Going Medieval Best Weapons for Defense — Combat Effectiveness Guide
Discover the best weapons for defense in Going Medieval. Complete tier list with damage stats, range comparisons, and optimal weapon loadouts for every combat role.
Weapon Choice Decides Battles
In Going Medieval, the right weapon can turn a desperate defense into a decisive victory. Each weapon type has unique strengths, and knowing which to equip your settlers with is essential for surviving increasingly difficult raids.
Weapon Tier List for Defense
| Tier | Weapon | Type | Damage | Range | Attack Speed | Best Role |
|---|---|---|---|---|---|---|
| S | Longbow | Ranged | 18-22 | 20 tiles | Slow | Wall archer |
| S | Crossbow | Ranged | 22-28 | 16 tiles | Very Slow | Armor-piercing support |
| A | Longsword | Melee | 15-20 | 1 tile | Medium | Frontline fighter |
| A | Spear | Melee | 12-16 | 2 tiles | Fast | Chokepoint defense |
| A | Recurve Bow | Ranged | 14-18 | 18 tiles | Medium-Fast | Mobile skirmisher |
| B | Mace | Melee | 14-18 | 1 tile | Medium | Armor crusher |
| B | Battle Axe | Melee | 18-24 | 1 tile | Slow | High damage dealer |
| B | Shortbow | Ranged | 10-14 | 14 tiles | Fast | Early game defense |
| C | Club | Melee | 8-12 | 1 tile | Fast | Emergency weapon |
| C | Knife | Melee | 5-8 | 1 tile | Very Fast | Last resort |
Ranged vs Melee for Defense
Ranged weapons are superior for defense because they allow your settlers to damage enemies from behind walls and elevated positions before raiders reach your gates. A colony with 3 archers on elevated platforms can eliminate half of an incoming raid before the melee phase even begins.
Optimal Defense Loadout
For an average colony of 6 settlers: equip 3 with longbows (wall archers), 2 with spears (chokepoint holders), and 1 with a crossbow (priority target eliminator). The archers thin the herd, spearmen hold the gate, and the crossbowman targets enemy archers and heavy armor units.
Weapon Quality and Material Effects
Weapons crafted from steel deal approximately 30% more damage than iron equivalents, and 50% more than bronze. Always upgrade your defenders' weapons before upgrading armor — dead enemies deal zero damage. A steel longbow in the hands of a Marksman 10+ settler can one-shot lightly armored raiders.
Frequently Asked Questions
Q: Longbow or crossbow — which is better for defense?
A: Longbows are better for sustained fire from walls due to faster reload speed. Crossbows excel at eliminating heavily armored enemies and enemy archers due to higher per-shot damage. Best practice: use both — longbows for volume fire, crossbows for priority targets.
Q: Should all settlers carry weapons?
A: Yes, every adult settler should have at least a basic weapon (shortbow or club) in their inventory. During emergencies, any settler can fight. Keep a weapon rack near your defensive line stocked with spare weapons for non-combat settlers to grab during raids.
Q: Do weapons degrade or break?
A: No, weapons do not degrade or break over time in the current version of Going Medieval. Once crafted, a weapon lasts forever. This makes investing in high-quality weapons for all settlers a one-time cost that pays dividends forever.
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Last updated: June 2026