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Cult of the Lamb Weapon and Curse Tier List — Every Weapon and Curse Ranked

Cult of the Lamb Weapon and Curse Tier List — Every Weapon and Curse Ranked

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Take a Hammer or Axe when one is offered, and prefer Merciless on those two and Godly on a Sword or Dagger. For curses, Divine Guardian and Hounds of Fate are the top picks; the Crown curses that possess enemies are the ones to skip. A Godly Hammer is only worth about five weapon levels, so a high-level normal Hammer often beats it, while a Godly Sword or Dagger is worth around seventeen.

Summary

A tier list of every weapon and curse in Cult of the Lamb, including the Woolhaven Flail, the seven Legendary weapons and the six Woolhaven curses, each with a one-line reason. Below the rankings: damage at level I, X and XX for every type, how many levels a Godly variant is really worth, per-cast damage for every curse, the strongest combinations, how each item is unlocked, and what to skip.

Who This Is For: Cult of the Lamb players deciding which weapon or curse to pick up during a crusade Intermediate

Key Points

Key Points

1

S tier weapons: Hammer and Axe, plus the Legendary Scourge of Svarog. Ratau's Staff is the weakest weapon in the game.

2

S tier curses: Divine Guardian (2 seconds of invincibility, deflects projectiles) and Hounds of Fate (five homing shots).

3

Godly is worth about 5 levels on a Hammer but about 17 on a Sword or Dagger, so compare level before swapping.

4

Curse damage rises by about 0.17 of base per level; the Tentacle and Splatter curses start highest at 3.5.

5

Weapons, variants and curse sets are unlocked by sermons; Legendary weapons need a shard, Rami and Wool.

You never choose a weapon from a menu in Cult of the Lamb. Each crusade drops one weapon and one curse in the first room, Kudaai's shop offers a choice of three, and more weapons appear along the way. So the useful question is not "what is the best weapon?" but "this is on the floor, should I swap?". This tier list answers that for every weapon and every curse in the current game, including the Woolhaven DLC.

The short answer: take a Hammer or Axe when you see one, prefer Merciless on those two and Godly on a Sword or Dagger, and grab Divine Guardian or Hounds of Fate as your curse. Names are the in-game English names. Damage figures are the average damage shown in each tooltip, taken from the community wiki's tables.

Weapon tier list

Ranked as you would meet them in a run: a type with its best variant, plus each Legendary weapon and the one unique weapon, Ratau's Staff.

S
Hammer (Merciless or Godly) Highest damage per hit: 4.8 average at level I (Godly 6.0), 10.1 at level XX. Crits always deal triple damage, which is worth most on its single heavy blow. Axe (Vampiric or Merciless) 2.4 at level I, double a Sword, with a wide swing that also hits enemies behind you and a boomerang heavy attack that pierces on the way out and back. Scourge of Svarog (Legendary Hammer) Every slam also creates a ring of lightning, so the Hammer's huge hit gets area damage on top.
A
Sword (Godly) Godly doubles a Sword's damage (1.2 to 2.4 at level I), the biggest Godly gain of any type. Balanced speed and range suit any build. Golden End (Legendary Sword) 1.5x attack speed on the most flexible weapon type. Gauntlets Hits for 1, 1 and then 3 damage (2.0 average). Rolling right after the third hit and attacking again repeats the strong hit. Blunderbuss Ranged and piercing, 12 base damage per shot (Godly 15), but only a few shots before it must reload. The wiki rates it among the best weapons for Fleece of the Berserker. Lamb's Slaughter (Legendary Axe) Each kill releases a soul that damages another enemy, which chains well in crowded rooms. Defiler of the Divine (Legendary Gauntlets) The third hit of each combo calls down lightning, stacking on the Gauntlets' strongest hit. Fate of Plimbo the First (Legendary Blunderbuss) Fires three projectiles per shot, easing the Blunderbuss's aiming and ammo limits.
B
Dagger Fastest type (speed 2) with a five-hit combo, but very short range, and its damage falls off late in the game. Godly nearly doubles it (1.2 to 2.3). Ruins of Nirah (Legendary Dagger) Invincible during the fourth hit of a combo. Safer, but still a Dagger's reach. Flail (Battler's Bludgeon and variants) Two slow strikes that pull you forward, then a double strike; the heavy attack makes a shockwave and pulls you to it. The wiki has no damage numbers yet. Yngya's Torment (Legendary Flail) Shoots rotten projectiles when it slams. Good, but on a type whose numbers are still unpublished.
C
Ratau's Staff 0.5 damage per hit, the lowest of any weapon. Its only perk is that enemies drop Fervour on hit, so it serves a curse build at best.

