Best Weapons in Valor Mortis: Tier List & Upgrade Costs

Best Weapons in Valor Mortis: Tier List & Upgrade Costs

All 9 Valor Mortis weapons and Transmutations ranked: Saber, Rapier, Claymore, Pistol, Musket, Blunderbuss and the Fire, Stasis and Shield Transmutations, with damage per level, posture, clip and reload, upgrade materials and hits-to-kill against every boss.

12 min read
WeaponsTier ListBuilds

Valor Mortis gives you three blades, three firearms and three Transmutations, and you swap between them on the weapon wheel. Which ones you invest in matters. Upgrade materials are limited, and the top tier is never sold, so you can only take a few weapons to their maximum level in one playthrough.

This guide ranks all nine weapons and backs the ranking with the numbers: damage at every upgrade level, posture damage, firearm clip and reload times, the full material bill to max each one, and how many basic hits each needs to kill every boss.

9Weapons3 blades, 3 firearms, 3 Transmutations
10Blade / firearm max level
5Transmutation max level
100Highest blade hit (L10)Claymore
350Highest gun hit (L10)Blunderbuss point-blank

Valor Mortis weapon tier list

Weapon tier list (our assessment)

Why the Saber tops the list: it triples its damage across ten levels (20 to 60), the steepest scaling of any blade, it can block and parry, and its five-hit light chain ends on a ×2 finisher. Its upgrade tree adds Endurance and Health on hit (Advanced and Expert Swordsmanship), and at level 10 it matches the Pistol's 60 damage per hit. The Claymore hits harder at every level (50 to 100), channels a Burning Wave and a Wave of Stasis, and suits trading builds, but it cannot parry. The Fire Transmutation earns S because fire is the one weakness that matters on bosses: +40% on General Lothaire and +20% on Experiment 83. The Orphan is not on that list, since both phases of its fight reset its fire weakness to 0%.

The Rapier is the parry weapon: 150 posture per perfect parry and a tree built on parries, but it cannot block properly and has the lowest level-10 damage of the blades (45). The Musket (150 to 300 per shot) and Blunderbuss share special ammunition, so their damage comes in short bursts. The Shield Transmutation gets A for the Impenetrable Defence upgrade, the only upgrade that lets you block red attacks. Stasis is powerful against the right bosses but resisted by General Lothaire, Experiment 83 and the Iron Marshall.

Damage per upgrade level

LevelSaberRapierClaymorePistolMusketBlunderbuss
12025503015015/pellet (150 cap)
22628603316516/pellet (170 cap)
33231703618017/pellet (190 cap)
43633753919518/pellet (210 cap)
54035804221019/pellet (230 cap)
64437844522520/pellet (250 cap)
74839884824022/pellet (270 cap)
85241925125524/pellet (290 cap)
95643965427026/pellet (310 cap)
1060451006030030/pellet (350 cap)
Base damage by weapon level

Transmutations scale differently, over five levels: the Fire Transmutation goes from 15 to 20 damage (with Ignite damage from 4 to 6), while the Stasis and Shield values are multipliers (Stasis ×1.0 to ×1.5, Shield ×1.0 to ×1.75). Compare any two side by side in the weapon comparison tool.

Weapon stats compared

WeaponPosture / hitParryFirearm clipReloadAmmoStrength
Saber5Block + parry (100 posture)———No clear weakness
Rapier3Parry only (150 posture)———Shatters Weak Points
Claymore15Block only———Channels Transmutations
Pistol10—54 sPistol (15 max)Shatters Weak Points
Musket20—12.5 sSpecial (6 max)Long range, pierces with Puncture
Blunderbuss3/pellet (100 cap)—23.5 sSpecial (6 max)Hits several enemies
Handling and posture

Ammunition is the real limit on firearms. The Pistol carries 15 rounds, while the Musket and Blunderbuss draw from a 6-round special pouch. Special Cartridges (2 rounds for 300 Catalysts, from James after Chapter 5) and the Ammo Restock board node (+1 special and +2 Pistol rounds restocked at Lanterns per purchase) keep them fed.

