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

One-handed melee

WeaponTypeNotes (1.0)
MalletBluntThe 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 PipeBluntThe 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 IronBluntSwings slightly faster than the Small Pipe with less reach. 1.0 fixed its heavy attack finally dealing the intended 20 damage.
Small WrenchBluntAdjustable wrench; 1.0 sped up its charged swing 12% and buffed strong attacks to 13.
Claw HammerBluntTire Iron-class speed. Not required for barricading — boards only need your hands.
Small KnifeSharpFastest melee in the game (EA guides call it the Kitchen Knife). 1.0 fixed its strong attack to the intended 18 damage.
HatchetSharp (Tier 3)The faster of the two top one-handed blades (EA name: Hand Axe). Flashlight-compatible, buffed again at 1.0.
MacheteSharp (Tier 3)The harder-hitting Tier 3 blade — 1.0 raised base damage to 20/25/34. Statistically above every one-hander below it.
CleaverSharpReanimation-era addition, double-buffed at 1.0: 15 quick damage, 50 charged headshot, +5% charged speed.

Two-handed melee

WeaponTypeNotes (1.0)
SledgehammerBluntOne charged headshot kills a normal zombie, and it knocks crowds down. The heavy-melee benchmark.
Fire AxeSharpHighest sharp damage; charged headshots can one-shot normal zombies. 1.0 doubled its quick-attack stability damage.
Baseball BatBluntBest-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.
ShovelSharp1.0 turned it into a real weapon: 20/25/34 base, 35/45/50 headshots, two-hander reach.
Tree TrimmerSharpLongest reach in the game; charged attacks sever legs and make crawlers. Buffed to 25/30/35 at 1.0.
RebarBluntThe two-handed starter upgrade — weakest heavy, but two charged headshots still kill.
T-Junction Pipe / Giant WrenchBluntField 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).

CalibreWeaponsMagNotes
.22 LRGruber 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.
9mmM9A3 · MP515 / 30M9A3 needs two headshots (one with the pistol-damage skill); the MP5 is the noise-discipline workhorse — rifle suppressor, built-in flashlight, 30 rounds.
.45 ACPM19117+1One-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 MagnumModel 13 (default) · Rochester 18736 / 5The 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 WinHunter 85 · M14 Battle Rifle6 / 20+1One 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 NATOMC-1530+1Civilian semi-auto rifle: one-taps normals, two-taps reds, takes suppressor + optics + gun-light.
6.8x51mmM7A120+1The endgame rifle — fully automatic and one-shot headshots on both normal and red zombies. Suppressor, holo and gun-light slots.
12 GaugeFierra DB12 · 590A1 · X12 Super2 / 7 / tubeShotguns 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

Friendly-fire note: since 0.4.2, explosives deal only a fraction of their damage to other Responders and can't kill them.

Attachments

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

Building around a lane? The builds guide pairs these weapons with skills; the tier list settles what to grab when two drop at once.