Curse tier list

All 24 curses in the current game, including the six from Woolhaven. "Damage" is the per-hit figure at curse level I.

S
Divine Guardian 2 seconds of invincibility on every cast, plus knockback and projectile deflection. Same damage as Divine Blast (1.8), with a defensive effect nothing else matches. Hounds of Fate Five homing projectiles at 2.3 each. No aiming needed; the wiki calls it one of the most overpowered curses.
A
Touch of Turua 3.5 damage, tied for the highest base figure, in a line of tentacles. Its range is limited. Path of the Righteous 3.5 on impact plus a trail of black Ichor that keeps damaging enemies. Best with Ichor Earned and Ichor Lingered. Touch of Ithaqua Half of Turua's damage (1.8), but an endless line of ice spikes that freezes and slows everything it hits. Cleansing Fire Three projectiles at 2.3 each. Charge to the mark and all three become explosive. Divine Blizzard Divine Blast with freezing. Strong crowd control at close range. The Enfolding (Woolhaven) Teleports you to a safe spot and grants 3 seconds of invincibility. An emergency escape button.
B
Flaming Shot The default fireball: 2.9, piercing, and explosive when charged to the mark. Solid until you unlock better. Ichor Thrown 3.5 on impact and an Ichor puddle that damages over time. Flies over obstacles. Point of Corruption Half the initial damage (1.8) traded for several smaller explosions on landing, plus an Ichor puddle. Maelstrom Tentacles in four directions at 2.3 each, shorter than Turua's line. Good when surrounded. Touch of the Revenant Weak initial strike (1.2), but each ghost homes in and strikes again. Deceptively strong on single targets. Death's Sweep The default slash, 1.8. A 180-degree wall of fire that lingers and keeps damaging enemies who walk in. Death's Squall Death's Sweep with freezing, at a lower 1.2 damage. Divine Blight Divine Blast with poison damage over time. Divine Blast The default blast: 1.8 with knockback. It destroys fireballs, except those thrown by Bishops. Call of the Crown Ichor Thrown's full 3.5 damage plus possession of enemies hit directly. The only Crown curse that gives up no damage. Divine Pyre, Death's Blaze, Touch of Yig (Woolhaven) The burning versions of the blast, slash and tentacle curses. The wiki has no damage tables for them yet. Godly Stride and Ichor Forsaken (Woolhaven) Teleport to a safe spot; Ichor Forsaken also leaves Ichor at both ends. Useful, but without The Enfolding's invincibility.
C
Strike of the Crown A fireball (2.3) that may possess enemies. The wiki calls possession buggy and does not recommend the Crown curses. Oath of the Crown Death's Sweep with possession, at 1.4 damage. Same possession problem. Death's Attendant A slash at 1.2 that summons ghosts from slain enemies. The weakest slash for its Fervour.

This list ranks single items. For the complete builds that combine a weapon, curse, tarot cards, relic and fleece, see the combat build guide. The two articles use the same names and numbers.

Every weapon at a glance

There are six base weapon types plus the Flail from Woolhaven. Every type has a default weapon and six variants named after the variant and type, such as Bane Sword or Merciless Hammer. Average damage below is for normal and Godly versions.

Type Default weapon Base damage per hit (normal / Godly) Avg damage I / X / XX Godly at I Speed Legendary
Sword Crusader's Blade 1, 1, 1 / 2, 2, 2 1.2 / 1.8 / 2.5 2.4 1 Golden End
Axe Apostate's Cleaver 2, 2, 2 / 3, 3, 3 2.4 / 3.7 / 5.1 3.6 0.5 Lamb's Slaughter
Dagger Traitor's Razor 0.85 x4, then 1.4 / 1.7 x4, then 2.6 1.2 / 1.8 / 2.4 2.3 2 Ruins of Nirah
Gauntlets Tempest's Gauntlets 1, 1, 3 / 2, 2, 3 2.0 / 3.1 / 4.2 2.8 0.8 Defiler of the Divine
Hammer Warmaker's Hammer 4 / 5 (single blow) 4.8 / 7.3 / 10.1 6.0 0.25 Scourge of Svarog
Blunderbuss Mayhem's Cannon 12 / 15 per shot Not listed below XXI (7.0 at XXI) 8.3 at XXI 1 Fate of Plimbo the First
Flail (Woolhaven) Battler's Bludgeon Not published Not published Not published Not published Yngya's Torment

