact thresholds. The default kit is the Model 13 revolver + Mallet (the Mallet replaced the Small Pipe at 1.0).
Version history that still matters
- 0.4.2 Reanimation++: Gruber 922 and .22 LR ammo introduced.
- 0.5.0 Broadway: Gruber Mk VII sidearm; the Throw system (hold G — most items can be thrown, blades stick into zombies).
- 0.8 Genesis: Molotov Cocktail; melee standardization (0.67s windups, multi-hit falloff).
- 0.9 Revelation: the big firearm rework — penetration vs armor, suppressor stealth, per-gun recoil identities, ammo weight rebalance.
- 1.0 Armageddon: melee speed buffs across the board, Mallet/Small Pipe tier swap, Machete/Hatchet/Shovel/Cleaver buffs, Baseball Bat trim, and three new reload-speed skills (see the skills tier list).
Building around a lane? The builds guide pairs these weapons with skills; the tier list settles what to grab when two drop at once.