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: M9A3 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, and the right one lowers your noise tax. Attachments are equipped through the Loadout screen before a match, not found mid-mission.
- Sights, scopes and suppressors — the core categories since 1.0. A suppressor is genuinely valuable: it cuts the gunshot detection radius (roughly to ~10 m) and also shaves bullet spread, which matters in a game where every shot pulls the horde.
- Muzzle modifications and laser sights — confirmed as coming in the September 2026 update (Beyond Armageddon blog). The attachment list grows once that patch lands.
1.0.4.0 spread rebalance: the August 25 hotfix retuned weapon spread for better feel, so suppressed and unsuppressed weapons both handle a little tighter than at 1.0 launch. 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.
Frequently Asked Questions
What is the best melee weapon in No More Room in Hell 2?
S-tier melee is about value, not raw damage: reliable one-handed blades for limb work with a low stamina tax, or two-handed blunt weapons (sledge-class) for stagger and crowd control. The Baseball Bat was rebalanced in Armageddon, so treat it as map-dependent rather than a guaranteed S-tier pick.
How many melee weapons are in No More Room in Hell 2?
The 1.0 roster has 19 melee weapons. One-handed weapons let you carry 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.
Why is ammo so scarce in NMRIH2?
Scarcity is the core design. Firearms spawn with varying amounts of ammo depending on difficulty — higher difficulties mean less ammo. Use melee for walkers, save firearms for Runners that break your spacing and for armored or high-pressure targets, and share calibers so you don't waste rounds.