Two small quirks show up in the tables. Bane Gauntlets hit for only 0.5 on the second strike, so their average (1.8 at level I) is lower than normal Gauntlets (2.0). Bane Blunderbuss has 11.8 base damage instead of 12. On those two types, Bane is a slight downgrade unless the poison makes up for it.

Ratau's Staff, a Sword-type weapon from Woolhaven, deals 0.5 per hit and makes enemies drop Fervour on hit. It is unlocked by giving a Rotten Follower to The Night in Woolhaven while Ratau is alive, or, if Ratau has been sacrificed, by visiting Sariel while wearing Ratau's Cloak.

How weapon levels and variants work

Weapon damage per hit is the base value multiplied by (1 + 0.13 + 0.07 × weapon level), plus tarot, fleece and run bonuses. In plain terms, every level adds about 7 percentage points, so a level X weapon hits roughly 50% harder than the same weapon at level I. Speed and range never change with level.

The starting level comes from the Might of the Devout sermon upgrades: III to IV, then VI to VII, IX to X, XII to XIII and XV to XVI, and Might of the Devout VI and VII (VII comes with Woolhaven) raise it further. That is why Godly is not automatically better. This table shows the normal weapon level that matches a Godly one at level I:

Type Godly at level I Normal level that matches it What it means
Hammer 6.0 VI (6.2) Godly is worth about 5 levels. A normal Hammer at VI or above beats a level I Godly Hammer
Gauntlets 2.8 VIII (2.8) Worth about 7 levels
Axe 3.6 X (3.7) Worth about 9 levels
Dagger 2.3 XVIII (2.3) Worth about 17 levels; almost always take it
Sword 2.4 XVIII (2.4) Worth about 17 levels; almost always take it

Variants ranked

Rank Variant Effect Sermon tier Best on / note
S Merciless Charges a critical hit on a timer (first after 25 seconds, then every 20 to 30); crits deal triple damage, and a missed swing wastes it 5 Hammer, Axe
S Godly Significantly more damage than mortal weapons; rare 6 Sword, Dagger
A Vampiric Chance to heal you from the life force of a slain foe 2 Any type; best for learning a region
B Necromantic Chance to summon a ghost from a dead enemy that attacks nearby foes 3 Crowded rooms, not bosses
C Bane Chance to poison enemies when attacking 1 Sword, Axe, Dagger, Hammer (lowers Gauntlets and Blunderbuss slightly)
C Zealous Collected Fervour also fills the Divine Inspiration bar 4 Your cult, not the fight
- Default No special effect Start Fine at high level

Zealous weapons stop appearing between unlocking the last building and defeating The One Who Waits, because Devotion is replaced by Gold in that stretch. They return in the post-game.

How curse levels work

Curse damage is the base value multiplied by a curse multiplier that rises by about 0.17 per curse level, plus fleece, tarot and run bonuses. So a curse's damage more than triples between level I and level XX, and a high-level curse summoned by the relic Kudaai's Toenail is a genuine upgrade. The relic Kudaai's Fingernail does the same for weapons.

Family Curse Damage at I Damage at XX Extra effect
Fireballs Flaming Shot 2.9 10.8 Piercing; explosive when charged
Fireballs Cleansing Fire / Hounds of Fate / Strike of the Crown 2.3 8.7 3 shots / 5 homing shots / possession
Blasts Divine Blast / Divine Guardian / Divine Blizzard / Divine Blight 1.8 6.5 Knockback / invincibility and deflect / freeze / poison
Slashes Death's Sweep 1.8 6.5 Lingering wall of fire
Slashes Oath of the Crown 1.4 5.4 Possession
Slashes Death's Attendant / Death's Squall 1.2 4.3 Ghosts / freeze
Splatters Ichor Thrown / Path of the Righteous / Call of the Crown 3.5 13 Ichor puddle / Ichor trail / possession
Splatters Point of Corruption 1.8 6.5 Several smaller explosions
Tentacles Touch of Turua 3.5 13 Line of tentacles, limited range
Tentacles Maelstrom 2.3 8.7 Four directions
Tentacles Touch of Ithaqua 1.8 6.5 Endless line, freeze
Tentacles Touch of the Revenant 1.2 4.3 Homing ghosts strike again