Hits to kill every boss at level 10 (calculated)

BossHPSaberRapierClaymorePistolPistol (head)MusketBlunderbuss
General Lothaire1,800304018301566
The Iron Marshall2,400405424454598
Sphinx2,00034452034—76
Slaughtermill3,25055733355—1110
Anna2,20037492274371513
High Justicar Aurelius1,500253415255055
Experiment 833,40057763457381210
The Orphan4,00067894067341412
Captain Raphael of the Nephtis Superioris4,00067894096482017
Entity5,000841125084561715
Basic hits to kill at weapon level 10 (after resistances, no crits or buffs)

Two things jump out. First, a level-10 Musket needs only 5 to 20 body shots for any boss, but you carry 6 special rounds, so it is a burst tool rather than a main weapon. Second, resistances matter: Anna halves firearm damage, which is why a level-10 Pistol needs 74 body shots on her versus 37 Saber hits. Against Captain Raphael (−30% firearms) the blades are also the efficient choice. Every boss page has the full grid at levels 1, 5 and 10 (see the Orphan).

Upgrade materials: why you can only max a few

Blades and firearms take 6 tier-1, 6 tier-2, 3 tier-3 and 1 tier-4 material to go from level 1 to 10; Transmutations take 2 + 2 + 2 + 1 to reach level 5. James's Iron Bench and Louis's Laboratoire sell tiers 1 to 3 in limited stock, but tier-4 materials are never sold. The copies placed in the world set a hard cap on how many weapons reach max level:

Weapon typeTier 1Tier 2Tier 3Tier 4Tier-4 copies in the world
Blade (Saber, Rapier, Claymore)6 Crude Blade Material6 Pure Blade Material3 Distilled Blade Material1 Quintessential Blade Material3 (The Outskirts ×1, Fortress ×2)
Firearm (Pistol, Musket, Blunderbuss)6 Standard Firearm Parts6 Superior Firearm Parts3 Exquisite Firearm Parts1 Masterwork Firearm Parts2 (City of Orphans ×1, University ×1)
Transmutation (Fire, Stasis, Shield)2 Crude Transmutation Material2 Pure Transmutation Material2 Distilled Transmutation Material1 Quintessential Transmutation Material2 (University ×1, Fortress ×1)
Materials needed to max one weapon, and world supply

So in one playthrough you can max at most 3 blades, 2 of the 3 firearms and 2 of the 3 Transmutations. Buying tiers 1 to 3 for a single blade costs 6 × 1,500 + 6 × 3,000 + 3 × 6,000 = 45,000 Catalysts at James's prices (the same for firearms), and 2 × 2,000 + 2 × 4,000 + 2 × 8,000 = 28,000 for a Transmutation at Louis's. Maxing a weapon of each type unlocks the Bladesmith, Gun of Glory and Transmutation Artifex achievements.

Upgrade trees at a glance

Each weapon unlocks Enhancements as you level it. Where two are listed with "or", they are either/or choices at that level, and you can switch between unlocked Enhancements.

