Warhammer: End Times - Vermintide

Warhammer: End Times - Vermintide

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Melee Weapons and You!
By Jackalope ♥♥♥♥♥♥
Many melee weapons have many different properties making them better or worse for some playstyles or situations. Some people can excel at weapons with large downsides if they can put themselves in the right situation. Here I will go over specific a combination of things like animations, weapon swing paths, and animation lockouts rather than straight damage. A lot of weapons are similar to others or seeming straight copies.
   
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Terms
These are terms I will use to referance the handling of a weapon.
  • Full Combo Number- the number of unique animations for attacking till they repeat
  • Full Combo Time- how long it takes the weapon till it repeats attack animtaions
  • Weapon Swing Path - simplified term that in some other games called weapons tracers, the path the weapon moves during a swing dealing damage to things it collides with
  • Attack Animation Lockout - the amount of time after a Full Combo has completed that no attacks may be issued. May still dodge, block, move, etc.

    Also directional indicators for combos.

    • ← - horizontal right to left
    • → - horizontal left to right
    • ⇆ - simultanious horizontal strike
    • ↑ - stab
    • ↓ - overhead slash
    • ⇊ - dual overhead slash
    • ↖ - lower right to upper left
    • ↗ - lower left to upper right
    • ↘ - upper left to lower right
    • ↙ - upper right to lower left
    • ⤩ - cross slash
Witch Hunter (Victor Saltzpyre)
The Witchhunter has a mild weapon stash of 3 so far. All of them with very different styles.

Rapier

A quick weapon with extra headshot damage and a pistol shot special action.

Normal Attacks
Full Combo Number: 3, 2 swings
Full Combo Time: ~1 sec
Weapon Swing Path: Cleaves through multiple enemies
Attack Animation Lock: None/near unnoticable
Combos: ↙ ↘ ↖, ↘ ↖

Charged Attacks
Full Combo Number: 1 swing
Full Combo Time: ~0.5 sec
Weapon Swing Path: Can stab through multiple enemies but need to be very close.
Attack Animation Lock: None/near unnoticable
Combos:

Summary
A bit odd but it starts off with 3 attacks when you start a combo. A wide diagonal from upper right to lower left followed by a wide upper left to lower right then a return strike from lower right to upper left then only repeating the last two strikes till you stop attacking for a couple seconds, then it will reintroduce the first strike again. The swings are wide enough that you can easily hit multiple enemies/heads. Despite the thin blade, it is not obstructed by bodies so hack away. There is negligable animation lock allowing you to continue attacking pretty much continuously and this always be doing damage. The charge attack is a thrust that is very accurate. It comes out quick and has three seperate start positions but they don't affect anything as they all are essentially straight thrusts towards your reticle. Very hard to penetrate an enemy into another but you likely will only use it for armored targets which are thicker than they tiny vermin you can hack away with your normal attack.

Two-handed Sword

Mediocre to slow weapon that has decent cleave

Normal Attacks
Full Combo Number: 2 swings
Full Combo Time: ~1.5 sec
Weapon Swing Path: Cleaves through multiple enemies
Attack Animation Lock: None/near unnoticable
Combos: ↙ ↘

Charged Attacks
Full Combo Number: 2 swings
Full Combo Time: ~2.5 sec
Weapon Swing Path: Cleaves through multiple enemies
Attack Animation Lock: None/near unnoticable
Combos: ← →

Summary
Normal attacks hit about the same amount of enemies as the Rapier but slower and a bit harder. It has two strikes, starting with an upper right to lower left followed by an upper left to lower right. Very simple and swings cover a lot of area not covered by the previous swing. Cleaves well allowing for efficient crowd clearing. This is a slower weapon overall though and during swing animations you move at reduced speed so keep that in mind. Winding up to hit a group can leave you vulnerable till the swing comes down. Charged attacks are basically mostly horizontal strikes from right to left and left to right then repeat. Good clearing power and damage. Flatter swing paths cross eachother more and are likely to hit targets not felled by the first strike again with the backswing. Obviously has cleave.

