The best weapons in SWORN for October 2025 are Chakrams (Vigilante), Tome (Monk), and Armillary Sphere (Specter), while the top-tier spells are Spirit Guardians (Specter), Crystal Turrets (Monk), and Shadow Strike (Vigilante). These S-tier options dominate the current 1.0 meta thanks to their versatility, high damage output, and ability to synergize with most Fae Lord blessing combinations.
Category | S-Tier Options | Key Strengths |
---|---|---|
Weapons | Chakrams, Tome, Armillary Sphere | Range flexibility, wall penetration, effect stacking |
Spells | Spirit Guardians, Crystal Turrets, Shadow Strike | Passive damage, crowd control, instant cast |
Meta Status | Post-1.0 Rebalance | Major weapon buffs and nerfs as of September 23, 2025 |
SWORN's 1.0 launch on September 23, 2025 completely transformed the weapon and spell meta from Early Access. If you're wondering which tools will carry you through Camelot's five deadly biomes and help you overthrow the corrupted King Arthur, you're in the right place. This comprehensive tier list analyzes every weapon and spell available across all four characters—Vigilante, Monk, Rook, and Specter—providing detailed rankings based on damage output, versatility, synergy potential, and post-1.0 balance changes.
Contents
Before diving into specific rankings, let's establish what makes a weapon or spell top-tier in SWORN's roguelike gameplay. Unlike other action roguelikes where raw damage reigns supreme, SWORN rewards flexibility and synergy with over 200 unique Fae Lord blessings.
Ranking Criteria:
The tier structure ranges from S-tier (meta-defining options viable in all content) down to D-tier (strictly inferior choices with severe limitations). Understanding these rankings helps you make informed decisions during weapon unlocks and mid-run blessing selections.
Weapons in SWORN fundamentally shape your combat approach and determine which Fae Lord blessing paths become available. The 1.0 update introduced massive balance changes, with some weapons receiving significant buffs while others fell from grace.
These weapons represent the absolute pinnacle of SWORN's arsenal. If you're aiming to clear Knight difficulty or beyond, building around one of these options dramatically increases your success rate.
Chakrams (Vigilante)
The undisputed king of flexibility in SWORN's current meta. Chakrams excel at both close-quarters and ranged combat, with fluid attack animations that never leave you vulnerable. The unique return path mechanics create devastating backstab opportunities when combined with Badb's blessings.
Why S-Tier: Perfect mobility retention during attacks, massive synergy with nearly every spell in the game, natural backstab setup for bonus damage, and excellent crowd control through spinning heavy attacks. The weapon received no nerfs in 1.0, cementing its position at the top.
Best Synergies: Shadow Strike for backstab builds, Spirit Guardians for passive damage stacking, any Freeze or Fury-based Fae Lord path.
Tome (Monk)
The Tome survived the 1.0 update without any nerfs and remains an S-Tier option due to its incredible safety and versatility. This weapon's heavy attack launches explosive pages with surprising range, while light attacks deliver rapid-fire damage without requiring movement.
Why S-Tier: Heavy attack has long range and can hit enemies from behind walls, light attack is very fast. Perfect for applying status effects like Freeze or Fury from complete safety, allowing battlefield control from distance. The ability to hit through environmental obstacles provides unmatched positional advantage.
Best Synergies: Black Hole spell for enemy grouping, Oberon blessings for multi-hit synergy, Titania's fire damage amplification.
Armillary Sphere (Specter)
This weapon is the best tool for applying on-hit effects, with rapid-fire attacks that can paralyze any enemy with various effects in seconds. Whether you're pursuing permanent Freeze builds or maximizing single-target DPS, the Armillary Sphere delivers unparalleled performance.
Why S-Tier: High attack speed and fantastic ability for quickly stacking effects. The fastest effect application in the game makes it ideal for any blessing that triggers on-hit. Works exceptionally well with both offensive and defensive build paths.
Best Synergies: Crystal Turrets for double Freeze stacking, Gogmagog's stun mechanics, any crit-based Lugh blessings.
