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Two-Handed Weapons
March 20, 2026 at 03:40 AM
Replace generic weapon list with complete stat table (21 weapons with Attack, Special Stats, Core Slots, How to Obtain); add Notable Weapons and Refinement sections
Two-handed weapons are a class of heavy melee weapons in Crimson Desert that require both hands to wield. Because both hands grip the weapon, the wielder cannot equip a shield at the same time. This trade-off is central to the identity of the category: two-handed weapons hit harder and cover wider arcs than their one-handed counterparts, but they leave the user without a passive defensive option.
The category spans several distinct subtypes including greatswords, greataxes, greathammers, warhammers, spears, and halberds. Each subtype has its own swing timing, range profile, and stagger characteristics. What they all share is high raw damage per hit, the ability to stagger or guard-break enemies more effectively than lighter weapons, and slower recovery windows between attacks that demand deliberate positioning from the player.
Multiple playable and companion characters across the Greymanes roster can wield two-handed weapons. Kliff and Damiane both have access to greatswords, while Oongka specializes in greataxes and large hammers. The weapon you choose directly affects your combat system options, since each subtype has a unique moveset and animation cadence.
Two-handed weapons in Crimson Desert fall into five major subtypes. The table below outlines each subtype, its general characteristics, and which characters can use it.
Subtype | Characteristics | Users |
|---|---|---|
Wide horizontal and diagonal arcs that hit multiple enemies in a single swing. Capable of staggering regular enemies in roughly two hits. Moderate speed for a two-handed weapon with decent recovery between combos. The most versatile subtype in the category. | ||
Greataxes | Similar raw damage to greatswords but with shorter effective range. Excels at delivering massive stagger damage, making them ideal for breaking through enemy guard stances. Heavier swing commitment means positioning matters more than with a greatsword. | |
Greathammers / Warhammers | Highest raw damage per hit among all two-handed subtypes. Charged attacks deal approximately double damage. Extremely effective at breaking enemy guards and shields. The slowest swing speed and longest recovery frames in the category. | |
Long forward reach with rapid thrusting attacks. Keeps enemies at a comfortable distance, reducing the need for reactive dodging. Styles range from simple farm pitchforks to refined military polearms. Fastest attack speed among two-handed weapons. | Multiple characters | |
Halberds | A hybrid polearm that combines slashing and thrusting capabilities. Offers both the reach advantage of a spear and the cutting arcs of an axe. Versatile but requires good spacing awareness to take advantage of both attack types. | Multiple characters |
There are 21 confirmed two-handed weapons in Crimson Desert with verified stats. Two-handed weapons have higher base Attack values than one-handed weapons and consistently offer 5 core slots for ability cores (with a few lighter weapons at 3 slots). The crafting cost for two-handed weapons is typically Iron Ore x10 and Copper Ore x3, reflecting their larger material requirements. The table below shows every confirmed two-handed weapon with its full stat breakdown.