Axe

Armor penetrating on all attacks but handles much different than you would think.

Normal Attacks
Full Combo Number: 3 swings
Full Combo Time: ~2 sec
Weapon Swing Path: Damages first hit in path
Attack Animation Lock: ~0.25sec
Combos: ↙ ↘ ←

Charged Attacks
Full Combo Number: 1 swing
Full Combo Time: ~1 sec
Weapon Swing Path: Damages first hit in path
Attack Animation Lock: None/near unnoticable
Combos:

Summary
This on starts off promising. Wide sweeping swings that aren't slow. Upper right to lower left into an upper left to lower right and a horizontal right to left. With a path like that you will hit something, the problem is when you do. The first target you hit stops your blade. No cleave at all. After you hit something you are locked for a short amount of time before the next swing starts up. The supposed saving grace is that normal attacks pierce armor but that still makes it fall short when you are surrounded by rats to choke your blade. Your charged attack is of no help to your swarm clear as it is a quick overhead chop. Likely will decapitate anything you hit but will only hit one target even if two rats are inside eachothers model. The first one hit takes damage and the other will attack you from his buddies corpse. Good at clearing out specials and Stormvermin but lackluster elswhere. Not recomended for beginners as it provides a challenge of only attacking 1 rat at a time.
Waywatcher (Kerillian)
4 weapons for the Elf and they all play differently than any other characters but share some similarities between them. Can attack while blocking with some weapons!

Dual Daggers

Fastest melee weapon around but lower damage to compensate.

Normal Attacks
Full Combo Number: 4 swings
Full Combo Time: ~1.75 sec
Weapon Swing Path: Swings cleave through multiple enemies while stabs do not
Attack Animation Lock: ~0.5 - 0.75sec
Combo: ↖ ↗ ↑ ↑

Charged Attacks
Full Combo Number: 1 swing
Full Combo Time: ~0.5 sec
Weapon Swing Path: Stops on first hit
Attack Animation Lock: None/near unnoticable
Combo:

Summary
Fun weapons with a very focused attack cone. Lower right to upper left into a lower left to upper right followed by 2 right hand stabs that hit a bit the the right of the reticle. First two strikes hit a good area but lack range then followed by two short ranged single target stabs and a bit of animation lock. Not supremely good at crowds but can kill individuals quickly. Also has an affinity for headshots so if you can make your hit count then you won't leave your self as vulnerable but still not going to deal with crowds fast. Of note is blocking which is special for the Waywatcher. Like others you can block right as you enter your animation lock to mitigate damage but as you push, if you hold down the attack button you will thrust with your free dagger then launch into a combo again. This alleviates some of her vulnerabilities but only if you have block available. Being surrounded is still very bad. Her charged attack is a dual overhead stab on the first target hit. Comes out fast but only single target. Spammable but terrible for crowd clearing. You will likely be familiar with these as you start with them but unless you like a challenge I would suggest swaping to any other weapon till you get more experience.

Sword

Middle of the road all arounder but not great at anything.

Normal Attacks
Full Combo Number: 3 swings
Full Combo Time: ~1.5 sec
Weapon Swing Path: Swings cleave through multiple enemies while stab does not
Attack Animation Lock: None/near unnoticable
Combo: ↙ ↘ ↑

Charged Attacks
Full Combo Number: 1 swing
Full Combo Time: ~0.5 sec
Weapon Swing Path: Stops on first hit
Attack Animation Lock: None/near unnoticable
Combo:

Summary
It's like the weapon the axe could have been. Upper right to lower left into upper left to lower right with a right handed stab finisher. Hits are solid but the stab leaves a gap in your attack where you aren't hurting everything in front of you making them trigger a hurt animation so you don't take damage. You can backstep to try and avoid the possible incoming hits or block before you stab if surrounded. This weapon is the only one that doesn't attack while blocking so you can lose potential damage if you block a lot (not that blocking is bad. You should block ლ(ಠ益ಠლ)) Cleaves well mostly though the swing arcs can seem a bit narrow at times. Also doesn't lock you so feel free to mash the attack button if you aren't in danger of recieving damage. Charged attack is basically the same as the axe. Fast hard hitting overhead chop with no crowd clear. Stormvermin go away button.