These weapons carry you through all content and might even outperform S-tier options in specific builds. They're incredibly strong but typically require more focused blessing synergies to reach their full potential.
Great Hammer (Rook)
While it received massive buffs in 1.0 and became very powerful, its slow light attack keeps it in A-Tier. However, don't let that fool you—the heavy attack remains one of the best AoE tools in the game, capable of clearing entire rooms with proper positioning.
Strengths: Devastating heavy attacks with quick charge time, excellent for Stun-focused builds, high base damage scales incredibly with Titania or Lugh blessings.
Weaknesses: Sluggish light attack animation leaves you vulnerable, requires precise positioning to maximize AoE potential.
Bow (Vigilante)
After a complete rework, it's become an excellent weapon with high damage and range. The Bow now offers consistent long-range pressure while maintaining respectable damage output throughout your run.
Strengths: High damage at extreme range, heavy attack allows movement while charging (unlike most ranged weapons), excellent for co-op play where positioning flexibility matters.
Weaknesses: Movement restriction during shots, requires good aim and positioning awareness.
Magic Staff (Monk)
A crowd control powerhouse from distance. The Magic Staff excels at managing multiple enemies simultaneously while keeping you out of danger.
Strengths: Great option for crowd control from a distance, energy cube projectiles travel through enemies, perfect for hallway encounters.
Weaknesses: Limited close-range defensive options, requires careful positioning management.
Scythe (Specter)
Fast attacks and the ability to control crowds up close make it a strong choice. The Scythe's spin attacks deliver satisfying AoE damage while maintaining rapid attack speed.
Strengths: Excellent mobility during attacks, spin heavy attacks hit 360 degrees, fast enough to dodge-cancel effectively.
Weaknesses: Requires close-range engagement, less safe than ranged alternatives.
Chimes (Monk)
Effective against groups but weaker at the start. The Chimes improve dramatically as you collect blessings, becoming a formidable weapon by mid-run.
Strengths: Great for stacking effects quickly, musical note projectiles explode for AoE damage, unique attack patterns offer creative gameplay.
Weaknesses: Low starting damage, specific range requirements for optimal effectiveness.
These weapons work perfectly fine for clearing content but lack the consistency or power of higher tiers. They can still succeed with the right blessings but generally require more effort.
Sword (Vigilante)
The starter weapon offers beginner-friendly combat but struggles to compete with specialized options.
Strengths: Beginner-friendly with agile strikes, fast attack speed allows dodge-canceling, decent for learning game mechanics.
Weaknesses: Range is limited without upgrades, damage output falls behind mid-to-late game.
Halberd (Rook)
A heavy-hitting weapon hampered by excessive animation commitment.
Strengths: Heavy attacks with charge potential, surprising reach for a melee weapon.
Weaknesses: Very slow, long animation locks leave you vulnerable to corruption effects.
Gauntlets (Rook)
Rapid punches that prioritize speed over impact.
Strengths: Fast combos, excellent for applying on-hit effects, Haymaker heavy attack delivers satisfying single-target damage.
Weaknesses: Weak base damage, requires close proximity to dangerous enemies.
These weapons have niche applications but generally underperform compared to alternatives.
Hand Cannon (Rook)
Good damage and range, but overheats and feels clunky. The mechanical limitations severely restrict combat flow.
Mace (Monk)
Can hit through walls, but sluggish and awkward to use. The wall-penetration gimmick doesn't compensate for poor handling.
Arcane Blade (Specter)
Slow, awkward range, and weak damage with reload-like mechanics. Currently the worst weapon in SWORN's arsenal, offering no redeeming qualities over alternatives. Even dedicated players struggle to justify this weapon choice.
Spells in SWORN provide your character's supernatural edge, offering everything from devastating damage to crucial crowd control. The best spells cast quickly, scale excellently with blessings, and integrate seamlessly into any playstyle.
These spells define successful runs in SWORN. If you're offered one of these during chamber progression, seriously consider taking it regardless of your current build.
