Rogue Legacy 2 is a platform game where you explore randomly generated dungeons, and when your heir dies, the run ends and you start again with a new one. Weapons are the tools your heir fights with, and each class comes with its own, from swords and bows to wands and cannons. Beyond those, Fabled Weapons and certain traits add more choices, so knowing how weapons work and where to get them makes it easier to pick the right one for your run.
Weapon Type
Class Weapons
Boxing Gloves
A fast punch chain builds Combo, while the uppercut hits harder and sends enemies upward.
- Class
- Boxer
- Attack
- Punch chain and uppercut
- Damage Scaling
- STR ×0.5 per punch; ×1.0 for the uppercut.
- Mana per Hit
- 3 per punch or uppercut
- Special Behavior
- Punches build Combo; at 15 stacks, weapon attacks Skill Crit. Dash attacks also Skill Crit.
Cannon
A heavy cannon doubles as a knockback swing and an aimed projectile launcher.
- Class
- Pirate
- Attack
- Melee swing and aimed cannonball
- Damage Scaling
- STR ×1.75 for the swing; ×2.3 for the cannonball.
- Mana per Hit
- 10 per swing or cannonball hit
- Special Behavior
- The swing knocks enemies back. Hold attack after swinging to aim and fire; dash attacks Skill Crit.
Celestial Sceptre
A close strike creates a black hole that keeps damaging nearby enemies, even through terrain.
- Class
- Astromancer
- Attack
- Initial strike and delayed black-hole field
- Damage Scaling
- STR ×0.6 for the initial strike; ×0.2 per area-damage tick.
- Mana per Hit
- 5 on the initial strike; 2 per black-hole tick
- Special Behavior
- The black hole appears after a short delay, damages enemies through terrain, and Skill Crits targets near its center.
Charge Lance
Swing to push enemies back, then charge a Flying Joust that adds Intelligence damage and always Skill Crits.
- Class
- Dragon Lancer
- Attack
- Backblast swing and charged Flying Joust
- Damage Scaling
- STR ×2.0 for either attack; Flying Joust adds INT ×1.6.
- Mana per Hit
- 10 per swing; 20 per Flying Joust hit
- Special Behavior
- The swing knocks enemies back. A charged Flying Joust can move up or down in flight and always Skill Crits.
Dual Blades
Fast three-hit chains end with a stronger Skill Crit that also restores Talent cooldowns.
- Class
- Assassin
- Attack
- Three-hit blade combo
- Damage Scaling
- STR ×0.5 for strikes 1–2; ×1.0 for strike 3.
- Mana per Hit
- 5 on strikes 1–2; 10 on strike 3
- Special Behavior
- The third strike Skill Crits and reduces Talent cooldowns by two hits. The first two strikes also Skill Crit while dashing; the full combo restores 20 Mana.
Fauchard
A long polearm that can strike in any cardinal direction and Skill Crit while dashing.
- Class
- Valkyrie
- Attack
- Directional polearm strike
- Damage Scaling
- STR ×1.6.
- Mana per Hit
- 10 per hit
- Special Behavior
- Aim in any of the four directions. It can attack while dashing, and dash attacks Skill Crit.
Frying Pan
A pan strike reflects mid-sized projectiles and charges the next weapon attack.
- Class
- Chef
- Attack
- Melee swing and reflected projectile
- Damage Scaling
- STR ×1.65 for the swing; reflected fireballs deal INT ×1.5.
- Mana per Hit
- 20 on a swing; 0 on a reflected projectile
- Special Behavior
- Reflecting a mid-sized projectile grants Charged, making the next weapon attack a Skill Crit. The reflected fireball damages enemies.
Great Sword
A fast, heavy sword can attack while moving and Skill Crit on dash attacks.
- Class
- Knight
- Attack
- Overhead sword strike
- Damage Scaling
- STR ×2.0.
- Mana per Hit
- 10 per hit
- Special Behavior
- Can attack while moving. Dash attacks always Skill Crit.
Katana
A long-range katana slash Skill Crits when its edge hits the target.
- Class
- Ronin
- Attack
- Directional katana slash
- Damage Scaling
- STR ×2.0.
- Mana per Hit
- 10 per hit
- Special Behavior
- Aim up or down to change the slash direction. Hitting with the blade's edge Skill Crits; the attack has a long recovery.
Kinetic Revolver
A rapid-fire pistol whose final 10 bullets in each magazine always Skill Crit.
- Class
- Gunslinger
- Attack
- Rapid-fire pistol shot
- Damage Scaling
- STR ×0.4 per bullet.