Dual Swords

Everything good about the sword but better.

Normal Attacks
Full Combo Number: 4 swings
Full Combo Time: ~2 sec
Weapon Swing Path: Cleaves through multiple enemies
Attack Animation Lock: ~0.25
Combo: ↙ ↘ ↖ ↗

Charged Attacks
Full Combo Number: 2 swings
Full Combo Time: ~1.5 sec
Weapon Swing Path: Cleaves through multpile enemies
Attack Animation Lock: None/near unnoticable
Combo: ⤩ ⇆

Summary
"Crowd-be-gone" the weapon. Nearly ever attack from these are wide and hit a ton of stuff. Upper right to lower left into upper left to lower right into lower right to upper left and a final lower left to upper right. Cleave for days. Pair each swing with a torso twist or sidestep to hit even more. Has a very small lock at the end that is hardly noticable but if you feel inclined these also do the block attack so go crazy or play it safe. Great all around coverage and speed. Charged attacks are great for crowds as well. First a dual X slash at once and the second is a flat horizontal double slash. Great clear and can come out fast. Only weapon without stabs if that's a concern for you.

Sword and Dagger

A hybrid blending the two weapons with some quirks.

Normal Attacks
Full Combo Number: 4 swings
Full Combo Time: ~1.5 sec
Weapon Swing Path: Swings cleave through multiple enemies while stab does not
Attack Animation Lock: ~0.5 sec
Combo: ↖ ↘ ↗ ↑

Charged Attacks
Full Combo Number: 2 swings
Full Combo Time: ~1.5 sec
Weapon Swing Path: Cleaves on first, stops on first hit on second
Attack Animation Lock: None/near unnoticable
Combo: ⤩ ⇊

Summary
A unique blend if you wanted faster swords or farther reaching better cleaving daggers. A lower right to upper left into upper left to lower right into a lower left to upper right and ending with a right handed stab. First three hits feel like the Dual Swords. First two follow the same arc and the third crosses them. Ends with a stab like the dagger which it inherits its small lock time from. It's combo ends much like the swords but this weapon has the benefit of the block stab. Also normal attacks get bonus headshot damage so put that stab to good use. Charged attack is odd. Starts with the Dual Swords X shaped slash then goes into the overhead V from Daggers. Both retain the properties from their parent weapons. This does mean that you can't spam charged attacks for wave clear as your second will be a single target strike. it's most efficient to lead with a charged and then combo or end a combo with a charged, with starting being the easier one. Daggers big brother or Dual Swords little brother. It's the middle child and wants to be like it's siblings and tries really hard for better or worse.
Dwarf Ranger (Bardin Goreksson)
This guy likes weapons. Some unique and some repeats. I wont waste time on repeats and will instead guide you to the weapon it is a repeat of.

Axe

This one's a repeat, sorry. Please refer to the Witch Hunters Axe.

Axe and Shield

Shares armor piercing with axe but really only secondary to the shield.

Normal Attacks
Full Combo Number: 3 swings
Full Combo Time: ~2 sec
Weapon Swing Path: Stops at first target hit
Attack Animation Lock: 0.5 sec
Combo: ↙ ↘ ↓

Charged Attacks
Full Combo Number: 3 swings
Full Combo Time: ~2 sec
Weapon Swing Path: Hits multiple enemies
Attack Animation Lock: None/near unnoticable
Combo: ↑ ← →

Summary
Has the axe with a slightly different combo. Last hit can hit heads reliably but still has cleaving issues on top of animation lock at the end. Good for hitting enemies you knock down (which you will, a lot) like Stormvermin. The reason you bring this is the shield though. Three swings that have near identical swing paths and come out fast for reliable knockback on many targets. You will likely charge attack 90% of the time. Even though you are a Dwarf the range is deceptively long. Though is does less damage than your normal attack, you hit more targets and more reliably and safely. You will basically never need to push while blocking uunless you can't get off a charged attack, then just go to town. Faster charge attack than the Hammer and Shield which in my oppinion makes this better.

