Minecraft Dungeons II Weapons
Minecraft Dungeons II has 80 weapons: 58 melee and 22 ranged, 40 of them Unique. Twilight Dagger has the highest measured melee DPS (51.9); Greatbow leads ranged burst DPS (180).
- Weapons
- 58 melee · 22 ranged
- Top melee DPS
- Twilight Dagger51.9 DPS
- Top ranged DPS
- Greatbow180 DPS
- Longest reach
- Pike5.3 blocks
- Unique weapons
- 405% of base drops
- Tier list
- Ranked by DPS
All melee weapons
Game dataWeapon | Weight | Archetype | Combo damage | Attacks | DPS | Reach | Arc |
|---|---|---|---|---|---|---|---|
| Medium | RangerSummoner | 52 | 3 | 37.1 | 3.5 blocks | 180° | |
| Medium | TankSupport | 55 | 3 | 31 | 3 blocks | 70° | |
| Heavy | Mage | 82 | 3 | 35.3 | 4.5 blocks | 180° | |
| Heavy | FighterTank | 60 | 3 | 31.3 | 3.9 blocks | 180° | |
| Heavy | Tank | 35 | 1 | 25 | 4 blocks | 100° | |
| Heavy | TricksterFighter | 70 | 3 | 34.2 | 5 blocks | 180° | |
| Light | SupportRanger | 42 | 3 | 29 | 2.8 blocks | 180° | |
| Light | TricksterSummoner | 62 | 3 | 42.6 | 3 blocks | 180° | |
| — | Fighter | 60 | 3 | 39.5 | 2.8 blocks | 30° | |
| Heavy | Tank | 66 | 3 | 32.9 | 3.5 blocks | 180° | |
| Heavy | FighterSupport | 58 | 2 | 33.1 | 3.5 blocks | 180° | |
| Heavy | FighterTank | 54 | 1 | 28.7 | 4 blocks | 360° | |
| Medium | Mage | 62 | 3 | 33 | 4.8 blocks | 10° | |
| Medium | TankSummoner | 54 | 3 | 29.8 | 2.5 blocks | 180° | |
| Medium | SummonerSupport | 44 | 3 | 33.5 | 3.5 blocks | 180° | |
| Heavy | Tank | 114 | 2 | 25.5 | 4.5 blocks | 180° | |
| Medium | Support | 56 | 3 | 31.4 | 3 blocks | 180° | |
| Medium | RangerSummoner | 54 | 3 | 31.5 | 5.3 blocks | 8° | |
| Light | TricksterSupport | 70 | 3 | 34.7 | 4.3 blocks | 12° | |
| Medium | Fighter | 58 | 3 | 49.7 | 3.2 blocks | 24° | |
| Medium | FighterSupport | 48 | 3 | 33.2 | 3.5 blocks | 180° | |
| Medium | Mage | 78 | 3 | 32.5 | 3.5 blocks | 180° | |
| Medium | RangerSummoner | 62 | 3 | ≈62.7 | 4.5 blocks | 12° | |
| Heavy | TankSupport | 90 | 3 | 34.9 | 4 blocks | 180° | |
| Medium | Fighter | 52 | 3 | 35.1 | 3.9 blocks | 70° | |
| Heavy | Mage | 43 | 3 | 31.8 | 3 blocks | 180° | |
| Light | Mage | 25 | 1 | 51.9 | 2.8 blocks | 8° | |
| Heavy | Tank | 40 | 1 | 41.6 | 2.5 blocks | 180° | |
| Light | TricksterSummoner | 80 | 3 | 43.5 | 1.8 blocks | 180° | |
| Heavy | FighterSupport | 58 | 2 | 33.1 | 3.3 blocks | 180° | |
| Medium | SummonerSupport | 44 | 3 | 33.4 | 3.5 blocks | 180° | |
| Medium | TankSummoner | 54 | 3 | 28.9 | 3 blocks | 180° | |
| Heavy | TankSupport | 90 | 3 | 34.9 | 4 blocks | 180° | |
| Heavy | Mage | 78 | 3 | 33.6 | 4.5 blocks | 180° | |
| Medium | TankSupport | 55 | 3 | 31 | 3 blocks | 70° | |
| Medium | Mage | 62 | 3 | 33.9 | 4.8 blocks | 10° | |
| Heavy | Tank | 66 | 3 | 32.9 | 3.5 blocks | 180° | |
| Heavy | Tank | 40 | 1 | 41.6 | 3 blocks | 180° | |
| Medium | RangerSummoner | 49 | 3 | 36.1 | 3.5 blocks | 180° | |
| Heavy | MageSupport | 70 | 3 | 32.8 | 3.9 blocks | 30° | |
| Heavy | Mage | 53 | 3 | 37.5 | 3 blocks | 180° | |
| Heavy | Tank | 104 | 2 | 28.7 | 4.5 blocks | 180° | |