Spirit Guardians (Specter)
Excellent passive damage, amazing crowd control, and high potential for stacking effects. This spell summons circling spirits that automatically damage nearby enemies, allowing you to focus entirely on positioning and dodging.
Why S-Tier: The passive damage means you're constantly dealing damage even while evading. Summons spirits that circle you, damaging any enemy that gets close, allowing you to focus on dodging while still dealing consistent damage. Incredible synergy with movement-focused playstyles.
Best Synergies: Chakrams for aggressive positioning, any Freeze build for constant status application, Beira's spell regeneration passives.
Crystal Turrets (Monk)
Indestructible, excellent crowd control, and an amazing tool for applying effects. These turrets automatically fire at enemies while you focus on other combat aspects.
Why S-Tier: Turrets automatically fire at enemies, letting you manage the battlefield from a safe distance. The indestructible nature means they provide consistent value throughout chamber encounters. Combining this spell with a Freeze build is one of the most powerful strategies in the game.
Best Synergies: Armillary Sphere for maximum Freeze stacking, Black Hole for enemy grouping, any on-hit effect blessings.
Shadow Strike (Vigilante)
Explosive damage potential (especially with Badb), auto-locks onto the nearest enemy, and casts instantly. This spell teleports you behind enemies for devastating backstab damage.
Why S-Tier: Locks onto enemies, fast to cast, and huge damage with the right upgrades. Perfect for backstab-focused builds, provides both offensive power and defensive repositioning. The instant cast means zero vulnerability window.
Best Synergies: Chakrams for backstab amplification, Badb's backstab blessings for multiplicative damage scaling, any crit-based Lugh path.
These spells provide excellent value and can define specific build archetypes, though they may not offer the universal utility of S-tier options.
Assassin Dagger (Vigilante)
Quick, strong, and long-ranged. A straightforward damage spell that delivers consistent value throughout your run.
Counter (Rook)
High-damage retaliation that hits multiple enemies, but limited to close combat. When it works, Counter provides some of the highest burst damage in the game, but the defensive requirement limits flexibility.
Sky Drop (Rook)
Strong but slow to cast and harder to aim. The AoE impact damage justifies the casting time investment when positioned correctly.
Storm Call (Monk)
Shield support for co-op, though it does no damage. Valuable in multiplayer but lacks impact in solo play.
Arcane Shield (Monk)
Similar to Storm Call with strong defense but no offense. The explosion upon breaking provides some value, but purely defensive tools struggle in SWORN's offense-focused meta.
Black Hole (Monk)
Great for pulling enemies into traps with solid damage. Excellent synergy with AoE weapons and spells but requires setup.
Blade Rush (Vigilante)
Adds mobility and damage but tricky to aim. Can be powerful in skilled hands but inconsistent for most players.
Mystic Beam (Specter)
Excellent damage stacking and range. A solid spell that simply doesn't quite reach the power level of top-tier options.
Commander's Shield (Rook)
Buffs damage but limited by a small field radius. Requires precise positioning to maintain benefits.
Bull Rush (Rook)
Decent crowd hit with dash cancel, but situational.
Dragon Dive (Specter)
Strong damage but clashes with ranged weapons.
Blink (Specter)
Useful for mobility but clunky and hard to aim.
Dagger Flurry (Vigilante)
Fast and evasive but unreliable damage.
Simply selecting S-tier weapons and spells doesn't guarantee success—you need to understand how to build synergistically around your choices. Here's how to maximize your loadout effectiveness.
Start with these forgiving combinations:
Focus on defensive Fae Lords like Beira initially, prioritizing health regeneration and damage mitigation blessings before pursuing aggressive offense.
Push the limits with these high-skill combinations:
Prioritize 1-2 Fae Lords maximum to achieve high-rarity blessing concentrations that transform your build from strong to unstoppable.
Different weapons and spells synergize with specific Fae Lords:
Gogmagog (Stun Focus):
Lugh (Single-Target Damage):
Oberon (Multi-Hit Damage):
Titania (Fire/Fury):
Beira (Spell Regeneration):
Badb (Backstab Bonus):
Each of SWORN's four characters starts with different weapon options and has unique synergies worth considering.
