The early days of Windrose are already proving one thing: not all weapons are created equal. While every tool in your arsenal can get the job done, only a handful truly define the meta—and choosing the wrong one can slow your progression to a crawl. We bring you the Windrose weapon tier list, ranking the best weapons for early game.
Windrose Weapon Tier List (Early Game)
The Windrose meta has already started to settle—and if you’re still swinging the wrong weapon, you’re just feeding the sharks. This Windrose weapon tier list ranks every weapon based on damage output, crowd control (CC), utility & flexibility and move set efficiency. If you want to dominate solo, win boarding fights, and melt bosses, this is what actually works right now. If you want to optimize your build, conserve resources, and hit your power spikes faster, this guide will point you straight to the strongest options in the current Early Access meta. Let’s dig in and separate the true legends from the shark bait.
S Tier
Saber & Cutlass
It hits multiple targets. Low stamina cost. Fast, safe animations (easy dodge canceling). This is the most consistent and forgiving weapon in the game. If you’re running an agility build, this isn’t optional—it’s your core. Best all-around Windrose weapon. Safe, fast, and deadly.
Blunderbuss
Insane close-range burst damage. Highest raw damage output currently. Can delete elites and bosses instantly. Yes, reload is slow—but it doesn’t matter when everything dies in one shot. Get close → pull trigger → problem solved.
A Tier
Rapier
Fastest attack speed in the game. Massive single-target DPS. Combos overwhelm enemies before they react. But it has poor AoE (struggles vs groups). Best used with a pistol off-hand for coverage. Melts bosses, but requires skill and positioning.
Greatsword
Wide cleave attacks (great for groups). Excellent for ship boarding combat. Strong reach + AoE control.
But it has high stamina consumption. Best Windrose weapon for clearing decks and chaotic fights.
Pistol
Reliable mid-range poke. Perfect off-hand utility. Smooth weapon pairing. But not a primary DPS option. Every build benefits from this. Default best sidearm.
B Tier
Club & Mace
High stagger / interrupt potential. Good vs heavy enemies. But slow attack speed → risky in fast combat. Strong CC, but punishing if you miss.
Halberd
Insane reach. Very safe hit-and-run playstyle. Great spacing control. But has lower overall impact vs top-tier weapons. Safe, but lacks the damage to compete at higher levels.
C Tier
Musket
Problems are long reload (same as blunderbuss… but worse payoff). Weak vs aggressive enemies. Requires team support to shine. Outclassed in every meaningful scenario right now.
This is where things get interesting.
Blunderbuss + Knockdown Modifier.
Turns into crowd control monster. Can flatten enemies, creating free windows.Enables safe reload + weapon swapping. This can push blunderbuss into beyond S-tier territory.
Rapier “Thousand Cuts” Variant
Adds stacking damage-over-time. Turns active combat into hit-and-run gameplay. Enemies literally die while you dodge. This transforms the rapier into: Low-risk, passive DPS machine.