If players want to bludgeon their foes and use their mighty strength to club and smash the gangs of Night City inCyberpunk 2077, then they are going to want to know how to get the best blunt weapons. The best blunt weapons inCyberpunk 2077range from one-handed and two-handed weapons, allowing players to lay down the law and smack their foes so that every hit puts them closer to becoming a Night City Legend.
Whether it’s toimpress Johnny Silverhandor simply to indulge in the cyberpsycho within V, seeing a collection of all blunt weapons inCyberpunk 2077will provide players with a definite list of what weapon they might want to use to bash the brains of thefiercest competition in Night City.
1.2
190
16
+12.5% health return on kills.
As a heavy shovel that heals on kills, the Caretaker’s Spade might be a sought-after weapon, especially with its ties to the Caretaker fromThe Witcher 3: Hearts of Stone. However, this is a weapon exclusive to the Rogue ending path, leaving it in a spot where most players might be finished with the game, to make this weapon worth their time. The biggest issues with the Caretaker’s Spade are the fact that this weapon is burdened with a reduction to movement speed and jump height, and outside of hard-hitting damage, the Caretaker’s Spade doesn’t really do much else.
12
Iconic Modifier
A special version of the weapon capable of additional modification. Optimized design allows for improved handling.
There isn’t much to say about the Baseball Bat x-MOD 2 other than the fact that it’s fairly average and supports the continued trend of x-MOD2 weapons. Modifications allow further synergy with different playstyles, and the improved handling doesn’t mean anything for a baseball bat that’s all about the swing, even if the damage is good and the stamina cost is decent, it just doesn’t feel very Iconic.
0.8
417
Drains a lot of stamina, but inflicts massive damage.
Sasquatch’s Hammer receives an iconicbuff for 2.0, and with that comes a heavy cost. Sasquatch’s Hammer is mighty and weighty, meaning that players are going to struggle moving with it since it denies access to sprinting, dodging, dashing, and even significantly reduces movement speed. However, for players who feel like a tank to shrug off enemies, players are able to crush their enemies with each swing and heavy attack.
1.3
160
9.6
Small chance to apply Poison and/or Shock.
A one-handed club that’s a jack of all trades, the Cottonmouth provides a fair chance that the enemy struck by this weapon will be stunned or shocked, or even poisoned. However, the electrically charged and venomous weapon isn’t just decent because of the elements, but it’s good thanks to its damage and speed to provide a decent performance from a thin stick.
2.6
106
Trusty as always.
The Crowbar is always trusty and reliable as both a tool and a melee weapon, and this weapon has decent damage per hit, a chance to stun, but at a demanding stamina cost. Another drawback of the Crowbar is that players are forced toside with Solomon Reed, and even so, players might even miss this weapon due to its being held in the dark.
1.5
171
Every consecutive attack in a combo increases Crit chance.
The Baby Boomer is designed to be used in a combo of hard hits and swings, allowing players to use its low stamina cost to hit enemies repeatedly. With the Baby Boomer, each swing has a chance to provide bleeding and stun, and the more players hit an enemy, the higher the chance for a critical hit, meaning even more damage to bash brains and bones.
High chance to apply Bleeding. Low chance to apply Stun.
The Gold-Plated Baseball Bat isn’t just used for its stellar design that exceeds known wealth, but for its incredible stats. One effect from the Gold-Plated Baseball Bat provides a 100% bleeding chance, which means that every hit from this vicious baseball bat will draw blood from enemies, and that’s with an additional 25% chance to stun enemies. It swings fast and hits hard, and is a lot of fun for those who just likehitting things for bruises instead of cuts.
131
Deals less damage, but with a chance to knock out a target using a Strong Attack.
The less damage provided by Tinker Bell is insignificant in the long run, especially when one considers the stun chance and shock chance provided with each attack. Players can even charge Tinker Bell for 1 second to provide a strong attack that might knock out enemies, forcing enemies to drop to the ground. If players are seeking a shock baton to repeatedly stun, shock, and knockout enemies, then Tinker Bell will easily send them to Neverland, even if it’s a weapon with creepy origins from River Ward.
1.71
133.43
8
Hits against a knocked-down enemy increases attack speed. Strong attacks deal more damage.
Murphy’s Law is a spoiled weapon, and one that can basically do anything. With different chances for armor penetration, bleeding chance, stun chance, and shock chance, players have an appropriately named weapon. With attacks that can hit multiple enemies at once, Murphy’s Law provides brutal swings at the cost of very little stamina, which is even better when facing knocked-down enemies, thanks to afurther increase in attack speedand more damage from strong attacks.
2.2
109
Strike your enemy in the face and watch their pride crumble as your Crit Chance rises!
After spending a memorable night with Meredith Stout, players are gifted a toy on the bed that can be used in pleasure and war. This weapon, Sir John Phallustiff, is far too lewd to showcase here, but there’s no denying its power. Every hit will increase crit chance, and every hit also has a chance to stun foes, probably out of confusion for what they’ve just been hit by. With strong damage and nice stamina cost, Sir John Phallustiff is hilarious to use andequally as powerfulas it is humorous.