- Mana per Hit
- 3 per hit
- Special Behavior
- The final 10 bullets in a magazine always Skill Crit. The pistol can be aimed and reloaded while firing is stopped.
Labrys
Ground swings deal the most damage and restore Mana; aerial attacks cover the nearby space.
- Class
- Barbarian
- Attack
- Ground, aerial and landing axe strikes
- Damage Scaling
- STR ×2.4 on the ground; ×0.7 in the air or on landing.
- Mana per Hit
- 15 on a ground or landing hit; 0 on an aerial hit
- Special Behavior
- Ground attacks always Skill Crit and restore Mana. Air attacks spin around the Barbarian; dash attacks Skill Crit.
Lute
Floating notes damage enemies and block projectiles; Spin Kicks detonate them for Intelligence damage.
- Class
- Bard
- Attack
- Floating notes and Spin Kick detonation
- Damage Scaling
- STR ×0.3 per note; kicked notes deal INT ×1.85 area damage.
- Mana per Hit
- 2 per note; 20 per kicked-note explosion
- Special Behavior
- Notes hover, deal periodic damage, and block mid-sized projectiles. After 3 seconds they Skill Crit; a Spin Kick detonates them.
Saber
A fast saber chains aerial swings into ground lunges, with Skill Crits on dash attacks.
- Class
- Duelist
- Attack
- Aerial swing and ground lunge
- Damage Scaling
- STR ×1.8.
- Mana per Hit
- 10 per hit
- Special Behavior
- An aerial swing can combo into a ground lunge on landing. Dash attacks Skill Crit.
Wand of Blasting
A fireball passes through walls before exploding, and spending Mana charges the next weapon attack.
- Class
- Mage
- Attack
- Wand swing, fireball and explosion
- Damage Scaling
- STR ×0.5 for the swing and fireball; ×1.1 for the explosion.
- Mana per Hit
- 0 on the swing or fireball; 15 on the explosion
- Special Behavior
- The fireball passes through terrain and explodes on enemies; the explosion applies Magic Break. Spending 50 Mana grants Charged for the next weapon Skill Crit.
War Bow
Aimed arrows Skill Crit on a Perfect Release and can help the Ranger stay airborne.
- Class
- Ranger
- Attack
- Aimed arrow
- Damage Scaling
- STR ×2.25.
- Mana per Hit
- 10 per hit
- Special Behavior
- Releasing during a Perfect Release always Skill Crits. Aiming in midair slows the Ranger's fall, and the shot recoils the Ranger backward.
Weapon Type
Fabled Weapons
Bag o' Spoons
A bouncing spoon Skill Crits after its first bounce and adds Intelligence scaling.
- Class
- Waiter
- Attack
- Bouncing spoon throw
- Damage Scaling
- Initial hit: STR ×1.75. After one bounce: STR ×1.75 + INT ×1.75, with a Skill Crit.
- Mana per Hit
- 15 per hit
- Special Behavior
- The spoon bounces once. Its bounced hit gains bonus Intelligence scaling and always Skill Crits.
Blunderbuss
Two close-range volleys fire four bullets each, and the second volley Skill Crits.
- Class
- Brigand
- Attack
- Two-volley scattergun burst
- Damage Scaling
- STR ×0.5 per bullet.
- Mana per Hit
- 3 per hit
- Special Behavior
- Each volley fires four bullets; the second volley always Skill Crits. It has heavy recoil in the air and works best up close.
Charon's Scythe
A pair of forward slashes Skill Crits healthy targets first and weakened targets second.
- Class
- Reaper
- Attack
- Two forward slashes
- Damage Scaling
- STR ×1.25 per slash.
- Mana per Hit
- 10 per hit
- Special Behavior
- The first slash Skill Crits high-health enemies; the second Skill Crits low-health enemies. Each swing moves the Reaper forward.
Crow Storm
Channel to fly and send homing crows after nearby enemies, with close-range Skill Crits.
- Class
- Lich
- Attack
- Channeled homing crows
- Damage Scaling
- STR ×0.85 per crow hit.
- Mana per Hit
- 5 per hit
- Special Behavior
- Hold to gain Flight and fire two homing crows at nearby enemies. Crows Skill Crit at close range; the startup shockwave destroys breakables and Curse projectiles.
Dragon Fangs
Four quick strikes apply Poison; the fifth adds Burn, Skill Crits and reduces Talent cooldowns.
