Builds

Luminary Weapon Tier List

Early Access balance snapshot for sword and shield, bow, and magic glove—solo, co-op, and swap flexibility.

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Weapon Tier List

This weapon tier list ranks Luminary sword and shield, bow, and magic glove for Steam Early Access launching August 11, 2026. Refractive Entertainment balances a small-team ARPG with real-time swap combat, use-based proficiency, and three-player co-op—tiers will shift as bow accuracy, block stability, glove cooldowns, and camp AI patch. Use this page as a planning snapshot, not permanent meta gospel; revisit after each major update and cross-check proficiency investment plans.

Tier criteria include solo clear speed, co-op party value, tower weak point access, proficiency growth rate, skill floor for new players, and swap synergy from weapons overview. Locomotion-heavy routes from locomotion controls favor ranged scouting but do not override frontline need at camp gates.

Tier definitions

S tier — Reliable in most Early Access content with low party friction; strong proficiency return on time invested.

A tier — Excellent in specialized contexts or with swap support; minor gaps solo or for beginners.

B tier — Viable with proficiency and party cover; weaker until patches or gear tiers catch up.

C tier — Niche or undertuned in current build; still required for swap tutorials and future balance buffs.

Solo Early Access tier list

TierWeaponSummary
SBowStrong kiting, tower weak points, safe add clear with demo accuracy improvements
ASword and shieldStable melee, forgiving block learning curve, slower remote targets without swap
AMagic gloveHigh burst when swap chains set up; weaker extended single-target without proficiency

Solo players benefit from bow S tier for partial map exploration where elevation matters. Melee rises to S when swap chains include bow/glove transitions mastered via melee build and ranged build.

Three-player co-op tier list

TierWeaponSummary
SSword and shieldFrontline anchor for drop-in parties per roles and party tips
SBowElevated camp sniper roles, add control while melee holds aggro
AMagic gloveBurst windows when party callouts stagger elites; undertuned if party lacks melee

Co-op elevates melee because random drop-in groups need a default tank. Glove rises to S in coordinated statics that voice-call swap windows.

Swap flexibility tier

TierApproachSummary
STri-weapon swap generalistCovers mixed camps; demands binding comfort from controls hub
AMelee + bow dual mainMost practical proficiency split per proficiency
BSingle-weapon mainStrong in one lane; struggles when party duplicates roles

Content-specific notes

Camp destruction — Melee S for gate entry, bow S for wall archers, glove A for courtyard clusters.

Tower liberation — Bow S for weak points; melee A for ground adds; glove A for phase burst if telegraphs allow.

World exploration — Bow A for scouting; melee B for ambient pulls unless proficiency high; traversal favors ranged positioning from locomotion controls.

Investment priority by player type

New players: invest melee proficiency first for survivability, bow second for versatility—matches how co-op works drop-in reality. Veterans: tri-weapon parity for swap S tier. Steam Deck players may weight bow per Steam Deck controls comfort.

Patch watch list

Monitor Steam patch notes for bow strafe animation changes, shield block stamina costs, glove area-of-effect radius, and camp elite health pools. Re-rank this list monthly during Early Access. Deep build tactics remain in magic build and builds hub. Shared power context: shared progression.

FAQ

Frequently Asked Questions

Quick answers to the most common Luminary questions.

What is the best weapon in Luminary Early Access?

Bow leads solo tower content; melee leads co-op stability. Swap generalists rank highest overall—see tiers above and [weapons overview](/builds/weapons-overview/).

Will this tier list change?

Yes. Early Access patches rebalance weapons. Revisit after updates and adjust [proficiency](/builds/proficiency/) plans.

Is magic glove C tier useless?

Glove sits A in coordinated burst windows, B for solo extended fights. Read [magic build](/builds/magic-build/) before skipping proficiency.

How do races affect tiers?

Six races are cosmetic for creation; tiers ignore race. Proficiency and player skill determine outcomes.

Should our co-op party follow this list?

Use co-op table for role assignment via [roles and party tips](/coop/roles-party-tips/). At least one melee-profile player stabilizes most camps.