| Medium | Fighter | 58 | 3 | 51.1 | 3.2 blocks | 60° | |
| — | Fighter | 70 | 3 | 35.3 | 2.8 blocks | 30° | |
| Medium | TricksterFighter | 48 | 3 | 35.3 | 3.5 blocks | 180° | |
| Heavy | Tank | 35 | 1 | 27.9 | 4 blocks | 100° | |
| Light | TricksterSummoner | 80 | 3 | 44 | 1.8 blocks | 180° | |
| Light | MageTrickster | 25 | 1 | 51.7 | 2.8 blocks | 8° | |
| Light | TricksterSummoner | 62 | 3 | 43 | 3 blocks | 180° | |
| Heavy | FighterTank | 60 | 3 | 31.4 | 3.9 blocks | 180° | |
| Medium | Mage | 78 | 3 | 32.5 | 3.5 blocks | 180° | |
| Medium | RangerSummoner | 62 | 3 | ≈68 | 4.5 blocks | 12° | |
| Medium | Mage | 54 | 3 | 27 | 5.3 blocks | 8° | |
| Medium | Fighter | 48 | 3 | 32.4 | 3.9 blocks | 70° | |
| Heavy | FighterTank | 54 | 1 | 28.7 | 4 blocks | 360° | |
| Medium | Support | 56 | 3 | 31.6 | 3 blocks | 180° | |
| Light | Trickster | 70 | 3 | 34.7 | 4.3 blocks | 12° | |
| Light | Trickster | 42 | 3 | 29.4 | 2.9 blocks | 180° | |
DPS = combo damage ÷ chained combo time, measured from each weapon's attack animations at the game's attack-speed multipliers. ≈ marks a weapon whose animation could only be estimated. Reach is in blocks.
Data from the Minecraft Dungeons II game files, build 1.1.1.0. How we source this
Every Minecraft Dungeons II weapon, measured
Combo DPS, reach and swing arc for every melee and ranged weapon, a hit-count matchup against each mob, and one click to compare it, add it to a build or find where it drops.
- Combo DPS & timings
- Reach & swing arc
- Matchup against every mob

All ranged weapons
CalculatedBows and crossbows with shot damage, time between shots, burst DPS (shot damage ÷ time between shots), ammo and range.
Weapon | Type | Shot damage | Time between shots | Burst DPS | Ammo | Range |
|---|---|---|---|---|---|---|
| Bow | 18 | 0.4 s | 45 | 15 | 7.5 blocks | |
| Crossbow | 24 | 0.6 s | 40 | 15 | 7.5 blocks | |
| Crossbow | 24 | 0.6 s | 40 | 20 | 7.5 blocks | |
| Bow | 72 | 0.4 s | 180 | 10 | 7.5 blocks | |
| Crossbow | 108 | 0.95 s | 113.7 | 8 | 7.5 blocks | |
| Bow | 25 | 0.5 s | 50 | 12 | 7.5 blocks | |
| Bow | 40 | 0.5 s | 80 | 12 | 7.5 blocks | |
| Crossbow | 8 | 0.2 s | 40 | 25 | 7.5 blocks | |
| Crossbow | 36 | 0.4 s | 90 | 12 | 7.5 blocks | |
| Bow | 11 | 0.2 s | 55 | 18 | 7.5 blocks | |
| Bow | 14 | 0.3 s | 46.7 | 15 | 7.5 blocks | |
| Bow | 25 | 0.5 s | 50 | 12 | 7.5 blocks | |
| Crossbow | 24 | 0.6 s | 40 | 20 | 7.5 blocks | |
| Crossbow | 36 | 0.4 s | 90 | 12 | 7.5 blocks | |
| Bow | 72 | 0.4 s | 180 | 10 | 7.5 blocks | |
| Bow | 40 | 0.5 s | 80 | 12 | 7.5 blocks | |
| Bow | 14 | 0.3 s | 46.7 | 15 | 7.5 blocks | |
| Bow | 18 | 0.4 s | 45 | 15 | 7.5 blocks | |
| Bow | 11 | 0.2 s | 55 | 18 | 7.5 blocks | |
| Crossbow | 108 | 0.95 s | 113.7 | 8 | 7.5 blocks | |
| Crossbow | 8 | 0.2 s | 40 | 25 | 7.5 blocks | |
| Crossbow | 24 | 0.6 s | 40 | 15 | 7.5 blocks |
Weight classes compared
Averages per weight class, from every weapon's own combo data. Heavy weapons trade speed for reach; light weapons chain faster.