Unlock Priority: Chakrams (mandatory unlock), Bow (excellent alternative) Spell Priority: Shadow Strike (backstab synergy), Spirit Guardians (safety) Playstyle: The most versatile character, excelling at both aggressive backstab builds and cautious ranged approaches. Vigilante benefits most from mixed blessing paths that enhance both weapon and spell damage.
Unlock Priority: Tome (first priority), Magic Staff (solid backup) Spell Priority: Crystal Turrets (S-tier), Black Hole (grouping synergy) Playstyle: Monk dominates through ranged magical superiority. Focus on spell regeneration blessings from Beira while maintaining distance from enemies. The Tome provides unmatched safety through wall penetration.
Unlock Priority: Great Hammer (best option post-1.0 buffs) Spell Priority: Counter (defensive synergy), Sky Drop (burst damage) Playstyle: As SWORN's tank, Rook excels with Stun mechanics and defensive counterplay. Prioritize Gogmagog blessings that enhance Stun duration and damage, then follow up with high-damage Titania or Lugh blessings once enemies are immobilized.
Unlock Priority: Armillary Sphere (best-in-class), Claws (aggressive alternative) Spell Priority: Spirit Guardians (passive damage), Mystic Beam (range) Playstyle: Specter sacrifices base attack for nimble strikes and effect application speed. Focus on Venom or Freeze builds that capitalize on rapid attack speed, using status effects to compensate for lower raw damage output.
Understanding the unlock system helps you efficiently build toward meta-defining combinations:
Early Game (0-50 Fairy Embers):
Mid Game (50-200 Fairy Embers):
Late Game (200+ Fairy Embers):
Spreading Blessing Choices Across Too Many Fae Lords: Focus on 1-2 maximum for high-rarity concentrations
Ignoring Mobility Upgrades: The second dash ability from War tree saves countless deaths from corruption effects
Building Pure Damage Without Crowd Control: Higher difficulties punish players who can't manage enemy positioning
Taking Blessings Without Strategic Planning: Every blessing should support your weapon/spell synergies
Neglecting Weapon Upgrades: Hold Grail Water until you've identified your preferred weapon, then invest heavily
Forcing Meta Picks That Don't Match Your Playstyle: An A-tier weapon you play well outperforms an S-tier weapon you struggle with
Timing and Positioning Trump Tier Rankings: A perfectly executed B-tier build defeats poorly played S-tier builds consistently. Master your chosen weapon's animation timings and positioning requirements before chasing meta picks.
Chaos Rift Selection Strategy: Prioritize Chaos Rifts that specifically enhance your weapon or spell type rather than generic bonuses. A +30% weapon damage blessing significantly outperforms +10% all damage when you're building around Tome or Chakrams.
Co-op Synergy Multipliers: In multiplayer, coordinate weapon/spell selections to cover weaknesses. One player running Spirit Guardians + Crystal Turrets for passive damage allows aggressive players to maximize melee weapons safely.
Corruption Mitigation: Higher difficulties introduce corruption effects that fill rooms with environmental hazards. Ranged S-tier weapons (Tome, Bow, Armillary Sphere) become increasingly valuable as corruption intensity scales.
Boss-Specific Adaptations: Sir Gawain's aggressive patterns favor high-mobility weapons like Chakrams, while Lady Bedivere's ranged attacks make the Tome's wall-penetration invaluable. Consider the upcoming boss when selecting blessings mid-run.
The September 23, 2025 full release significantly altered SWORN's weapon balance:
Major Buffs:
Notable Nerfs:
Unchanged (Still Dominant):
Community feedback suggests future balance patches may target Freeze builds specifically, as the Armillary Sphere + Crystal Turrets combination creates permanent freeze locks that trivialize Knight difficulty and above.
Stay connected with the SWORN community for real-time meta discussions, build sharing, and update notifications:
Official Discord: Join the Windwalk Games Discord community for developer announcements, community events, build sharing channels, and co-op partner finding. The developers at Windwalk Games actively engage with players here, often previewing upcoming changes before official announcements.