- Class
- Eventide Spymaster
- Attack
- Five-hit tonfa combo
- Damage Scaling
- STR ×0.2 on strikes 1–4; ×0.4 on strike 5. Poison and Burn scale with INT.
- Mana per Hit
- 5 per strike
- Special Behavior
- The first four strikes apply Poison. The final strike adds Burn, Skill Crits, and reduces Talent cooldowns; the combo holds the user in place.
Dragon Puppet
Charge through the air in any direction; a Perfect Release Skill Crits but leaves the user more vulnerable.
- Class
- Dragon Puppeteer
- Attack
- Charged aerial rush
- Damage Scaling
- STR ×2.25; no bonus INT scaling.
- Mana per Hit
- 15 per hit
- Special Behavior
- Aim in any direction and charge through the air. Perfect Releases Skill Crit; the weapon causes the user to take 20% more damage.
Electric Lute
Spin Kick objects to charge a long-range electric shot with Strength and Intelligence scaling.
- Class
- Rock Star
- Attack
- Charged long-range spark
- Damage Scaling
- STR ×1.5 + INT ×1.5 per hit.
- Mana per Hit
- 15 per hit
- Special Behavior
- Spin Kicking any object grants Kinetic Energy and Charged. The weapon stores one charge and fires an accurate spark in any direction.
Enkindled Gauntlets
Arcing explosive shots Skill Crit after traveling a short distance and can hurt the wielder.
- Class
- Enkindled Boxer
- Attack
- Arcing explosive shots
- Damage Scaling
- STR ×2.0 per explosion.
- Mana per Hit
- 10 per hit
- Special Behavior
- Shots Skill Crit after traveling a short distance, can explode in midair, and can damage the wielder.
Handheld Ballista
A slow ground-only bolt hits hard, and a Perfect Release always Skill Crits.
- Class
- Ballistic Archer
- Attack
- Single aimed ground shot
- Damage Scaling
- STR ×4.25.
- Mana per Hit
- 25 per hit
- Special Behavior
- Can only fire on the ground and cannot cancel the shot. Perfect Releases Skill Crit; bolts pierce Curse projectiles.
Hephaestus' Hammer
A continuous spin attack slows movement; dash attacks Skill Crit and keep nearby enemies close.
- Class
- Fighter
- Attack
- Continuous spin attack
- Damage Scaling
- STR ×0.4 per strike.
- Mana per Hit
- 3 per hit
- Special Behavior
- The weapon spins until toggled off. Dash attacks always Skill Crit, knockback is low, and movement drops to 75% speed while attacking.
Kasa-obake
A forward strike blocks projectiles, while an upward attack floats and sets up a Skill Crit.
- Class
- Demon Tamer
- Attack
- Forward umbrella strike and float
- Damage Scaling
- STR ×2.25 per hit.
- Mana per Hit
- 10 per hit
- Special Behavior
- The ground strike moves forward; Up + Attack lets the user float. The umbrella blocks mid-sized projectiles and Skill Crits after a block.
Mjolnir
Throw and recall the hammer; when lodged in terrain, its lightning deals Intelligence damage over time.
- Class
- God of Thunder
- Attack
- Thrown hammer and lightning aura
- Damage Scaling
- STR ×1.5 for the hammer; INT ×0.75 for lightning.
- Mana per Hit
- 10 on a hammer hit; 3 per lightning tick
- Special Behavior
- The hammer can be aimed and recalled. If it sticks in solid terrain, it deals Intelligence damage over time; returning hits Skill Crit.
Pepperoni Pizza
A returning pizza chakram can be kicked to bounce and Skill Crits on the way back.
- Class
- Pizza Delivery Person
- Attack
- Returning pizza chakram
- Damage Scaling
- STR ×0.6 per hit.
- Mana per Hit
- 3 per hit
- Special Behavior
- The slow-moving pizza returns to the user, can be Spin Kicked to bounce off objects, and Skill Crits on its return.
Surfboard
Ride forward and turn or jump to build a distance-based Skill Crit; normal hits deal little damage.
- Class
- Surfer
- Attack
- Forward surfing attack
- Damage Scaling
- STR ×1.4; normal hits deal low damage before a Skill Crit.
- Mana per Hit
- 15 per hit
- Special Behavior
- Ride forward until hitting an enemy; turning and jumping are possible. After 1.1 seconds of surfing, the attack Skill Crits with increased damage.
The Triangulator
A ground-only sniper bolt pierces and ricochets, then Skill Crits after the ricochet.
