There is no magic in Aincrad, so your weapon is your class. Every attack, parry, and dodge you can pull off comes down to the type of arm you carry into a dungeon, which makes the choice one of the biggest decisions you make in the game. The full release ships with six weapon types, and while you can clear everything with any of them, a few clearly pull ahead once you factor in raw output, learning curve, and whether they let you keep a shield.
Quick answer: Pick the Two-Handed Axe if you want the strongest clear speed and can invest in Strength, or the Sword and Shield if you want a forgiving all-rounder that works at any skill level. Both sit in S-tier.
Echoes of Aincrad weapon tier list
This ranking reflects the full launch build as of July 2026 and covers all six weapon types available at release. Placements weigh damage output, attack speed, ease of use, shield compatibility, and how well each weapon scales once you pour Growth Points into its main attribute.
| Tier | Weapon types |
|---|---|
| S | Two-Handed Axe, Sword and Shield |
| A | Mace, Rapier, Dagger |
| B | Two-Handed Sword |

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The Two-Handed Axe is the best pure clearing tool in the game once it comes online. It is slow and swings for heavy area-of-effect damage, and it cannot be paired with a shield, so your dodge turns into a roll. The payoff is enormous. Around the midgame you can unlock the Iron Scythe variant, and its MOD greatly boosts your Sprint Attacks while also raising Sprint Speed. Stacked with the right mods, you cut through packs of enemies before they even react. There is a learning curve, but nothing else matches its crowd-clearing ceiling.
The Sword and Shield earns its spot for the opposite reason. It has no single standout gimmick, and instead does a little of everything. Medium speed, moderate damage per hit, and the option to keep a shield up for blocks and parries make it the safest weapon for players of any level. It is your tutorial starting kit, and it scales with Dexterity for the finer mechanics. If you want one weapon that never leaves you helpless, this is it.
A-tier: Mace, Rapier, and Dagger
These three are strong picks that ask a little more from you, whether that is a heavier stat investment or tighter positioning.
The Mace is simple to swing but punishes hard with the right build. It has decent speed and specializes in breaking enemy defenses, staggering foes, causing Guard Breaks, and knocking them down. It leans on Strength to hit its numbers, and it can carry a shield, which is a real safety net if your parry timing is inconsistent.
The Rapier suits speed-and-mobility players. It has long reach for its class, chains attacks smoothly, and counters enemy strikes with ease. It can be used alongside a sword, which adds flexibility, but it wants heavy Agility investment to shine.
The Dagger is the pick for a full Agility build. It attacks fast, deals strong damage in a hurry when you do not miss, and can even throw blades for ranged hits. The catches are real. Its range is extremely short, so you must get in close, and it cannot equip a shield, which leaves you exposed and reliant on dodging.
B-tier: Two-Handed Sword
The Two-Handed Sword hits for huge damage with charged attacks and has long reach, but it is heavy and slow, and it cannot use a shield while your dodge becomes a roll. Damage is never the problem. The issue is the time it takes to wind up a swing, which makes missing costly and demands precise timing. It can absolutely work if you enjoy the rhythm, but it is the most demanding weapon to main.
Shield compatibility and main stat at a glance
Shield support matters a lot for survivability, and only one-handed weapons can carry one. Here is how each type lines up.
| Weapon | Shield | Main stat |
|---|---|---|
| Sword and Shield | Yes | Dexterity |
| Mace | Yes | Strength |
| Rapier | Yes (can pair with a sword) | Agility |
| Dagger | No | Agility |
| Two-Handed Sword | No (dodge becomes a roll) | Dexterity |
| Two-Handed Axe | No (dodge becomes a roll) | Strength |
How to get the most from any weapon
The more you fight with a weapon type, the more Weapon EXP you earn and the more Sword Skills you unlock. You can equip up to three Sword Skills at a time, so there is room to tailor a loadout even inside one weapon type. Level the matching attribute with your Growth Points to raise your damage further.
At a Smithy you can pool up to four EX-Mods on a single weapon by combining weapons of the same type, adding perks like reduced Stamina cost or improved attack damage. You can also raise a weapon’s base damage by spending materials, separate from your Weapon Proficiency. One planning note that catches new players out is that you can only swap weapon types between quests while you are in the Town of Beginnings, so bring the right tool before you head into a dungeon.
None of these six is a bad choice, and every one of them can clear the game. If you are chasing the cleanest results, the Two-Handed Axe and Sword and Shield give you the most reliable payoff for the least friction, while the Mace, Rapier, and Dagger reward the extra stat and skill investment. The Two-Handed Sword remains a specialist pick for players who want big hits and do not mind the slower pace.