SWORN Subreddit: Visit r/SWORN on Reddit for strategy guides, tier list debates, build showcases, and general discussion. Great for detailed written guides and video content sharing.
Official Website: Access patch notes, official blog posts, FAQ section, and development roadmap updates at sworngame.com.
Twitter: Follow @Sworn_EN for real-time news, event announcements, and community highlights. Get immediate notifications of sales, updates, and special events.
Steam Community Hub: Find user guides, achievement tracking, discussion forums, and workshop content on the SWORN Steam page.
Chakrams currently dominate as the most versatile and powerful weapon across all difficulty levels and build types. Chakrams excel at both ranged and close quarters combat, with fluid and fast gameplay, and amazing synergy with most spells. However, the Tome and Armillary Sphere compete closely depending on your specific build focus.
Absolutely! While S-tier weapons provide the highest success probability, skilled players regularly clear Knight difficulty and beyond with A-tier and even B-tier weapons. Player skill, blessing synergy, and strategic positioning matter more than tier rankings in most situations.
Major balance patches occur approximately every 4-6 weeks post-launch, with minor hotfixes more frequently. The September 23 2025 1.0 release represented the most significant balance overhaul. Stay connected with the official Discord for immediate balance change notifications.
Unlock Monk first (15 Vigilante chambers + 20 Fairy Embers). Monk Tome build is the best choice at the start, provided you've unlocked this class and weapon, with excellent balance between close and ranged attacks. The Tome's safety and versatility make it ideal for learning advanced game mechanics.
Both matter equally, but in different ways. Weapons determine your baseline combat effectiveness and safety level, while spells provide burst damage, crowd control, or passive benefits that complement your weapon choice. The key is finding synergistic combinations rather than prioritizing one over the other.
Focus on chamber completion count rather than run duration. Quick runs clearing 10-15 chambers efficiently generate Fairy Embers faster than attempting full clears. Use ranged weapons to speed through early chambers, prioritizing movement speed blessings over damage when farming.
Weapon upgrades unlock after defeating Sir Gawain (first boss). Use Grail Water sparingly—wait until you've identified your preferred weapon before investing heavily, as Grail Water accumulation is limited early in progression.
SWORN scales excellently for both solo and multiplayer (1-4 players). Solo play allows focused blessing paths without coordination, while co-op enables complementary builds and team revive mechanics. Vigilante with a bow is the best starting option when playing with others, allowing you to stay out of their way while being useful with powerful heavy attacks.
Always take Chaos Rifts that enhance your current build direction. Avoid generic bonuses in favor of specific weapon/spell/Fae Lord amplifications. The additional corruption risk is always worthwhile for targeted power spikes.
Prioritize the War skill tree's second dash ability, which provides crucial mobility for avoiding corruption pools. Ranged weapons like Tome and Bow allow safer positioning away from corruption-heavy areas. Consider defensive Fae Lords like Beira for corruption resistance blessings.
The best way to succeed in SWORN is finding weapons and spells that complement your playstyle while remaining flexible to blessing opportunities. S-tier choices like Chakrams, Spirit Guardians, and Turrets are reliable across most runs, while lower-tier options can still be fun but may require more effort to use effectively.
Key Takeaways:
Whether you're starting your journey through corrupted Camelot or pushing for King Arthur on Knight difficulty, this tier list provides the foundation for informed decision-making. Remember that SWORN rewards experimentation—while S-tier weapons provide the highest success floor, discovering your personal optimal combination creates the most satisfying gameplay experience.
Start with flexible S-tier options, experiment with synergistic builds as you unlock weapons and spells, then refine your approach as you become more comfortable with the game's systems. For the latest tier list updates, balance changes, and meta shifts, bookmark this guide and join the official SWORN Discord community.
Now grab your Chakrams, summon your Spirit Guardians, and reclaim Camelot from the corrupted King Arthur. The Fae Lords await your oath, Soulforged knight! 🗡️