The Woolhaven curses (Divine Pyre, Death's Blaze, Touch of Yig, Godly Stride, Ichor Forsaken and The Enfolding) have no published damage tables yet, so they are left out of this table.

The strongest combinations

These pair a weapon with a curse and the tarot cards that amplify both. They match the builds in the combat build guide.

Combination Why it works Watch out for
Merciless or Godly Hammer + Divine Guardian + True Sight Every crit is a tripled Hammer blow, and Guardian covers the slow wind-up Divine Strength (attack rate x1.25 to x2) is the card that fixes the swing speed
Vampiric Axe + Divine Guardian + Fortune's Blessing Wide hits, healing on kills, double healing from hearts Lower damage ceiling than the Hammer
Any weapon + Hounds of Fate + Fleece of the Glass Cannon Curses deal +100% and cost 50% less Fervour; homing shots need no aim Glass Cannon halves your melee damage and health
Path of the Righteous + Ichor Earned + Ichor Lingered Ichor on every hit, and Ichor when you roll (10-second cooldown, 5 with +), on top of the curse's trail Ichor Earned costs 5 Gold Bars at Midas' Cave
Hammer or Axe + Divine Guardian + Golden Fleece +5% damage per kill, and Guardian's invincibility protects the stack Any hit resets the bonus and all damage taken is doubled
Godly Dagger or Blunderbuss + Fleece of the Berserker 10x weapon damage; a Godly Dagger heavy attack can kill most Darkwood bosses in one hit Half a heart and no resurrection; post-game only

How unlocks work

  1. 1

    Build the Temple and give sermons

    You can give one sermon per day, and each follower contributes points equal to their level. Doctrines do not unlock weapons or curses.

  2. 2

    Weapon variants, one per sermon tier

    Bane (tier 1), Vampiric (2), Necromantic (3), Zealous (4), Merciless (5), Godly (6). Weapon Mastery at tier 3 unlocks heavy attacks, and tier 6 adds a Mastery upgrade per type that strengthens its heavy attack.

  3. 3

    Curse sets, three curses each

    Curse of the Horde (Hounds of Fate, Maelstrom, Point of Corruption), Curse of the Occultist (Cleansing Fire, Divine Guardian, Path of the Righteous), Curse of the Tundra (Divine Blizzard, Death's Squall, Touch of Ithaqua), Curse of the Necromancer (Death's Attendant, Touch of the Revenant, Divine Blight) and Curse of the Beguiler (the three Crown curses).

  4. 4

    Woolhaven sets

    Burning Curses (Divine Pyre, Touch of Yig, Death's Blaze) need Curse of the Beguiler first; Teleport Curses (The Enfolding, Godly Stride, Ichor Forsaken) also need Burning Curses. Flail Mastery and Might of the Devout VII are added too.

  5. 5

    Legendary weapons

    Find the weapon's shard, then bring it to Rami in Woolhaven with Wool to restore it. The shard locations are listed below.

Legendary Type Effect Where the shard is
Scourge of Svarog Hammer Ring of lightning on each slam A random forge zone in The Rot, after rebuilding Rami's building and talking to Rami
Golden End Sword 1.5x attack speed Break a Marchosias statue on a crusade in Ewefall, or a Yngya statue in The Rot
Defiler of the Divine Gauntlets Third combo hit calls lightning Behind a frozen corpse in the Fallen Temple's lower section before the Marchosias fight
Fate of Plimbo the First Blunderbuss Three projectiles per shot Fish inside the frozen fish corpse at Pilgrim's Passage during Winter
Ruins of Nirah Dagger Invincible during the fourth combo hit Charybdis (The Rot) and Scylla (Ewefall) quest; Scylla needs a fishing rod from the Fisherman
Lamb's Slaughter Axe Kills release a soul that damages another enemy Defeat Hagar the Executioner, or spare her twice and talk to her after she joins
Yngya's Torment Flail Rotten projectiles on slam Complete every quest on Woolhaven's quest boards; it drops near Yngya's statue