| Weight | Count | Avg. DPS | Avg. reach | Avg. attacks | Highest DPS |
|---|---|---|---|---|---|
| Light | 10 | 40.5 | 2.9 blocks | 2.6 | |
| Medium | 24 | 34.1 | 3.7 blocks | 3 | |
| Heavy | 22 | 32.6 | 3.8 blocks | 2.3 |
| Type | Count | Avg. burst DPS | Avg. ammo | Highest DPS |
|---|---|---|---|---|
| Bow | 12 | 76.1 | 13.7 | |
| Crossbow | 10 | 64.7 | 16 |
How weapon damage works
Melee weapons attack in a fixed combo. Each attack has its own damage, stagger, reach and swing arc, and the combo resets if you stop swinging. Combo damage is the sum of every hit; DPS divides it by the time the whole combo takes when you chain attacks as early as the animation allows.
Every melee weapon also has a jump attack: a landing hit plus splash damage around you. Several enchantments (Fire Aspect, for one) trigger on jump attacks and final combo hits, so a weapon's combo length matters for enchantments too.
Ranged weapons fire from an ammo pool that recharges on its own (the Bow regains one shot every 1.2 s). Holding the attack charges a shot for bonus damage: the Bow's charged shot deals ×3 damage after 0.35 s.
Rarity doesn't change a weapon's base damage: it adds random effect slots, and a Unique roll swaps in the named Unique version (5% of regular drops, 16.7% of boss drops). Gear & Rarity Guide
Unique weapons
View allEach Unique is a base weapon with a fixed effect. The highest-DPS ones:
- Humbler HeartstringUnique180Burst DPS72Shot damage10Ammo
- The Close RangerUnique113.7Burst DPS108Shot damage8Ammo
- Harp CrossbowUnique90Burst DPS36Shot damage12Ammo
- ParagonUnique80Burst DPS40Shot damage12Ammo
- Spectral SpearUnique68DPS62Combo damage4.5 blocksReach
- Shooting StarUnique55Burst DPS11Shot damage18Ammo
- Sculker's BaneUnique51.7DPS25Combo damage2.8 blocksReach
- Pride of the PlainsUnique51.1DPS58Combo damage3.2 blocksReach
How it works (in-game guide)
Quoted from the game's own tutorial log.
Attack enemies by pressing ⌨, and continuously attack by holding ⌨.
Weapons vary in range, speed and attack pattern, so experiment to discover your favourite.
Perform a jump attack by pressing ⌨ + ⌨.
This type of attack deals extra damage, has a wider range, and has a greater chance of staggering enemies.
Perform a charged ranged attack by holding ⌨ to charge a shot. When you have a regular Bow equipped, this deals extra damage.
If you are using a Crossbow, holding ⌨ will let you continuously shoot.
The game ships 58 melee weapons and 22 bows and crossbows; 40 of them are Unique versions with a fixed effect. By measured single-target DPS, Twilight Dagger leads melee at 51.9. Greatbow has the highest ranged burst DPS at 180 while its ammo lasts. Weight class is the big trade-off: heavy weapons average 32.6 DPS with 3.8 blocks of reach, light weapons 40.5 DPS with 2.9 blocks. Every number here is read from the game files; DPS is calculated from them the same way for every weapon.
Help us maintain accuracy! If you notice incorrect stats, missing data, or any issues, your feedback directly improves the quality of our data for the entire community.
Minecraft Dungeons II weapons FAQ
How many weapons are in Minecraft Dungeons II?
80: 58 melee weapons and 22 ranged weapons (bows and crossbows). 40 of them are Unique versions of a base weapon.
What is the best melee weapon in Minecraft Dungeons II?
On raw single-target damage, Twilight Dagger: 51.9 DPS, the highest of any melee weapon with exact animation timings. Reach, swing arc and your enchantments matter too, so the tier list ranks weapons within each weight class.
What is the best bow in Minecraft Dungeons II?
Greatbow has the highest burst DPS of any ranged weapon (180). Ammo size and recharge decide how long you can keep that up; both are in the ranged table.
Are heavy weapons better than light weapons?
Not on damage per second: heavy weapons average 32.6 DPS against 40.5 for light ones. Heavy weapons hit harder per swing and reach further (3.8 blocks vs 2.9 blocks), which is safer against groups and big stagger bars.
How do you get Unique weapons?
Each Unique drops when its base weapon rolls Unique rarity: 5% of regular drops and 16.7% of boss drops. Farm the areas where the base weapon drops; each weapon page lists them.
How is weapon DPS calculated?
Melee: we read every attack's damage and hit count from the game data and time each attack from its animation, up to the frame the next attack can start, adjusted by the weapon's attack-speed multiplier. DPS is combo damage divided by that combo time. Ranged: shot damage divided by the weapon's attack rate.