- Class
- Stygian Sharpshooter
- Attack
- Aimed ricochet sniper bolt
- Damage Scaling
- STR ×1.2 per hit.
- Mana per Hit
- 10 per hit
- Special Behavior
- Can only fire on the ground. Bolts pierce and ricochet; a ricochet triggers a Skill Crit. Knockback is low.
Weapon Type
Trait Weapons
Pacifist Sign
The Pacifist trait's peace sign deals no direct damage but can knock enemies back and open Trick Walls.
- Class
- Pacifist trait
- Attack
- Non-damaging sign swing
- Damage Scaling
- No direct weapon damage.
- Mana per Hit
- 10 per hit
- Special Behavior
- The sign has heavy knockback, opens Trick Walls, and can be replaced at a Curio Shoppe.
How Weapons Work in Rogue Legacy 2
Weapons are your heir's main way of dealing damage, and each one fights in its own style. Some are melee weapons that hit up close, like the Great Sword, the Katana and the Labrys. Others attack from a distance, like the War Bow and the Wand of Blasting. The Cannon mixes both, opening with a close hit that knocks enemies back and following up with a ranged shot.
Many weapons also reward a particular habit. A Knight who dashes into an attack gets a guaranteed critical hit on the swing that follows, a Ranger who releases the bow the moment the arrow flashes always lands a critical hit, and a Barbarian's ground attacks always do. Critical hits deal extra damage, so learning these timings is worth the practice.
Some weapons also demand more of you. The Gunslinger's revolver needs manual reloading, which most weapons in the game don't.
Class Weapons and How to Unlock Them
Every class starts with its own weapon, so the class you pick also decides how you fight. Your heir starts as a Knight, so that class is available from the beginning. Every other class is unlocked by buying its own upgrade in the Manor with gold, so new weapon styles open up as you spend your gold.
How to Get Fabled Weapons in Rogue Legacy 2
Fabled Weapons are alternates for the standard class weapons. A Fabled Class uses one of them in place of its standard weapon. The change is in how your heir attacks.
You unlock Fabled Classes in the Soul Shop, and each one costs Souls. Once you buy a Fabled Class, you can pick it when you choose your heir.
Fabled Weapons also drop at random in Curio Shoppes during a run, for any class. When one drops, it replaces your current weapon.
Best Weapons in Rogue Legacy 2
No single weapon is best for every run, because the right pick depends on the enemies you face and how you like to fight. Many powerful weapons come with a catch. The Enkindled Gauntlets explode, and those explosions can hurt you, so they're risky in tight rooms but work well in wide-open arenas like boss rooms. The Handheld Ballista hits harder per shot than any other weapon, but it only fires from the ground and you can't cancel a shot once you commit to it.
The Pepperoni Pizza is thrown and returns to you, and it can land a critical hit as it comes back. Charon's Scythe carries your heir forward with its main attack, so you have to time your swings, since touching enemies hurts you. Trying a few of them is the surest way to find one that suits your style.
Trait Weapons and How Traits Change Your Weapon
Traits are perks and drawbacks your heir starts with, and several of them change how your weapon works. Contrarian takes the choice away from you: it gives your heir a random weapon and a random talent, along with a gold bonus.
Pacifist works the other way. An heir with it can't attack enemies, and the trait comes with extra gold to make up for it. Picking up a real weapon at a Curio Shoppe changes the trait to Pacifier, which lets the heir attack again while keeping the gold bonus.
Other traits simply raise or lower weapon damage, usually with a trade-off. Combative boosts weapon damage at the cost of health, Vampirism boosts it while making you take much more damage, and Crippling Intellect cuts both weapon damage and health.
FAQ
What does the Pacifist trait do?
Pacifist swaps your weapon for the Pacifist Sign, which deals no damage, in exchange for a large gold bonus and lower health. The sign still knocks enemies back and opens Trick Walls, so you can explore, but tougher rooms become much more dangerous. The trait works best when you're saving up for an upgrade and can find a Curio Shoppe weapon to turn it into Pacifier.
Which weapon can hit enemies behind walls?
The Astromancer's Celestial Sceptre is the one to look at. When you swing it, it opens a black hole just in front of your heir, and enemies caught in it keep taking damage until they escape. The black hole is large enough to reach past walls and onto platforms above you, so enemies in those spots can be hit without fighting back.
Can I change class in the middle of a run?
No. Your class only changes after your heir dies, when you choose from the classes you have unlocked. Until then, the class stays the same, even if a Curio Shoppe gives you a different weapon.