What to skip

  • The Crown curses, except Call of the Crown. Strike of the Crown and Oath of the Crown give up damage for possession, which the wiki describes as buggy.
  • Ratau's Staff in a weapon build. At 0.5 per hit, even a level I Dagger does more than twice its damage.
  • Zealous when you need to win the fight. It feeds your cult, not your damage.
  • Bane on Gauntlets or a Blunderbuss, if a normal version at the same level is on offer; the base damage is slightly lower.
  • Death's Attendant when any other slash or blast is available.

Common mistakes

  • Swapping a high-level Hammer for a low-level Godly one. Godly is worth only about five levels on a Hammer.
  • Passing on Godly Swords and Daggers. On those two types it is worth about seventeen levels, more than every Might of the Devout step up to V.
  • Treating Divine Blast as a defensive curse. It only knocks back and destroys normal fireballs; the deflection and invincibility belong to Divine Guardian.
  • Reading Touch of Ithaqua as a damage upgrade over Turua. It deals half the damage; you take it for the freeze and the endless reach.
  • Wasting a Merciless crit. The charged crit is spent even if the swing misses.
  • Taking Fleece of the Glass Cannon on a melee run. It halves melee damage; it is a curse fleece.

New to the game? Start with the beginner guide. For regions, room types and the run structure, see the crusade guide. Full builds with tarot cards, relics and fleeces are in the combat build guide, and sermon points come from follower levels, so the cult management guide matters for combat too.

★Honest Take — the dice matter more than the list

Cult of the Lamb's weapon pool is small and readable, and that is mostly good: within a few runs you know what every drop does, and the decision on each floor takes seconds. The numbers also hide a few genuine choices, like whether a level XII Hammer beats a level IV Godly one (it does).

The weak side is that the list cannot change what you are given. Several items, such as the three Crown curses and Ratau's Staff, are close to dead drops, and the Flail and the Woolhaven curses still lack published numbers, so their rankings rest on their described effects. If you want deep, deterministic build-crafting, this will feel thin. If you want a light roguelite where a good Hammer and Divine Guardian make a run feel great, the system does its job.

FAQ

FAQ

The Hammer, ideally Merciless or Godly. It averages 4.8 damage per swing at level I against 1.2 for a Sword, and critical hits always deal triple damage, which is worth the most on the slowest, heaviest blow. The Axe is a close second and safer, because its wide swing also hits enemies behind you. Weapons are offered at random, so take the best type you are given rather than waiting for one.
Divine Guardian. It knocks enemies back, deflects projectiles and makes you invincible for 2 seconds on every cast, which no other early curse does. It is unlocked with the Curse of the Occultist sermon upgrade. If you want damage instead, Hounds of Fate fires five homing projectiles that need no aiming.
No. A Godly Hammer at level I averages 6.0, which a normal Hammer already beats at level VI (6.2). A Godly Axe at level I matches a normal Axe at about level X. For a Sword or Dagger, Godly is worth roughly seventeen levels, so on those two types take Godly almost every time.
Through sermons at the Temple, not doctrines. Each tier unlocks a weapon variant (Bane, Vampiric, Necromantic, Zealous, Merciless, Godly) and a set of three curses. Woolhaven adds two more curse sets, Burning Curses and Teleport Curses, plus the Flail and Flail Mastery.
Legendary weapons come with the Woolhaven DLC. There is one per weapon type, seven in total. You find the weapon's shard somewhere in the world, then Rami restores it in exchange for Wool. Each shard has its own condition, for example sparing or defeating Hagar the Executioner for Lamb's Slaughter.
Daggers have the highest damage per second on paper because they attack twice as fast as a Sword, but their range is very short and their damage falls off late in the game, especially on higher difficulties. A Godly Dagger is a strong find because Godly nearly doubles its damage. A normal Dagger is a B tier weapon.

Our editorial policy is honest, no-spin reviews. We separate facts from opinion and back every rating with reasoning. View Editorial Policy

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