Every weapon in Cave Smash
27 weapons fell out of the time rifts. Each has a rarity, which is the era it comes from, and a family, which is how it fights. Rarity is variety: a Legendary weapon is worth at most 15 % more than a Common one.
Common weapons
From: Stone Age

Knobbly Club
CommonFound it. Hit with it. Science.
Dino Femur
CommonThe dinosaur wasn't using it anymore.
Flint Axe
CommonSmall, sharp, surprisingly rude.
Pocket Hatchet
CommonFits in a pocket. Cavemen have no pockets.
Flint Dagger
CommonStabby. Very stabby.
Tusk Comb
CommonGreat for knots. Makes new ones in enemies.
Pointy Stick
CommonThe long-distance relationship of weapons.
Fresh Dung
CommonStill warm. Aim for the face.Rare weapons
From: Antiquity & Middle Ages

Rusty Sword
RareTetanus is also a damage type.
Bent Mace
RareA club that went to college.
Two-and-a-Half Trident
RareOne prong short of a full fork.
Bronze Axe
RareChops first, asks questions never.
Leather Whip
RareSnap. Crackle. Ow.
Rusty Halberd
RareAn axe that keeps its distance.
Stone War Hammer
RareTakes a while. Worth the wait.
Mammoth Femur
RareTwice the bone. Twice the argument.Epic weapons
From: Modern

Cast-Iron Pan
EpicSeasoned with victory.
Clacky Keyboard
EpicCtrl + Alt + Defeat.
Out-of-Tune Guitar
EpicEvery hit is a power chord.
Road Sign
EpicNobody ever stops. They do now.
Nunchaku
EpicHits the enemy most of the time.
Chipped Katana
EpicFolded a thousand times. Dropped once.
Shuriken
EpicComes back never. Bring spares.The six weapon families
The family decides the stat a weapon scales with and its behaviour in a fight.
Heavy
Strength
Heavy weapons scale with Strength. They are slower in hand (88 % of normal speed) and make up for it with the biggest single hits in the game. A heavy hit that is not parried knocks the target back, which delays its next action by 15 % of a turn and puts distance between the fighters.
Light
Agility
Light weapons scale with Agility. They are faster in hand (110 % of normal speed) and every attack is two quick strikes, each dealing 60 % of a normal hit and each rolled separately against the target's dodge. They also add 3 points to the chance of chaining another attack.
Reach
Intelligence
Reach weapons scale with Intelligence. They remove 60 % of the opening delay, so a reach fighter usually lands the first blow. When an enemy with a shorter melee weapon attacks, there is a 10 % chance it cannot get close at all. Thrown weapons ignore that.
Flexible
Intelligence
Flexible weapons scale with Intelligence. They add 10 points to the chance of chaining another attack, and every hit has a 7 % chance to knock the opponent's weapon out of its hand, with no skill needed. A disarmed fighter is back to fists until it pulls something else from its bag.
Thrown
Agility
Thrown weapons scale with Agility. They are always thrown, never swung. A throw can be dodged but never counter-attacked or kept at a distance, a hit pushes the target one step back, and throws hit 3 % harder for every step between the fighters. Each throw uses one ammunition, hit or miss; when it runs out, the hand is empty.
Blade
Intelligence
Blades scale with Intelligence and add 12 points of critical chance on top of what Intelligence already gives. A critical hit deals 1.8 times the damage. Critical chance is capped at 50 %.
Compare all weapons
| Weapon | Rarity | Family | Stat | Base | Scaling | Thrown |
|---|---|---|---|---|---|---|
| Knobbly Club | Common | Heavy | Strength | 13 | 0.73 | 20 % |
| Dino Femur | Common | Heavy | Strength | 14 | 0.71 | 25 % |
| Flint Axe | Common | Light | Agility | 13 | 0.72 | 28 % |
| Pocket Hatchet | Common | Light | Agility | 13 | 0.71 | 30 % |
| Flint Dagger | Common | Light | Agility | 12.5 | 0.74 | 32 % |
| Tusk Comb | Common | Light | Agility | 12.5 | 0.72 | 20 % |
| Pointy Stick | Common | Reach | Intelligence | 13 | 0.72 | 28 % |
| Fresh Dung | Common | Thrown | Agility | 13 | 0.72 | 100 % |
| Rusty Sword | Rare | Blade | Intelligence | 13.5 | 0.76 | 20 % |
| Bent Mace | Rare | Heavy | Strength | 14 | 0.76 | 20 % |
| Two-and-a-Half Trident | Rare | Reach | Intelligence | 13.5 | 0.77 | 25 % |
| Bronze Axe | Rare | Heavy | Strength | 13 | 0.75 | 20 % |
| Leather Whip | Rare | Flexible | Intelligence | 13 | 0.76 | 20 % |
| Rusty Halberd | Rare | Reach | Intelligence | 14 | 0.75 | 20 % |
| Stone War Hammer | Rare | Heavy | Strength | 14.5 | 0.75 | 20 % |
| Mammoth Femur | Rare | Heavy | Strength | 14 | 0.77 | 20 % |
| Cast-Iron Pan | Epic | Heavy | Strength | 14.5 | 0.79 | 20 % |
| Clacky Keyboard | Epic | Flexible | Intelligence | 14 | 0.8 | 20 % |
| Out-of-Tune Guitar | Epic | Light | Agility | 14.5 | 0.78 | 20 % |
| Road Sign | Epic | Heavy | Strength | 14.5 | 0.78 | 20 % |
| Nunchaku | Epic | Flexible | Intelligence | 14.5 | 0.79 | 20 % |
| Chipped Katana | Epic | Blade | Intelligence | 14.5 | 0.8 | 20 % |
| Shuriken | Epic | Thrown | Agility | 14.5 | 0.79 | 100 % |
| Laser Blade | Legendary | Blade | Intelligence | 15 | 0.83 | 20 % |
| Plasma Hammer | Legendary | Heavy | Strength | 14.5 | 0.78 | 20 % |
| Robot Fist | Legendary | Heavy | Strength | 14.5 | 0.78 | 20 % |
| Cyber Club | Legendary | Heavy | Strength | 14.5 | 0.78 | 20 % |
Base damage and scaling are the weapon's own numbers, before the family multiplier. Game data read on 2026-11-12.
How weapons work in a fight
- A new Smasher owns no weapon. Weapons come from level-up drafts: 22 % of draft cards are weapons.
- Every fight starts bare-handed. A Smasher carries up to 6 weapons in a bag and has a 60 % chance, on each turn with an empty hand, to pull one out. Its favourite weapon is three times more likely to come out than each of the others.
- A melee weapon can be thrown at the enemy. A thrown weapon hits 50 % harder, cannot be countered, and is lost for the rest of the fight.
- Drawing a weapon you already own adds a star, up to five. Each star adds 10 % to its base damage and scaling.
Cave Smash is still in development. Numbers on this page are the current values of the game and can change before launch.