Weapon | Attack | Special Stats | Core Slots | How to Obtain |
|---|---|---|---|---|
20 | None | 5 | Damiane's starting weapon | |
14 | None | 5 | Balton region merchant or loot | |
11 | Attack Speed Lv.1 | 3 | Found in Pailune region | |
15 | Attack Speed Lv.1 | 5 | Crafted: Iron Ore x10, Copper Ore x3 | |
16 | None | 5 | Crafted: Iron Ore x10, Copper Ore x3 | |
15 | Critical Hit Chance Lv.1 | 5 | Crafted: Iron Ore x10, Copper Ore x3 | |
18 | None | 5 | Oongka's starting weapon | |
13 | Attack Speed Lv.1 | 5 | Merchant or loot drop | |
17 | Fire damage bonus | 5 | Special encounter reward | |
16 | None | 5 | Crafted: Iron Ore x10, Copper Ore x3 | |
22 | Fire damage bonus, Attack Speed Lv.1 | 5 | Rare boss drop | |
15 | Critical Hit Chance Lv.1 | 5 | Crafted: Iron Ore x10, Copper Ore x3 | |
15 | Critical Hit Chance Lv.1 | 5 | Crafted: Iron Ore x10, Copper Ore x3 | |
15 | Attack Speed Lv.1 | 5 | Crafted: Iron Ore x10, Copper Ore x3 | |
13 | Attack Speed Lv.1 | 5 | Merchant or loot drop | |
16 | None | 5 | Crafted: Iron Ore x10, Copper Ore x3 | |
18 | None | 5 | Sydmon region merchant or loot | |
15 | Critical Hit Chance Lv.1 | 5 | Crafted: Iron Ore x10, Copper Ore x3 | |
16 | None | 5 | Thalwynd region merchant or loot | |
14 | None | 5 | Merchant or loot drop | |
15 | Critical Hit Chance Lv.1 | 5 | Crafted: Iron Ore x10, Copper Ore x3 |
Attack values for two-handed weapons range from 11 (the lightweight Bamboo Spear) up to 22 (the rare Ignir). The Absolute Justice Greatsword at 20 Attack is the strongest commonly available two-handed weapon and serves as Damiane's starting greatsword. The Dekarr Greataxe at 18 Attack is Oongka's starting weapon, giving him immediate access to heavy-hitting greataxe combat. Special stats split between Attack Speed and Critical Hit Chance, with faster weapons like spears and halberds favoring Attack Speed and heavier weapons like warhammers favoring Critical Hit Chance.
Several two-handed weapons have unique properties or story connections that set them apart:
Absolute Justice Greatsword is Damiane's starting greatsword and the highest-Attack commonly available two-handed weapon at 20 base Attack. Despite having no special stat bonuses, its raw damage output makes it a strong choice well into the mid-game. The 5 core slots provide plenty of room for ability cores to customize its capabilities.
Dekarr Greataxe is Oongka's starting weapon at 18 Attack. Greataxes have shorter effective range than greatswords but deliver devastating stagger damage, and the Dekarr Greataxe exemplifies this with its heavy overhead strikes. Oongka's animations with this weapon are among the most impactful in the game.
Ignir is one of the rarest two-handed weapons, obtained as a boss drop. At 22 Attack with both a fire damage bonus and Attack Speed Lv.1, it is the single strongest confirmed two-handed weapon in Crimson Desert. The fire bonus adds flat elemental damage to every hit, making it particularly effective against enemies weak to fire.
Flame Spear at 17 Attack with a fire damage bonus occupies a similar niche to Ignir but in spear form. Its reach advantage and fire damage make it a versatile choice for players who want elemental damage without sacrificing the safety of spear-range combat.
Sydmon Spear at 18 Attack is the highest-damage spear without special stat requirements. For players who want pure raw thrust damage from a polearm, this is the top non-elemental option. It is available through Sydmon region merchants or as loot.
Fighting with a two-handed weapon requires a fundamentally different approach than using a one-handed weapon and shield combination. Without a shield, the player must rely entirely on dodging, spacing, and well-timed attacks to manage incoming damage. The core combat loop revolves around reading enemy attack patterns, creating openings through stagger pressure, and punishing those openings with high-damage swings.
Two-handed weapons excel at staggering enemies and breaking through guarded stances. Every hit from a greatsword, greataxe, or hammer applies significant stagger buildup. Once an enemy's stagger threshold is reached, they enter a vulnerable state where they cannot block or dodge for a short window. Against shielded enemies, two-handed weapons break guards faster than any other melee weapons category. Greathammers and warhammers are particularly effective at this, with charged heavy attacks capable of shattering a guard in a single blow.
The primary drawback of two-handed weapons is their swing commitment. Once an attack animation begins, canceling out of it is either impossible or requires spending a dodge resource. Recovery frames after a full combo chain are noticeably longer than with one-handed weapons, leaving the player exposed to counterattacks. Skilled play involves knowing when to end a combo early rather than committing to every available hit in the chain. Against fast enemies or bosses with short punish windows, restraint is more valuable than aggression.
