Cave Smash

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.

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

Base damage and scaling are the weapon's own numbers, before the family multiplier.
WeaponRarityFamilyStatBaseScalingThrown
Knobbly ClubCommonHeavyStrength130.7320 %
Dino FemurCommonHeavyStrength140.7125 %
Flint AxeCommonLightAgility130.7228 %
Pocket HatchetCommonLightAgility130.7130 %
Flint DaggerCommonLightAgility12.50.7432 %
Tusk CombCommonLightAgility12.50.7220 %
Pointy StickCommonReachIntelligence130.7228 %
Fresh DungCommonThrownAgility130.72100 %
Rusty SwordRareBladeIntelligence13.50.7620 %
Bent MaceRareHeavyStrength140.7620 %
Two-and-a-Half TridentRareReachIntelligence13.50.7725 %
Bronze AxeRareHeavyStrength130.7520 %
Leather WhipRareFlexibleIntelligence130.7620 %
Rusty HalberdRareReachIntelligence140.7520 %
Stone War HammerRareHeavyStrength14.50.7520 %
Mammoth FemurRareHeavyStrength140.7720 %
Cast-Iron PanEpicHeavyStrength14.50.7920 %
Clacky KeyboardEpicFlexibleIntelligence140.820 %
Out-of-Tune GuitarEpicLightAgility14.50.7820 %
Road SignEpicHeavyStrength14.50.7820 %
NunchakuEpicFlexibleIntelligence14.50.7920 %
Chipped KatanaEpicBladeIntelligence14.50.820 %
ShurikenEpicThrownAgility14.50.79100 %
Laser BladeLegendaryBladeIntelligence150.8320 %
Plasma HammerLegendaryHeavyStrength14.50.7820 %
Robot FistLegendaryHeavyStrength14.50.7820 %
Cyber ClubLegendaryHeavyStrength14.50.7820 %

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.

Read how fights work

Cave Smash is still in development. Numbers on this page are the current values of the game and can change before launch.