Great Axe

Like a mix of the Two-handed Sword and Two-handed Hammer. Only shares innate armor piercing with Axe.

Normal Attacks
Full Combo Number: 2 swings
Full Combo Time: ~1.5 sec
Weapon Swing Path: Cleaves through multiple enemies
Attack Animation Lock: None/near unnoticable
Combo: ↓ ↓

Charged Attacks
Full Combo Number: 2 swings
Full Combo Time: ~2 sec
Weapon Swing Path: Cleaves through multiple enemies
Attack Animation Lock: None/near unnoticable
Combo: ← →

Summary
About as fast as a Two-handed sword but more damage. The thing is it's two normal attacks are overhead chops with very slight angle deviation to either side. It can cleave but they have to be on top of each other for it to work. Really only for armored targets you need to drop fast. The charged attack is also like the Two-handed Sword with two horizontal slashes with a slight angle to them. It covers less ground than the former as it has shallower swings and has less damage. Cleaves but you need to twist and sidestep to make it keep up with the Two-handed Sword.

Hammer

Quick little guy that packs a punch for it's size.

Normal Attacks
Full Combo Number: 4 swings
Full Combo Time: ~2 sec
Weapon Swing Path: Hits multiple enemies
Attack Animation Lock: 0.75 sec
Combo: ↙ ↘ ↖ ↓

Charged Attacks
Full Combo Number: 1 swings
Full Combo Time: ~0.5 sec
Weapon Swing Path: Damages first hit
Attack Animation Lock: None/near unnoticable
Combo:

Summary
Smash things in the face fast. Very similar in damage and play to the Waywatchers Sword. Wide attacks cover your front hitting more enemies than the sword and knocking them around. Last hit is and overhead bonk to the noggin then a hefty lock. Try blocking after a combo to alleviate this. It controls crowds well and can score easy headshots. Charged attack is the same as Axe and Sword. Smash armored targets in the head with it. Normal attacks for crowds and charged for armor/specials.

Hammer and Shield

Hammer version of Axe and Shield with slight adjustments.

Normal Attacks
Full Combo Number: 3 swings
Full Combo Time: ~1.75 sec
Weapon Swing Path: Hits multiple enemies
Attack Animation Lock: 0.5 sec
Combo: ← ↘ ↓

Charged Attacks
Full Combo Number: 3 swings
Full Combo Time: ~2.5 sec
Weapon Swing Path: Hits multiple enemies
Attack Animation Lock: None/near unnoticable
Combo: ↑ ← →

Summary
The alternative to the Axe and Shield and still very much viable I think. Three moderate speed swings, the first of which is horizontal so you are guaranteed to hit nearly everything in front of you. Ends with a head bonk like the Hammer and same advice applies. Gives up some damage and speed from Axe/Shield for being able to hit multiple targets and doesn't have armor penetration. The shield is the same for stats but it acts weird. For some reason even though both have the same speed for charged attacks, this one is slower. I can only fathom that it has to do with the slower normal attack speed somehow. Pulling off fast consecutive shield slams like you could with Axe/Shield will cause you to throw in normal attacks for some reason. I'm not sure the reason for it but it's a thing you should be aware of when going from one to another. Still a good weapon that you can use normal attacks on without feeling gimped.

Two-handed Hammer

Knockdown in spades.

