An Average Campaign – Full Swords Tier List Wiki

Updated: November 24, 2025  ·  Reading time: ~7 min

After finishing way too many failed runs and a few decent ones in An Average Campaign game on Roblox, I’ve ended up rotating through pretty much every sword in the game.

Some of them carry whole routes by themselves, some of them only feel good for two rooms, and a few of them never made sense no matter how many times I tried forcing them.

This weapon tier list is based on what consistently worked for me across multiple runs, including different classes, subclasses, events, and bad RNG stretches.

S–Tier

Lightbringer

Lightbringer has been one of the most reliable power spikes every time I’ve managed to get it. The moment you unlock its ability, Judgement Cut, things get noticeably easier. It deals True damage and ignores dodges, which matters a lot during later fights.

STR 20 on a single weapon is already a comfortable base, but the surprising part is how well the INT scaling helps if you happen to have any accidental intelligence from boons or mixed-class builds.

I usually end up crafting this after a Challenger in the Dark drop, and it always feels worth the effort. Cooldown 10 isn’t short, but you rarely feel like you’re waiting too long for it.

On runs where I’m already doing well, this sword just makes things smoother. On weaker runs, it turns shaky fights into manageable ones.

Hemomancer’s Blade

This one took a few attempts to actually appreciate because the downside is real. Losing 40 Max HP is something you feel immediately.

But once you stop treating it like a tank weapon and just accept that it’s a commitment to aggression, it starts making sense. STR 25 is a huge bump, and the lifesteal (0.1) is enough to keep you stable as long as you’re attacking regularly.

I usually get it by crafting with the Vampire Blood, Bloody Fang, and Scrap, and every time I’ve used it the gameplay shifts into clear fights fast before anything snowballs.

If you’re the kind of player who likes ending fights in two or three ability cycles, this ends up being one of the few weapons that comfortably supports that playstyle.

Linked Sword

Linked Sword is one of the few early weapons that keeps its value way longer than expected. STR 16 and CON 8 alone already make it better than most mid-game drops.

But Lunge is what makes it stand out. It deals 11 base damage with STR scaling and consistently applies Vulnerable for 3 turns. In practice, that effect does more for the team than its raw damage.

Any time I pull the Sword in the Stone event early, this ends up staying in my run for a long time. The cooldown of 6 is easy to rotate, and the cost of 2 is manageable even in parties where ability economy is tight.

Moonlight Greatsword

This one is niche, but in the right setup it’s absurdly consistent. The INT 20 requirement is high, but if you’re running anything that naturally picks up intelligence, the payoff is worth it.

Moonlight Blade costs 4 and has a cooldown of 5, and it hits extremely hard once the INT scaling (0.35) starts stacking with the STR bonus (8).

Whenever my run is already leaning toward casters or mixed builds, this is one of the best swords you can craft. Being able to hit from range also helps more than expected in fights with multiple frontliners.

A–Tier

Red Dragon Scimitar

On runs where I’m already pivoting into LCK or STR-heavy setups, this one always feels smooth. It gives STR 14 and LCK 6, which already pushes out consistent hits, and Dragon Slash adds both fire damage and Dragonflame stacks.

The cooldown of 5 is comfortable, and it deals single-target pressure really well.

It does require Dragonite Chips and a Red Scale, so you can’t plan for it early. But every time I’ve crafted it mid-run, it felt like an upgrade that didn’t need special conditions to function.

Noble’s Sabre

Despite being a simple drop from the Busted Caravan fight, this thing performs surprisingly well. The STR 16 base damage feels noticeable against enemies with weak armor, and the flat 0.1 critical chance gives it decent consistency without any LCK investment.

This usually stays with me for 2–3 zones when I pick it up, especially if I’m building around crits anyway. It doesn’t have any flashy ability, but the raw numbers carry it through a good chunk of the campaign.

Fungi Falchion

Any time I’m stuck with mediocre shop RNG, this gets the job done. STR 10, LCK 8, and DEX 5 give you a nice mix of accuracy and crit consistency. It doesn’t spike fights, but I’ve used it enough times to trust that it won’t stall fights out.

It’s one of those weapons that stays relevant longer than the stats suggest. It’s not a centerpiece weapon, but in early and mid-game it outperforms several things that technically have higher raw STR.

Greatsword

When I’m running Rampager or anything that actually uses raw STR, this blade does fine. STR 10 and CON 4 let you hold the frontline well enough without losing tempo. It doesn’t do anything special on its own, but it pairs well with ability-heavy builds.

I usually end up replacing it once I get something with an actual active skill, but for its tier this is one of the better filler weapons.

B–Tier

Bronze Scimitar

This is one of those weapons you run because you haven’t seen anything better yet. STR 10 and DEX 4 help you land regular attacks without any complications, and it’s easy to craft early.

It doesn’t scale past mid-game, but it’s better than using the Simple Sword for too long.

Whenever I pick this up, it stays equipped for maybe a single zone before getting swapped out.

Shotel

The main reason I would recommend using this is the extra critical damage. With STR 8 the base damage doesn’t stay relevant for long, but early on I found it can still land surprisingly strong crits when the situation lines up.

It falls off once enemies get better defenses, but in the first floors it’s serviceable. I’ve never kept it past midgame.

Crude Club

This one is mostly for fun runs. STR 12 and CON 6 give it a decent frontline presence, but the main reason to use it is the Adoring Fan summon. It’s not powerful, but it can occasionally redirect damage or provide a bit of extra chip during longer fights.

I’ve had runs where the club made early encounters easier simply because the fan absorbed a hit I wasn’t ready for. But eventually it gets replaced — usually sooner rather than later.

C–Tier

Simple Sword

This is the starter weapon for Warrior and it’s only meant to get you through your first few rooms. STR 3 is barely noticeable. I always replace it the moment anything better shows up in the shops or events.

There’s no reason to keep it longer than necessary.

Giant’s Greatsword

This one always looks stronger than it feels. STR 16 and CON 8 sound solid, but the DEX penalty (-10) slows you down noticeably. Every time I’ve used it, the reduced speed made fights more awkward than they needed to be.

It’s fine in very specific tank-first builds, but most of the time there are cleaner options with less downside.

Sword in Stone

I’ve only successfully pulled this from the event a few times (Rampager with 10+ STR, 10% success), and every time I did, the reward never felt worth the stat penalty.

STR 20 and CON 8 seem good, but the DEX -16 makes your entire tempo slower than it should be.

It’s one of those weapons you take for novelty, not for efficiency. Fun when you get it, but not something that helps most runs.

If you’re still learning the game, the safest weapons across most builds are Linked Sword, Lightbringer, and Red Dragon Scimitar.

If you like aggressive play, Hemomancer’s Blade and Moonlight Greatsword are some of the best payoff options once you understand their pacing.

Everything else works situationally, but the tier list above should match what actually happens across full runs — not just what looks good on screen.

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