Gaming Guide

33 Immortals 1.0 Weapon Tier List: Every Weapon Ranked

Where all eight launch weapons land in version 1.0, plus the exact mechanic that decides each ranking.

Where all eight launch weapons land in version 1.0, plus the exact mechanic that decides each ranking.

Version 1.0 of 33 Immortals gives you eight weapons spread across four classes, and the one you pick changes how you survive, how you pressure bosses, and how much you help your team during a raid. You unlock the full roster using Eternal Shards collected from the starting area, so the real question is which weapons reward the effort and which ones fight you more than the enemies do.

Quick answer: The strongest 1.0 weapons are the Bow of Hope, Glaive of Temperance, and Crossbows of Pride. The Daggers of Greed land lowest, not because they lack damage, but because mistiming the Takedown lunge leaves you exposed.

Choosing a weapon in 33 Immortals
Choosing a weapon in 33 Immortals — Thunder Lotus Games

33 Immortals 1.0 weapon tier list

These rankings focus on each weapon’s core kit rather than its Co-op Power, since co-op abilities only pay off reliably when you are playing with a coordinated party. S-tier weapons are the meta picks, A-tier weapons are strong but need more management, and B-tier weapons are usable but hard to master.

TierWeaponClass role
SBow of HopeRanged DPS
SGlaive of TemperanceMelee control
SCrossbows of PrideRanged burst
ASword of JusticeTank / frontline
AStaff of SlothSupport / control
AHooks of GluttonyMobile bruiser
BDaggers of GreedAggressive melee DPS

The Scepter of Charity arrived with the Paradiso realm at the 1.0 launch and is still being assessed, so it is not placed in a tier yet.


S-tier weapons: The meta picks

Bow of Hope

The Bow of Hope earns its spot through the Guiding Light ability. Every arrow you fire can be recalled, which works like an ammo refill while also stunning and damaging any enemy caught in the return path. A Heavy Arrow fired with Q only deals damage on recall, with no stun.

Your mobility drops while the recall is active, but the shoot, reposition, shoot loop is easy to learn and hard to punish. That safety from range is why it sits at the top for most players.

Glaive of Temperance

The Glaive is complex but rewarding once the loop clicks. You combo light slashes with LMB and chain heavy slashes by pressing Q twice, then use the RMB Backstep to build Temperance.

When more than half of your Temperance meter is filled, your damage rises sharply. Keep a small gap between you and the enemy so you land the edge of the swing, which deals the most damage. It takes practice, but a well-played Glaive shreds large groups.

Crossbows of Pride

The Crossbows are the most beginner-friendly S-tier option. The whole kit runs on the Pride mechanic. You brand an enemy with RMB, build Pride by hitting it with Light Bolts on LMB, then fire a Heavy Bolt with Q to spend that Pride on a high-damage barrage.

A branded enemy automatically takes extra damage, so the only rule to remember is to brand first. There is little to master beyond that, which makes it a strong single-target choice against bosses.


A-tier weapons: Strong but more demanding

Sword of Justice

The Sword of Justice has a steep learning curve built around managing one resource. You gain 10 Justice each time a basic Sword Slash hits an enemy, then spend it two ways. A Heavy Slash staggers and stuns, while Guard makes you immune to all incoming damage.

It is powerful in the hands of a player who learns to cycle Justice between offense and defense, which is exactly why it asks for more attention than the S-tier picks.

Staff of Sloth

The Staff generates six Sloth per basic hit, and its charge attack spawns orbs that add stun buildup while creating more Sloth. Spend that Sloth on Torpor to slow every enemy inside a target area.

The slow is excellent for crowded encounters, but its value depends on staying near teammates who can capitalize on it. Solo, the lower personal damage holds it back.

Hooks of Gluttony

The Hooks are a fun, fairly simple pick once you settle in. Most of your damage comes from the basic attack, while the Hook on Q throws a projectile that pulls you toward an enemy for extra damage. With Gluttony built up, that pull adds another attack.

You can also Parry incoming attacks to trigger Gluttonous, which raises your damage and lets you generate Gluttony. It is not a top-tier killer, but it does not take hours to understand.


B-tier weapon: Daggers of Greed

The Daggers of Greed are an aggressive, high-skill weapon. Your basic attack generates Greed, and Stun Slash applies a heavy stun on hit while building even more Greed. The payoff is Takedown, a forward lunge that consumes all your Greed to scale up both damage and stun.

The problem is the lunge itself. Mastering the timing is difficult, and a mistimed Takedown can drop you straight into danger. That risk is why it lands below the more forgiving options at 1.0, even though the damage ceiling is high.


Weapon controls and mechanics at a reference

WeaponResource / mechanicKey input
Bow of HopeRecall fired arrows for stun and damageGuiding Light (special)
Glaive of TemperanceBuild Temperance for a damage boost above half meterRMB Backstep
Crossbows of PrideBrand, build Pride, spend it on a barrageRMB brand, Q heavy bolt
Sword of Justice10 Justice per hit, spend on stagger or Guard immunityCharged attack / Guard
Staff of Sloth6 Sloth per hit, spend on a wide-area slowTorpor (special)
Hooks of GluttonyPull toward enemies, Parry for the Gluttonous buffQ hook, Parry
Daggers of GreedBuild Greed, consume it on a scaling lungeTakedown (special)

Note: Your overall effectiveness is also tied to your class, and the right class depends on the weapon you bring. Pair the two together rather than choosing in isolation.


If you want the fastest path to clearing content, start with the Bow of Hope or the Crossbows of Pride, since both reward simple, repeatable loops while still scaling well. Move to the Glaive of Temperance once you want a higher skill ceiling, and treat the Daggers of Greed as a weapon to grow into rather than start with. Every weapon can finish a run with the right perks and relics, so the tiers describe how much work each one asks of you, not whether it can win.