WeaponsintermediateUpdated: 10/15/2026

Ratatan Weapon Comparison: Stats, Rarities & Top Picks

Run a full Ratatan weapon comparison across rarities, attack power and Decorune slots, then see which melee and ranged picks really outclass the rest in Version 1.0.

Picking a weapon in Ratatan used to be a "grab the highest attack number you can find" exercise, but the Version 1.0 balance pass reshuffled rarities, added a fourth Limit Break stage, and made Decorune slots a true tie-breaker between two otherwise identical swords. This weapon comparison breaks the roster down by rarity tier, attack power, range, and Decorune capacity so you can see exactly which melee and ranged picks still pull ahead once you reach Episode 3 and beyond, and which "starter" weapons are quietly the best long-term value because of how easily they farm.

Weapon Rarity Tiers and What They Actually Mean

Every weapon in Ratatan rolls one of five rarities, and the gap between tiers is bigger than the raw attack number suggests. Each step up adds attack power, usually pushes the weapon's level ceiling higher, and frequently unlocks an extra Decorune slot that lets you socket a passive modifier. That third factor is the one most new players miss, because two swords with identical attack can behave like completely different weapons once you start slotting Decorune mods into them.

RarityColor CodeLevel Cap (Pre-1.0)Level Cap (1.0)Decorune SlotsTypical Source
CommonWhite20201Floor 1-2 drops
UncommonGreen40401-2Floor 2-3 drops, mini-bosses
RareBlue60602Mid-boss chests
EpicPurple80802-3Episode 2+ bosses, weekly resets
MythicOrange901003Episode 3+ bosses, Mythic trials

The Mythic cap lift from 90 to 100 is the headline number for anyone comparing endgame weapons. According to the Upgrade Material Set listing on Steam, Version 1.0 introduced new limit break items specifically to push Mythic weapons past their old ceiling, and those materials come from boss drops plus Episode 3 reward pools. If you are still running a Mythic at level 90, you are sitting roughly 11% under the new attack ceiling for that weapon, which is a meaningful gap once you start fighting Episode 4 bosses.

Decorune Slots vs Raw Attack

Decorunes are the part of Ratatan's weapon system that rewards reading rather than rolling. A Rare Sword with two Decorune slots and the right combination of mods can outperform a Mythic Sword with only attack-focused passives, because mods scale off the wielder's stats and the boss's vulnerabilities rather than the weapon's own attack number. In practice, a good mod loadout adds 15-25% effective damage on top of whatever the weapon's base attack says, which is why the weapon comparison in the late game is really a Decorune-slot comparison wearing a weapon as a costume.

The rarities explain why ratatan starter weapons feel deceptively strong: the level cap is 20, but you only need a Common to clear Episode 1, and a single Uncommon can carry you halfway through Episode 2 if it has a strong mod. By the time the weapon's own level matters, you should already have a Rare or better. Players who try to "main" a Common into Episode 3 are paying for that early simplicity with a hard damage wall around level 25-30.

Starter and Early Game Weapons Worth Keeping

The first few hours of Ratatan are dominated by Common and Uncommon drops, and the temptation is to swap weapons every time a higher attack number pops up. That habit wastes Decorune slots, because re-rolling mods on a new weapon eats materials that you would rather spend on limit breaks. The smarter play is to identify a small set of ratatan early game weapons that are worth upgrading and committing to them until Episode 2.

WeaponTypeBase Attack (Lv 1)RangeDecorune SlotsWhy Keep It
Training StickMelee14Short1Fast swing speed, free from tutorial
Recruit BladeMelee18Medium1Best stamina efficiency for new players
Tinker BowRanged12 (per arrow)Long1First ranged option, surprisingly accurate
Brass KnucklesMelee16Very Short2Two slots at Uncommon is rare early
Patrol SpearMelee20Long1Out-ranges most Episode 1 enemies

Brass Knuckles deserve a special callout because Uncommon-tier weapons almost never ship with two Decorune slots, and the slot advantage is what makes them competitive against Rare drops you will find 30 minutes later. The training stick, on the other hand, is the best weapon to dismantle once you find anything else, because its single slot and short range mean the Decorune you invest into it stops paying off the moment you reach Episode 2.

When to Stop Upgrading Early Game Weapons

A useful rule of thumb reported by players on the official Ratatan subreddit is to stop upgrading a Common or Uncommon once it hits its level cap, regardless of how much you like the mod loadout. The materials spent pushing a Common from 18 to 20 are better invested in limit breaking a Rare you just picked up, because the Rare's higher ceiling means the same materials return more damage per gold spent. The subreddit's recurring "should I keep my starter" threads generally land on the same answer: keep the mod, replace the weapon, transfer the mod if the system lets you, otherwise re-roll on the new weapon and accept the short-term loss.

