No More Room in Hell 2 — Weapons Tier List & Arsenal Guide
No More Room in Hell 2 is built around scarcity: ammo is rare, guns are loud, and most of your fighting happens in melee. This guide ranks the arsenal for 1.0 extraction runs — what to swing, what to shoot, and what to leave on the floor.
Weapons Tier List (S/A/B)
Noise, stamina cost and ammo economy weigh as much as raw damage. S-tier defines a role, A-tier is excellent when it matches your skills or map, and B-tier is usable filler.
- S-tier melee: reliable one-handed blades for limb work and low stamina tax; two-handed blunt kings (sledge-class) for stagger and crowd control.
- A-tier melee: crowbar-class, axe-class and shovel-class tools clear walkers efficiently but punish panic-spamming.
- S-tier firearms: controlled shotguns for tight finales; accurate heavy rifles for armored targets and distant Runners.
- A-tier firearms: service pistols and carbines with common ammo types for when Runners break your spacing.
- B-tier: ammo-hungry automatics and exotic calibers nobody else can share.
Note: the Baseball Bat was rebalanced in Armageddon — its 1.0 strength is debated between guide sites, so treat it as map-dependent rather than a guaranteed S-tier.
All Melee Weapons Explained
The 1.0 roster has 19 melee weapons. One-handed weapons let you wield a flashlight in your offhand; two-handed weapons hit harder with a wider arc but cost more stamina and force you to lower the light.
| Family | Weapons |
|---|---|
| One-handed blunt | Mallet (default), Small Pipe, Tire Iron, Wrench, Claw Hammer, Crowbar |
| One-handed slashing | Kitchen Knife, Cleaver, Hatchet, Machete |
| Two-handed blunt | Baseball Bat, Rebar, Large Pipe, Large Wrench, Sledgehammer |
| Two-handed slashing | Fire Axe, Tree Trimmer, Shovel, Hockey Stick |
The Mallet replaced the Small Pipe as the default starting weapon in 1.0. Blunt weapons lean toward knockdown power; sharp weapons lean toward damage and dismemberment — and legs. Cutting a Runner's legs turns a fast threat into a slow crawler.
All Firearms by Caliber
Firearms are caliber-specific, and sharing the right ammo is a team skill.
- 9mm: M93A3 pistol (15-round mag), MP5 SMG (30-round)
- .45 ACP: M1911 pistol
- .357 Magnum: Model 13 revolver (default starting ranged weapon, 6 rounds)
- Heavy rifles / shotguns: include the Model 13's heavy-revolver class, the DB12 shotgun, the 1873 Lever Action and the Rochester 1873
Unload and share calibers when a fallen teammate's gun is the wrong role for you — a Responder who saves eight rifle rounds for the finale outranks one who dumped sixty into walkers at spawn.
Attachments & Mods
Weapon attachments — sights, scopes and suppressors — improve firearm effectiveness without creating ammo. A suppressor is genuinely valuable because it reduces the noise tax of an emergency shot. Attach for clarity and control, not for ego, and keep a melee backup so scarce ammunition is saved for armored targets and high-pressure objectives.
Ammo Types & Scarcity
Ammunition is the real boss in this game. Firearms now spawn with varying amounts of ammo depending on difficulty — higher difficulties mean less ammo. The decision tree:
- Fighting walkers in a choke? Melee.
- Runner about to break the formation? Firearm, then sheath it.
- Starting a loud objective? Holster guns until the minigame needs a save.
Throwables — pipe bombs, proximity IEDs, Molotovs and frag grenades — are honorary weapons: A-tier when someone calls the throw, B-tier when someone panics in a closet.
Pair this with: the best builds to match weapons to skills, and the enemy guide to know what each gun should be aimed at.