Weapons

Last Harbor weapons list

Melee, ranged, throwables, traps and boat-mounted hardpoints — every Last Harbor weapon compared by damage, range, durability and best use case.

Weapons in Last Harbor split into five categories: melee, ranged, throwables, traps, and boat-mounted. The first three are personal; the last two are boat-integrated and can only be used on or near your vessel. The table below lists every weapon we have seen or that has been confirmed in tinyBuild press material, with stat ranges that are our best estimate from the reveal trailer and dev diaries.

Weapon comparison table

WeaponCategoryDMGRangeDurabilityWhere to find

Boat Hook

Starter weapon, doubles as salvage tool.

Melee18ShortHighDefault loadout

Fire Axe

Best door-breaker. Slow swing.

Melee38ShortMediumLighthouses, fire stations

Hunting Knife

Fast, silent, breaks quickly. Carry two.

Melee22TouchLowCabins, fishing docks

Baseball Bat

Crowd-control king. Can knock back groups.

Melee30ShortMediumHouses, schools

Crowbar

Best pick for crate-busting. Solid vs unarmored.

Melee26ShortHighGarages, shipyards

Pistol (Tier 1)

Default ranged. Loud. Attracts swarm.

Ranged45MediumMediumPolice stations

Shotgun (Tier 2)

Devastating at close range. 4 shells before reload.

Ranged110ShortLowHunting cabins

Hunting Rifle (Tier 2)

Best-in-class for sniping island lookouts.

Ranged95LongMediumLighthouse tops

Crossbow (Tier 1)

Silent, reusable bolts, slow reload.

Ranged60LongHighCabins, ranger stations

Molotov Cocktail

Area denial. Sets the deck on fire — yes, your deck too.

Throwable80MediumHighCrafted at distillery

Improvised Mine

Place on beach, lure zombies in. Vehicle kills for raiders.

Throwable140ShortHighCrafted at workbench

Flare Gun

Distraction & PvP signaling, not a weapon.

Throwable5LongMediumBoat default

Deck Cannon

Slow fire rate, devastating broadside. Tier-2 hull required.

Boat200LongHighCrafted at workbench

Harpoon Launcher

Pulls a single target. Great for boarding defense.

Boat90LongHighCrafted at workbench

Spiked Boom

Punts boarders off the deck. Always-on while moving.

Boat60TouchHighCrafted at workbench

Bear Trap

Root + damage. Place on chokepoints.

Trap50TouchHighCrafted at workbench

Tripwire Alarm

Audible alert. Cheap, reusable.

Trap0ShortHighCrafted at workbench

Best Last Harbor weapons by role

For the solo captain

The hunting knife + crossbow combo is the strongest stealth loadout we have identified. The knife is silent and fast; the crossbow kills any non-brute zombie in one headshot and uses reusable bolts. Carry two knives — they break.

For the boarding-defense player

The shotgun and the spiked boom combo is what you want on deck. The shotgun handles clustered boarders; the boom passively punishes anyone who tries to climb up the side.

For the PvP captain

The harpoon launcher and deck cannon combo is the meta for hostile boats. The harpoon slows an enemy boat, the cannon sinks it. Always have a melee weapon drawn when an enemy closes — the deck cannon is useless at zero range.

Weapon durability & repair

Every weapon in Last Harbor degrades with use. Melee weapons degrade fastest (a hunting knife may last one looting run), ranged weapons degrade with firing, and boat weapons only degrade under use. Repair at a workbench with salvaged metal — never throw a broken weapon away. A repaired Tier-2 weapon outperforms a fresh Tier-1 every time.

What we still don't know

  • Whether firearms will be balanced around single-shot (Valheim-style) or magazine (Tarkov-style).
  • Whether brute zombies will be immune to small arms and require explosives.
  • Whether mod slots will exist on weapons (suppressors, scopes, bayonets).

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