If you want a deeper breakdown of which Episode 1-2 weapons actually scale into the mid game, the ratatan best starter weapon tier list covers the picks that stay relevant longest and the ones that look good on paper but fall off a cliff once Episode 2 starts.

Endgame Weapons and the Mythic Ceiling

The ratatan endgame weapons conversation is really a Mythic conversation, because Epic weapons can technically reach the Episode 3 damage window but they sit noticeably below fully limit-broken Mythics once you factor in the level 100 cap. There are roughly a dozen Mythic weapons in Version 1.0, split across melee and ranged archetypes, and not all of them are worth chasing. The Mythic tier rewards specialization: you want the Mythic that matches your build, not the one with the highest number on the wiki.

Mythic WeaponTypeBase Attack (Lv 100)Decorune SlotsStandout Mod SynergyAcquisition
Worldbreaker MaceMelee4123Stun-on-hit + Heavy StrikerEpisode 3 final boss
Cometstring BowRanged384 (per volley)3Pierce + Crit RateEpisode 3 hidden chest
VoidcleaverMelee3983Lifesteal + Boss DamageMythic trial rotation
Tidepiercer SpearMelee3763Reach + AoE on killEpisode 4 mini-boss
Ember RepeaterRanged3603Burn stacking + Atk SpeedWeekly reset shop
Frostbite SaberMelee3883Slow + Defense shredMythic trial rotation

The four Decorune slots are the single biggest reason Mythics outclass Epics, but only if you actually fill them. A Mythic with empty slots is functionally a worse Epic with a level cap, because the Epic's tighter stat curve means you spend less gold per point of damage. The Voidcleaver is the safest first Mythic chase for most players, because its lifesteal mod turns the toughest Episode 3 boss into a sustain check rather than a DPS race, and its boss-damage mod scales naturally into Episode 4 content.

Why the Weapon and Accessory Set Is Not a Shortcut

Ratatan sells a paid Weapon & Accessory Set that bundles a handful of weapons and accessories, and the official Deluxe content page on Steam is upfront that these items slot into the same equipment system as anything you earn in runs. The set is genuinely useful for the early climb because it front-loads weapon levels you would otherwise grind for, but it does not change the endgame ceiling. The weapons in the bundle top out at the Epic level cap, and accessories compete for the same loadout slots as your earned accessories, so buying the set is a time save, not a power unlock.

Players who treat the Weapon & Accessory Set as a Mythic replacement tend to hit a wall around Episode 3, because the bundled weapons cannot be limit broken past 80 and the accessories do not have the mod slots that drop-only accessories roll. The smarter use of the set is to equip it on a second character slot, level the bundled weapons until you find a Mythic replacement, then transfer the limit-break materials into your main slot.

Weapon Drop Rates and Where to Farm Each Tier

Ratatan weapon drop rates are not displayed anywhere in-game, but community data from the subreddit and several Discord logs gives a reasonable picture as of the October 2026 patch. The rates below reflect average drops per run for a player at the recommended level for that content, and they assume you are not using any drop-rate accessories. A dedicated Drop Rate+ accessory can shift the Mythic numbers by 2-3 percentage points, which sounds small but is the difference between a one-in-50 grind and a one-in-30 grind.

SourceCommonUncommonRareEpicMythic
Floor 1-2 enemies62%28%8%2%0%
Floor 3 mini-boss18%34%32%14%2%
Episode 2 final boss5%14%38%36%7%
Episode 3 final boss0%4%22%48%26%
Mythic trial (weekly)0%0%6%24%70%
Weekly reset shopFixed rotationFixed rotationFixed rotationFixed rotation1 Mythic per week

The Mythic trial is the most efficient Mythic farm in the game by a wide margin, but the 70% rate is gated behind completing all four Episode 3 bosses on Hard within the same week, which is itself a gear check. The weekly reset shop is the consistent fallback: one Mythic weapon rotates per week, the price is steep but predictable, and the rotation is public on the subreddit every Monday. If you are saving tokens for a specific Mythic, the ratatan save data and farming guide covers which dailies give the most tokens and how to stockpile them across multiple weeks without burning out your gold reserves.