WeaponTree
SaberL2: Advanced Swordsmanship · L5: Pursuit or Careful Preparations · L8: Adrenaline Flourish or Second Wind · L10: Expert Swordsmanship
RapierL2: Remise · L5: Lunge · L8: Astute Quarta or Invigorating Seconda · L10: Vigorous Terza
ClaymoreL2: Rampage · L5: Bulwark or Willpower · L8: Flesh Wound · L10: Bloodlust
PistolL2: Nephtoglobin Infusion — Bullet · L5: Resourcefulness or Ruthlessness · L8: Robust Chamber or Ingenious Engineering · L10: Tactical Reload or Automatic Mayhem
MusketL2: Puncture · L5: Nephtoglobin Infusion — Cannon · L8: Bayonet or Scope · L10: Spacious Barrel
BlunderbussL2: Showstopper · L5: Collateral Damage or Iron Shower · L8: Nephtoglobin Infusion — Grenade · L10: Back-Breaker
Fire TransmutationL2: Brittleness · L3: Back-Burner · L4: Fireworks or Wildfire · L5: Unstable Blaze or Never-Ending Inferno
Stasis TransmutationL2: Termination · L3: Eruption or Implosion · L4: Hex or Control · L5: Expansion or Drain
Shield TransmutationL2: Reach · L3: Absorb or Deflect · L4: Impenetrable Defence · L5: Shield Bash
Enhancements by weapon level
  • Saber: Advanced Swordsmanship (every fifth consecutive attack hits harder and restores Endurance) and Expert Swordsmanship (every third restores Health) make it self-sustaining.
  • Pistol: the level-2 Nephtoglobin Infusion bullet (40 posture) is a free posture-break tool; Automatic Mayhem at level 10 drops the shot cooldown to 0.1 s.
  • Musket: Puncture (shots pierce) at level 2, and the Cannon infusion at level 5 for an explosive round.
  • Blunderbuss: Showstopper at level 2 makes shots interrupt Unblockable Attacks.
  • Shield Transmutation: Impenetrable Defence (level 4) blocks red attacks; Shield Bash (level 5) deals 100 posture and knocks enemies back.

How to get each weapon

Every weapon is granted by a story cutscene the first time you reach it: the Saber, Pistol and Fire Transmutation on the Battlefield, the Blunderbuss in the Fallen Village, the Stasis Transmutation in the Caverns, the Musket in the Vale of Wrath, the Claymore in Cursed Hollow, the Shield Transmutation in the University and the Rapier at the Abandoned Church hub. Unlocking all nine gives the Arsenal Absolute achievement. Each weapon page shows its location and full moveset.

Saber or Claymore?
Pros
  • Saber: blocks and parries, steepest scaling (×3), self-sustain upgrades
  • Claymore: highest blade damage at every level, Burning and Stasis Waves, Rampage
Cons
  • Saber: lower damage per hit early (20 vs 50)
  • Claymore: cannot parry, so posture breaks come from hits alone
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Guide FAQ

What is the best weapon in Valor Mortis?

For most players the Saber: it scales from 20 to 60 damage, can block and parry, and has self-sustaining upgrades. The Claymore hits harder (50 to 100) but cannot parry, and the Rapier is the parry specialist.

What is the best firearm in Valor Mortis?

For boss damage, the Musket (300 per shot at level 10, 1-round clip). For crowds and point-blank burst, the Blunderbuss (up to 350 when every pellet lands). For utility, the Pistol: 5-round clip, 15 rounds of ammo, and it shatters Nephtoglobin Weak Points.

How do you upgrade weapons in Valor Mortis?

At James's Iron Bench (blades and firearms) and Louis's Laboratoire (Transmutations) in the Abandoned Church hub, using four tiers of upgrade materials. Level 10 needs 6 + 6 + 3 + 1 materials; tier 4 is only found in the world.

Can you max every weapon in Valor Mortis?

Not in one playthrough, going by the placed materials. There are 3 Quintessential Blade Materials, 2 Masterwork Firearm Parts and 2 Quintessential Transmutation Materials in the world, and no merchant sells them.

Where do you find the Musket and Blunderbuss?

The Blunderbuss is picked up in the Fallen Village and the Musket in the Vale of Wrath. Both use special ammunition.

Which Transmutation is best?

The Fire Transmutation for bosses (General Lothaire and Experiment 83 take extra fire damage). The Shield Transmutation is the defensive pick thanks to Impenetrable Defence, which protects against unblockable attacks. Stasis is strongest on bosses that do not resist it, such as the Sphinx, the Orphan and Entity.