Normal Attacks
Full Combo Number: 2 swings
Full Combo Time: ~1.5 sec
Weapon Swing Path: Hits first target then stops
Attack Animation Lock: None/near unnoticable
Combo: ↓ ↓

Charged Attacks
Full Combo Number: 2 swings
Full Combo Time: ~2.0 sec
Weapon Swing Path: Hits multiple enemies
Attack Animation Lock: None/near unnoticable
Combo: ← →

Summary
It handles similar to the Great Axe. Two overhead bashs with armor penetration that stop on the first target. You won't use it too often. Charged attack is where it's at. Hits fast and wide like a Two-handed Sword but with a more horizontal swing. Has knockdown like the Shields too but more damage and slightly quicker in some cases. Use for those times when you want to play like a Great Axe or Two-handed Sword but knockdown is more important than damage.
Bright Wizard (Sienna Fuegonasas)
Able to not entirely rely on melee she only has 1 unique weapon.

Sword

Not to be confused with the Waywatchers Sword. Actually is a copy of the Empire Soldiers Sword.

Normal Attacks
Full Combo Number: 3 swings
Full Combo Time: ~1.5 sec
Weapon Swing Path: Cleaves through multiple enemies
Attack Animation Lock: 0.25 sec
Combo: ↙ → ↓

Charged Attacks
Full Combo Number: 2 swings
Full Combo Time: ~2 sec
Weapon Swing Path: Cleaves through multiple enemies
Attack Animation Lock: None/near unnoticable
Combo: ← →

Summary
Pretty fast normal attacks that hit a decent amount of enemies. Last hit is not likely to hit many more than 1 unless they are stacked on top of each other. A small lock at the end of the combo that's almost not noticeable. Standard horizontal swings that hit a lot and come fast. Good all round weapon for the Bright Wizard.

Mace

Knockdown is your goal for when you need a breather to cast.

Normal Attacks
Full Combo Number: 4 swings
Full Combo Time: ~2.5 sec
Weapon Swing Path: Hits multiple enemies
Attack Animation Lock: None/near unnoticable
Combo: ↓ ↖ → ←

Charged Attacks
Full Combo Number: 1 swing
Full Combo Time: ~0.5 sec
Weapon Swing Path: Damages first target hit
Attack Animation Lock: None/near unnoticable
Combo:

Summary
Plays a bit like a slower reverse Hammer from the Dwarf since it oddly starts with an overhead bash. Last two hits are horizontal and can hit reliably. It's charge attack is another linear head smash attack with the same stats as others. This weapon keeps the beating going with it's wide strikes, just watch for the overhead leaving you open. It's at the start of the combo so you can't cut it out by blocking.

Flaming Sword

It's on fire. Why do you own other weapons?

Normal Attacks
Full Combo Number: 3 swings
Full Combo Time: ~1.5 sec
Weapon Swing Path: Cleaves through multiple enemies
Attack Animation Lock: None/near unnoticable
Combo: ← ↘ ↑

Charged Attacks
Full Combo Number: 2 swings
Full Combo Time: ~2 sec
Weapon Swing Path: Cleaves through multiple enemies
Attack Animation Lock: None/near unnoticable
Combo: ← →

Summary
Well despite the name it's actually not just a copy of a sword but on fire. Wide starting slash hits everything in front with a nice follow up and a stab, but no lock to it start the combo again real quick. It's actually nice when you get use to it. Normal attacks do a bit less than normal Swords and the charge does more. And it's on fire. Same charge as the Sword but more damage and it burns them for more minor damage over time. Just a different flavor than Sword but pick this if you plan on charge attacking to victory.
Imperial Soldier (Markus Kruber)
Another man with weapons galore and some good crowd control. End of the line here and there are some repeat weapons.

Sword

This one is a repeat of the Bright Wizards. Same stats and all so check out that one.

Sword and Shield

Another shield combo. This one is well balanced.