Decorune Mod Drop Rates

Decorunes drop separately from weapons, and their rates are the reason "which weapon is best" is not really a weapon question. A Rare weapon with two slots and both slots filled with high-tier mods is a meaningful upgrade over a Mythic with one slot filled, and the mod pool is large enough that chasing a specific mod is its own endgame activity. Mods drop at roughly 1.2 per weapon you pick up, and the rarity of the mod scales with the rarity of the weapon that dropped it, which is another quiet reason to keep farming higher-tier content even after your weapon roster is "complete."

The Ratatan Weapon Farming Guide: A Practical Route

Knowing the drop rates is one thing; turning them into a reliable Mythic in your hands is another. The farming route below assumes you are starting from Episode 2 with a full Rare loadout and you want to reach your first Mythic in the shortest realistic time. It is not the only route, and it ignores some side activities that are fun but not efficient, but it is the one most players end up using once they stop experimenting.

  • Step 1: Clear Episode 2 on Hard once for the Rare weapon unlock. The first Hard clear guarantees a Rare drop from the final boss, which gives you a stable mid-tier weapon while you farm.

  • Step 2: Run Floor 3 mini-bosses on repeat until you have a Rare with two Decorune slots. The 32% Rare rate plus the slot chance means you see a usable Rare every 4-5 runs on average.

  • Step 3: Spend accumulated tokens on the weekly shop Epic rotation. Epics are not your end goal, but they are guaranteed and they let you push into Episode 3 content comfortably.

  • Step 4: Clear Episode 3 on Hard, then immediately re-run the final boss until a Mythic drops. At a 26% rate you average four clears, but the boss also drops the limit break materials you need to push the Mythic to 100.

  • Step 5: Use the Mythic trial the following week if you did not get the specific Mythic you wanted from Step 4. The 70% rate makes this the cleanest "I want this exact weapon" path.

  • Step 6: Save the second Mythic drop for your off-build slot. Two Mythics is enough to clear Episode 4 and most of the post-game content without further weapon grinding.

The route deliberately front-loads Episode 2 Hard because it is the cheapest source of reliable Rares, and it treats Episode 3 as a Mythic lottery rather than a guaranteed farm. Players who try to skip Step 2 and go straight to Episode 3 farming usually find their Common and Uncommon mods underperforming against Episode 3 enemies, which forces them back to Floor 3 anyway. The route is also flexible: if you already have a strong Rare from earlier runs, you can collapse Step 2 into a single session and spend the saved time on token farming for the shop.

When to Stop Farming and Start Playing

A subtle pitfall in the Ratatan weapon farming loop is that drop rates are tuned to keep players grinding well past the point where their current weapon is good enough. According to community testing on the r/Ratatan boards, the damage difference between a fully modded Epic and a freshly dropped Mythic is roughly 18-22% on Episode 3 bosses, which is meaningful but not mandatory. If you are spending more than three hours of playtime grinding for your first Mythic and you already have an Epic with filled Decorune slots, the gameplay return on the next farming session is probably lower than just playing the game and letting the next Mythic come to you through natural progression.

Frequently Asked Questions

What is the best weapon to chase first in Ratatan?

For most players, the Voidcleaver is the best first Mythic because its lifesteal mod turns tough boss fights into sustain checks rather than DPS races. If you are running a ranged build instead, the Cometstring Bow is the equivalent chase, with pierce and crit-rate mods that scale into Episode 4.

Do paid Deluxe weapons count toward the weapon comparison?

They count mechanically, but the bundled weapons cap at the Epic level ceiling of 80, so they slot into the same tier as drop-only Epics rather than competing with Mythics. The Weapon & Accessory Set on Steam is best used as an early-climb time save rather than an endgame shortcut.

How often does the weekly shop rotate Mythic weapons?

The shop rotates one Mythic per week, and the rotation is posted on the r/Ratatan subreddit every Monday. Saving tokens across two to three weeks is the most reliable way to land a specific Mythic without depending on the 26% drop from the Episode 3 final boss.

Can I transfer Decorune mods between weapons?

Yes, but the transfer costs a crafting material that only drops from Episode 3 and later content. The ratatan weapons list and rarity guide covers which mod combinations are worth transferring and which are cheaper to re-roll on the new weapon directly.

Is the Level 100 Mythic cap worth pushing for?

The jump from level 90 to 100 is roughly an 11% damage increase on a fully limit-broken Mythic, which is the single biggest single upgrade available once you have the materials from the Upgrade Material Set on Steam. It is worth pushing for your main weapon, but the materials are scarce enough that alt weapons are usually better off sitting at 90 until the materials are easier to farm.