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
| Weapon | Category | DMG | Range | Durability | Where to find |
|---|---|---|---|---|---|
Boat Hook Starter weapon, doubles as salvage tool. | Melee | 18 | Short | High | Default loadout |
Fire Axe Best door-breaker. Slow swing. | Melee | 38 | Short | Medium | Lighthouses, fire stations |
Hunting Knife Fast, silent, breaks quickly. Carry two. | Melee | 22 | Touch | Low | Cabins, fishing docks |
Baseball Bat Crowd-control king. Can knock back groups. | Melee | 30 | Short | Medium | Houses, schools |
Crowbar Best pick for crate-busting. Solid vs unarmored. | Melee | 26 | Short | High | Garages, shipyards |
Pistol (Tier 1) Default ranged. Loud. Attracts swarm. | Ranged | 45 | Medium | Medium | Police stations |
Shotgun (Tier 2) Devastating at close range. 4 shells before reload. | Ranged | 110 | Short | Low | Hunting cabins |
Hunting Rifle (Tier 2) Best-in-class for sniping island lookouts. | Ranged | 95 | Long | Medium | Lighthouse tops |
Crossbow (Tier 1) Silent, reusable bolts, slow reload. | Ranged | 60 | Long | High | Cabins, ranger stations |
Molotov Cocktail Area denial. Sets the deck on fire — yes, your deck too. | Throwable | 80 | Medium | High | Crafted at distillery |
Improvised Mine Place on beach, lure zombies in. Vehicle kills for raiders. | Throwable | 140 | Short | High | Crafted at workbench |
Flare Gun Distraction & PvP signaling, not a weapon. | Throwable | 5 | Long | Medium | Boat default |
Deck Cannon Slow fire rate, devastating broadside. Tier-2 hull required. | Boat | 200 | Long | High | Crafted at workbench |
Harpoon Launcher Pulls a single target. Great for boarding defense. | Boat | 90 | Long | High | Crafted at workbench |
Spiked Boom Punts boarders off the deck. Always-on while moving. | Boat | 60 | Touch | High | Crafted at workbench |
Bear Trap Root + damage. Place on chokepoints. | Trap | 50 | Touch | High | Crafted at workbench |
Tripwire Alarm Audible alert. Cheap, reusable. | Trap | 0 | Short | High | Crafted 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).