Dueling Grounds Weapon Tier List Wiki

Updated: November 9, 2025  ·  Reading time: ~3 min

Choosing the right weapon in Dueling Grounds can completely change how you approach fights. Some weapons let you control spacing and pace, while others push you into aggression or precision play.

This tier list is based on practical, real in-match experience — what feels strong, what consistently wins exchanges, and what actually holds up against good players.

Also read: Dueling Grounds guide

S-Tier — Weapons That Always Win Duels

Naginata

The Naginata is the definition of duel control. The reach alone forces your opponent to play on your terms — they either try to close distance and risk eating a heavy, or they get chipped from mid-range pokes. If you’re patient and calm, this weapon lets you dictate the rhythm of the entire fight. The only thing you need to watch is recovery timing — commit with intention, not spam.

Claymore / Greatsword

This one hits like it’s made of pure spite. Even players who love rushing in slow down the moment they see you winding up a heavy.

The threat of a punish is sometimes stronger than the hit itself. When you land a clean read, the health swing is massive. It’s slow, sure — but strong fundamentals turn that “slow” into “unreactable pressure.”

A-Tier — Strong, But Benefits From Awareness

Katana

This feels like the game’s “baseline” weapon in the best way. Balanced, predictable, and smooth. It teaches spacing, punishing, timing, and patience. If something goes wrong with Katana, it’s usually the player’s decision-making — not the weapon. It rewards clean fundamentals, and that’s why it never really falls off.

Spear

Solid range without fully committing to slower play. It gives you poke control and safe pressure, but it doesn’t hit as hard as Naginata and doesn’t scare people into hesitation the same way. It’s great for players who enjoy spacing but prefer staying mobile and reactive.

B-Tier — Good, But Situational

Dual Daggers

Super fast, extremely fun, but not as reliable against calm or experienced players. Daggers shine when your movement, feints, and pressure are unpredictable — they fall apart when someone simply blocks, backs up, or waits for your commit. It’s a high-skill, high-reward weapon if you enjoy forcing mistakes rather than reacting to them.

Shortsword / Light Blades

Playable and honest. But there’s no real advantage that makes someone fear the matchup. These weapons depend entirely on your fundamentals. Nothing wrong with them — but they won’t carry fights on their own.

C-Tier — More Work Than Reward

Heavy Maces / Ultra-Slow Weapons

Landing hits feels amazing — no question. But good players simply don’t give you those openings often. If your conditioning game is strong (baiting rolls, faking heavies, spacing patience), you can make it work. But you’re working harder than necessary in most matchups.

Suggested Progression Path

If you want steady improvement with no frustration curve:

Start with Katana (learn timing + spacing)
Move to Naginata or Claymore (learn control + punishing)

If you want something stylish:

Try Spear (clean spacing play)
→ Or Daggers (aggressive tempo-based play)

Weapons in Dueling Grounds aren’t just about stats, they’re about rhythm and mentality. The more you learn to control when fights happen rather than just reacting to them, the stronger every weapon in your hands becomes.

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