Normal Attacks
Full Combo Number: 3 swings
Full Combo Time: ~1.5 sec
Weapon Swing Path: Cleaves through multiple enemies
Attack Animation Lock: 0.25 sec
Combo: ↙ ↘ ←

Charged Attacks
Full Combo Number: 3 swings
Full Combo Time: ~2 sec
Weapon Swing Path: Hits multiple enemies
Attack Animation Lock: None/near unnoticable
Combo: ← → ↑

Summary
Wide normal attack strikes can hit a fair number of targets but a bit slower. A light animation lock at the end that you can block or backstep through or..... Shield Bash! Charged attack shield speed on par with the Dwarfs Axe/Shield. Wail away at hordes for mass blunt trauma death. You will probably charge attack most of the time with groups since it does the same damage as a normal but hits more targets and will likely save your team but the normal attack isn't as crippling against multiple targets as the Axe.

Mace

Didn't we see this before?

Normal Attacks
Full Combo Number: 4 swings
Full Combo Time: ~2 sec
Weapon Swing Path: Hits multiple targets except last hit
Attack Animation Lock: 0.5 sec
Combo: ← → ↖ ↓

Charged Attacks
Full Combo Number: 1 swings
Full Combo Time: ~0.5 sec
Weapon Swing Path: Damages first target hit
Attack Animation Lock: None/near unnoticable
Combo:

Summary
Ok so the charged attack is the same at the Bright Wizards and all other overhead smashies. The thing about this is it's normal attacks are a lot like the Dwarfs Hammer. Fast and wild hitting with a noggin cracker at the end. Basically play it like the Hammer and you're fine. Even comes with that dandy animation lock at the end so you know what to do.

Mace and Shield

The last of the shields but not that much different. While you think I would say something new you get tricked. This is just a reskin of Hammer/Shield. Sorry to disappoint. Check out the Dwarf for this one.

Two-handed Sword

Sorry again. Same as the Witch Hunters. Please backtrack to his page.

Two-handed Hammer

Alright now we have... another repeat. I promise I'm not just being lazy. Captain Weapon Theif here has very few weapons to his name acually. This one belongs to the Dwarf. Still a good weapon.
Conclusion
That's it so far. I hope this guide helped some people with how weapons perform. I would like to update it if new information becomes available so stay tuned. Thanks for reading.
9 Comments
Jackalope ♥♥♥♥♥♥  [author] Dec 14, 2015 @ 1:46pm 
@KOTL The two-handed sword and many others aren't exactly horizontal or whatever direction I stated. There are liberties taken in the descriptions because saying horizonal +10° is marginal and likely not going to change how it is played or handles. The swing arc is closer to horizontal plane than diagonal (~45°). It also doesn't drop the end of the swing far blow the waist as a diagonal cut would. Overall if found the slant of the strikes deviating from the horizontal plane negligable and for ease of referance chose to classify them as horizontal.
Rune Dec 14, 2015 @ 1:34pm 
Two-handed Sword: Charged attack, first swing, isnt clearly horizontal, it goes sligly from upper right to sliglthy left bottom. Second charged attack is the same but reversed. I would guess it to be 10° or 15° degree.
On comparation Hammer is clearly horizontal or just few un-noticalbe degrees.
alucard.gaming@*****software.com Dec 11, 2015 @ 3:29pm 
You've got the power
Major Dec 5, 2015 @ 9:56pm 
Great Info :albedothumbsup:
Markie Dec 4, 2015 @ 3:34pm 
For the sargentt the mace shield charge attack vs the sword sheild attack is
^>< Vs <>^ respectfuly. Meaning your first cleave is gibbed for the knockback due to it only hitting one target. Should mention that.
UR|Zuzuzu Dec 2, 2015 @ 2:57pm 
The falchion is just the name of orange Soldier weapon in the 'sword' category. So, yes, it does include it.
Ricky PP Dec 2, 2015 @ 12:56pm 
Does this include the flachion?
oh1no Nov 27, 2015 @ 7:02am 
axeshield dwarf+charged attack=can't get hit
Fred Nov 27, 2015 @ 6:34am 
I always feel as if the charged attack for the dual swords is far slower than the sword and dagger. As in comparing charged attacks for hammer and axe shield variants. In my opinion sword and dagger is the superior choice, but then again I barely play Elf.