A Beginner’s Guide To Beast Breaker Weapons
The enemies of Beast Breaker come in a variety of shapes and sizes, with the added modifier of elements. As such, it can be difficult to face each challenge without switching up strategies and arms! Thankfully, the game does offer a fair few weapons to experiment with. While a dedicated player can get far by using only their favourite setup, knowing what each tool does can make the difference between a slog and a blast. Here is a basic primer to get to grips with the four categories and their quirks.
Though there seldom is a definitive “right” answer to take out the many titular Beasts of the game, the four weapon categories, Sword and Shield, Bow, Hammer, and Throwing Knives, each have their own quirks and features that make them suited for specific situations.

Now, it should be stated that the sheer variety of armaments, combined with the mixing and matching of abilities unlocked further in the game, would result in a very long article. As such, I’ll only be going over the general aspects of each weapon group and their quirks. One of the biggest strengths of Beast Breaker is how easy it is to experiment, after all!
Sword and Shield
Being the starter weapon, it is no wonder that the sword and board is one of the simpler categories of armaments. With great range and dependable damage, these tools are useful against most enemies.
However, some of the more high-damage moves are on the expensive side when it comes to Charge, meaning they can only be used once every two or three rounds of combat; planning ahead is a must! Prospective Beast battlers must make sure there aren’t any Scales in the way to ruin their day when lining up that killing blow, after all.

The best facet of the weapon is its long range. This allows you to clear out swathes of Scales pretty easily. Depending on the combination of abilities chosen, you can also stockpile Armour to make sure any suffered hits are tanked. On the other hand, the sword struggles against enemies with a high Regrow stat or tough scales, as the base damage per strike is low.
As an additional, tangential note, I found that the Riposte ability was both fun and interesting to use, having a great risk-reward balance of dealing plenty of damage with the danger of also suffering the same.
Bow and Arrow
The bow is an immediate departure from the zippy sword in many ways, the main of which is the fact that you yourself are no longer the thing being hurled at the enemy. Instead, you have a quiver of arrows that needs to be carefully managed.
Whereas the sword has a limited number of actions per turn, players armed with this weapon can keep on attacking for as long as both their Charge and arrow count stay up. The more ammunition is saved over after a turn, the more Charge is gained on the next, which in turn translates to more arrows!

The bow is amazing at dealing with both targeting multiple sections at once and focusing fire. Because you don’t need to move unless it's for a reload, it is pretty easy to keep on shooting arrows into the same spot. Additionally, quite a few of the abilities offered by bows can convey status ailments, making future damage easier.
However, this does come with some downsides. First off, movement is very limited. As it costs Charge, you may easily find yourself in harm's way with no way to escape. Furthermore, it is important to manage the number of arrows you use carefully; using up all ammunition will result in almost no Charge the next turn, making for little damage or dodging.

The Bow and Arrow is also the weapon for which picking skills is very important, as each ability has an associated arrow cost. Pick a bunch of tricks that gobble up arrows, and you won’t be doing much per turn. Much like with the sword, using low-cost skills while saving up for the big hitters is a good way to go. Just remember to keep at least one arrow in the quiver each turn, if able; it really helps keep up the momentum!
Great Hammer
When it comes to the great hammer, the name of the game is Inertia. Every time a skill is used, its Inertia count increases, and so do the effects of said ability, be it in terms of range, damage, or other bonuses. However, when another skill is used, the Inertia of the unused attack goes down. So, in short, with this weapon in hand, you are pretty much a one-trick pony.
The bright side is that the hammer is among the best weapons when it comes to bypassing Scales altogether. Quite a few of the skills can pass right through your enemy, making precision strikes to Cores easy. With the added benefit of massive damage (when Inertia is high), this was my go-to tool in most cases.

Now, range is definitely a big minus for the weighty implement, as the attacks seldom get you far. As such, avoiding damage or reaching faraway targets can be a bit tricky, even with the ability to pass through Scales. Charge is another limiting factor, as most of your big hits require the resource, leading to the end of a beautiful Inertia chain in order to gain more.
Though slow and a bit unwieldy, the hammer is an amazing weapon once it gets going, allowing the player to completely ignore tough Scales or blocked-off Cores… if you can gain enough Inertia before the Beast goes wild, that is.
Throwing Knives
The throwing knives, unlocked a fair ways into the game, are possibly the most difficult implement to wield out of the lot. Don’t get me wrong, the tool has a big enough damage output to rival the hammer, but making it work takes both skill and planning.
Much like the bow, the knives are a projectile weapon, allowing the player to sit around and fling sharp things at the enemy without having to move an inch. Even better, you can keep on throwing cutlery and other sharp objects for as long as you have ammunition, making for long and deadly turns! Here’s the catch, however: after they’re thrown, you need to pick each errant dagger up again.
Yes, the inevitably dull cleanup after the epic hail of blades can put a damper on things.

Now, the collection radius for the weapons is pretty large, so it’s easy enough to pick them up while repositioning or dodging attacks. However, not all pointy things act alike! Some weapons simply stay where they are after use, whereas others will stick to Cores, walls, or the indestructible parts of Beasts, moving right along with them.
Understanding how your blades work and what they are stopped by is the most important thing about throwing knives, as a correctly picked ability can absolutely annihilate Cores in an instant. It may take some time to get used to, but eventually you’ll get a feel for where each throw will end up, allowing you to plan around picking up and re-throwing weapons all day long.

Due to the nature of limited, but recoverable ammunition, the knives are high-risk, high-reward. If you have a sharp eye and can aim (unlike yours truly), you can keep the attacks raining down, destroying multiple cores in one turn. However, if you miscalculate or your foe moves the foot your Shuriken is currently dangling on out of the screen, it’s bad news bears.
And there you have it! I hope this guide helps you get to grips with the weapons of Beast Breaker. If you think we missed something or have some great tips for beginners, let us know in the comments!
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