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.

FamilyWeapons
One-handed bluntMallet (default), Small Pipe, Tire Iron, Wrench, Claw Hammer, Crowbar
One-handed slashingKitchen Knife, Cleaver, Hatchet, Machete
Two-handed bluntBaseball Bat, Rebar, Large Pipe, Large Wrench, Sledgehammer
Two-handed slashingFire 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.