There is no official weapon count for No More Room in Hell 2 — the studio has never published one, and the September update adds more attachments, so any "total" you see quoted is someone's guess with a shelf life. What can be pinned down is the part that actually decides fights: exact melee damage numbers, and how you get a weapon into your hands in the first place.
How you get weapons
There are two routes, and they are not interchangeable.
- Map drops. Whatever you find in the world. Firearms have a chance to spawn carrying different amounts of ammunition depending on the difficulty you picked, so the same rifle is a different weapon on Beginner than on Nightmare.
- Loadout. What you bring in with you, bought with Credits. Loadouts are purchased per character rather than per account, so a new Responder starts with an empty locker no matter how much your account has spent.
Melee tier list with exact damage
Melee weapons have an internal tier 1/2/3 grading, and the 1.0 update moved several weapons between tiers. The numbers below are light / heavy / charged damage, with headshot figures where they differ.
| Rank | Weapon | Light / heavy / charged | Headshot | Notes |
|---|---|---|---|---|
| S | Fire Axe | 35 / 50 / 65 | 60 / 80 / 100 | The ceiling. Not fast, just brutally consistent |
| A | Tree Trimmer | 25 / 30 / 35 | — | Best reach and best dismemberment; the crawler-maker |
| A | Machete | 20 / 25 / 34 | — | Speed and combos; charged dismemberment reaches 60 |
| A | Hatchet | 20 / 25 / 34 | — | Same numbers as the machete, opposite style: heavy-first, 60 on heavy and charged dismemberment |
| A | Shovel | 20 / 25 / 34 | 50 charged | Heavily buffed in 1.0; the real edge is reach |
| B | Baseball Bat | 20 / 25 / 33 | — | Tier 3 to tier 2, but light swing speed cut 20% |
| B | Large Pipe | 20 / 25 / 33 | 35 heavy | Tier 1 to tier 2; longer reach and a wider sweep than small blunt weapons |
| B | Cleaver | 15 / 25 / — | 50 charged | 1.0 raised the light hit to 15 and charged headshots to 50, and made it faster |
| B | Tire Iron | 13 / 15 / 20 | 25 / 30 / 35 | Its whole case is speed |
| C | Small Pipe | — | 20 / 30 / 35 | One-handed, so you keep the flashlight up |
| C | Red Bar | 15 light | 35 heavy | 1.0 cut the light hit and raised the heavy headshot; two-handed but unremarkable |
| C | Small Wrench | 13 heavy | — | Faster charge in 1.0; reach is the weakness |
| D | Small Knife | — | — | Very fast, low damage, poor dismemberment. A stopgap |
| D | Hockey Stick | 15 light | — | Dropped to tier 1. Good reach and sweep, not enough damage |
| F | Mallet | 10 / 13 / 15 | 20 / 25 / 30 | The default starting weapon. Replace it with anything |
Reading that table
The Fire Axe is the only S, and it earns it by raw numbers rather than by being clever. If you find one, it is the fight-ender.
The Tree Trimmer is the interesting entry. Its damage is unremarkable, but it has the best reach and the best dismemberment in the game, which makes it a crowd-control tool rather than a killing tool — take the legs off and a walking zombie becomes a crawler you can ignore. An entire build style is built on that one property.
At the bottom, the Mallet is what you start every run holding. It is in F for a reason. Trading up is one of the first things to do on any map.
Firearms
Guns exist in handgun, SMG, rifle and shotgun families, and they take attachments: sights, scopes and suppressors. Attachments can be fitted during a match, not just in the menu. The September update is adding muzzle devices and laser sights to that list.
One published 1.0 ranking of the game's guns, from GameRant, puts them in this order from sixth to first: MP5, 1911, Rochester 1873, M14, X12 Super, M7A1. Treat that as one outlet's read rather than a settled fact — nobody has published per-gun damage numbers the way the melee tier list above does.
What not to trust
Third-party weapon lists tend to quote totals with confidence. Two of the figures in circulation are demonstrably wrong: the widely repeated "14 guns" is contradicted by lists that then name fifteen, and "4 throwables" is wrong because one of the four is a Proximity IED trap rather than a thrown item.
Since the studio publishes no counts and the roster changes with each update, this page lists what can be verified individually and skips the totals.