Greatswords and greataxes have wide horizontal arcs that can connect with multiple targets standing close together. This makes two-handed weapons strong choices for encounters against groups of weaker enemies, where a single sweep can damage three or four targets simultaneously. Spears trade this horizontal coverage for forward reach, making them better suited for single-target pressure in corridors or against enemies that demand precise spacing.
Several members of the Greymanes have strong connections to two-handed weapons. Each character's affinity with a particular subtype affects their available movesets and combat role within the party.
Character | Primary Subtypes | Combat Role |
|---|---|---|
The player character and leader of the Greymanes. Kliff can equip greatswords as one of his weapon options, giving him access to wide-arc attacks that complement his versatile fighting style. When using a greatsword, Kliff trades shield defense for raw offensive pressure and crowd control. | ||
A fellow Greymanes member who favors greatswords. Damiane's moveset with a greatsword emphasizes powerful overhead strikes and sweeping combos. She can deal heavy damage in prolonged engagements and holds her own against larger enemies. | ||
Greataxes, Greathammers | Oongka specializes in the heaviest two-handed weapons available. His greataxe attacks deliver devastating stagger damage, and his greathammer strikes can break through the toughest enemy defenses. He serves as the party's primary frontline damage dealer when heavy hits are needed. |
Like all melee weapons, two-handed weapons can be refined at a blacksmith to increase their base Attack stat. Each weapon can be refined up to 10 levels, gaining roughly +2 to +3 Attack per level. A fully refined two-handed weapon therefore gains between 20 and 30 additional Attack, which is substantial when starting from already high base values.
Refining a two-handed weapon generally costs more materials per level than refining a one-handed weapon, reflecting the larger size and heavier materials involved. The Absolute Justice Greatsword refined to level 10 can reach approximately 40 to 50 Attack, making it one of the most powerful weapons in the late game. Players should prioritize refining their main two-handed weapon steadily rather than spreading materials across multiple weapons, since the cost per level increases sharply at higher tiers.
Refinement affects only the base Attack stat and does not modify special stats, core slots, or weapon-specific perks like the Flame Spear's fire damage bonus. The refinement level persists on the weapon permanently and cannot be lost or transferred.
Two-handed weapons can be obtained through several methods across the game world. The availability of specific weapons depends on the player's progress and the regions they have explored.
Crafting: Players can craft two-handed weapons using materials gathered from the open world. Higher-tier materials such as rare ores and monster parts yield weapons with better base stats. The crafting system allows customization of weapon properties during the forging process.
Merchants: Weapon merchants in towns and settlements stock a rotating selection of two-handed weapons. Regional merchants tend to carry weapons with their local prefix (for example, a Varnian merchant is more likely to sell Varnian-branded weapons).
Enemy drops: Defeating enemies and bosses can reward the player with two-handed weapons as loot. Boss encounters in particular have a chance to drop named weapons with unique stat distributions.
Treasure and exploration: Hidden chests, dungeon rewards, and quest completions can all yield two-handed weapons. Some of the strongest named weapons in the game are found exclusively through exploration rather than crafting or purchasing.
Quest rewards: Certain story and side quests reward the player with specific named two-handed weapons upon completion. These quest-exclusive weapons sometimes have properties not found on crafted or purchased alternatives.
Switch to a two-handed weapon when facing groups of weaker enemies. The wide arcs of greatswords and greataxes let you hit multiple targets per swing, clearing mobs faster than one-handed alternatives.
Against shielded enemies, use a greathammer or warhammer with a charged heavy attack. A single fully charged hit can break most enemy guard stances outright.
Do not always commit to the full combo chain. Ending your attack string one or two hits early gives you enough recovery time to dodge incoming counterattacks, especially against bosses with fast retaliation patterns.
Spears are the safest two-handed option against dangerous enemies. The extra reach lets you land hits from outside most melee retaliation ranges, reducing the punishment for not having a shield.
Pay attention to weapon regional prefixes when shopping at merchants. Buying from a local smith in a region often gives access to that region's full weapon lineup at lower prices than importing the same weapons elsewhere.