Steel sings louder than words in Romeo Is a Dead Man. From brutal cleavers to elegant rapiers, every weapon carries a story-and knowing which blade to trust can decide whether you rise a hero or fall with the forgotten.
Best melee weapons in Romeo Is a Dead Man
Melee weapons dominate close-quarters combat in Romeo Is a Dead Man with raw power and speed. The Crowbar shreds enemies through blocks and delivers quick combos for crowd control. Pipe Wrench crushes armored foes, pairing high damage with a stun effect that chains attacks. Sledgehammer swings slow but obliterate groups in one hit, ideal for tight arenas. Baseball Bat offers balanced reach and velocity, perfect for chaining dodges into strikes against fast bosses. Choose based on your playstyle-speed for agility runs or heavy hitters for brute force clears.
To find the best melee weapon, it’s important to compare its general strength (attack power), its ability to stagger the opponent (break ability), the strength of the Bloody Summer ultimate attack, and its blood generation (needed to charge Bloody Summer). You can unlock new weapons and upgrade them in the tool room on the Last Night, which requires Emerald Flowsion and Sentrey, respectively. Without extensive grinding, you won’t gather enough Sentrey to upgrade every weapon to the max within one playthrough, so it’s best to pick a favorite weapon early.
This overview includes the weapon stats at upgrade level 12, with each individual stat at level 3.
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Name |
Stats at lvl 12 |
Strengths and weaknesses |
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Spazer (katana) |
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The Spazer is quick and highly mobile. Its attack power isn’t the best, but it’ll be easier to time your attacks compared to the Star Destroyer. Its main downside is the comparatively slow blood generation; since you’ll likely want to use Bloody Summer as often as possible, this isn’t the best weapon in Romeo Is a Dead Man. |
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Star Destroyer (broadsword) |
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This massive sword deals devastating blows, but it’s much slower than its peers, which makes it easier for enemies to interrupt your combos. That said, if you like a heavy-hitting sword with amazing stagger and knockback abilities, the Star Destroyer is the best weapon for you. Even a combo as simple as a heavy attack followed by a light attack will push enemies back. |
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Juggernaut (fists) |
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This melee weapon is quick, but its range and break ability are lacking. While the Juggernaut’s dodge attacks and combos often end with a kick, the pushback is quite weak compared to a weapon like Star Destroyer. Also, despite what the stats say, the Juggernaut’s Bloody Summer attack doesn’t have much impact (again, partly due to a limited range). |
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Arcadia (spear) |
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This weapon has a bit of everything; it’s fast, has good range, a strong Bloody Summer attack, and a decent break ability. Most importantly, however, the Arcadia comes with quick blood generation, so you can use your Bloody Summer attacks more often. |
Based on this overview, the Arcadia spear is the best melee weapon in Romeo Is a Dead Man. Although attack power and speed are important, a quick blood buildup and a strong Bloody Summer attack are even more so; with the Arcadia in hand, you’re sure to use Bloody Summer often.
Best ranged weapons in Romeo Is a Dead Man
Ranged weapons in Romeo Is a Dead Man are perfect for keeping enemies at a distance while dealing steady damage. The Crossbow stands out for its accuracy and stopping power, letting players eliminate threats quietly from medium range. For faster-paced fights, the Automatic Rifle delivers rapid fire with solid precision, making it ideal in chaotic encounters. Throwing Knives offer a quick, silent option for those who prefer stealth without sacrificing speed. Each choice supports different playstyles, allowing players to adapt their approach depending on enemy placement and mission objectives.
Just like melee weapons, you must compare each ranged weapon’s stats, from general attack power to blood generation, to find the best option for you. Again, this list includes all weapon stats at level 12 (with each individual stat upgraded to level 3).
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Name |
Stats at lvl 12 |
Strengths and weaknesses |
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Discovery (pistol) |
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This little pistol is amazing. It’s highly precise, even at high range, and it’s powerful enough to destroy weak points in just a few shots. With nine bullets in the magazine, you may not even have to reload, but if you do, it’s much faster than the other ranged weapons. Without spread or explosive impact, Discovery isn’t good against crowds, but you can use your melee weapon for that. |
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Diaspora (shotgun) |
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Thanks to its bullet spread, this weapon is absolutely devastating in close-quarters combat, especially against enemy groups. However, it’s hard to hit faraway targets, and since some of your enemies are equipped with sniper rifles, it may be more useful to level a weapon with a higher range. |
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Nebuchadnezzar (machine gun) |
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Unleashing this machine gun on troops of common rotters is highly efficient, but the Nebuchadnezzar lacks the strength to destroy weak points with ease. At mid-range, the bullet spread is way too heavy to hit precise targets, making weak point destruction nearly impossible. If you enjoy automatic weapons, this could work for you, but it’s not the best choice for your ranged weapon in Romeo Is a Dead Man. |
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Yggdrasil (cannon) |
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The Yggdrasil grenade launcher may look very intimidating compared to a pistol, but beware; it’s only good against groups of minor enemies. And even then, the grenade’s area of impact isn’t big enough to wipe the floor, and it takes ages to reload. It’ll be very hard to hit weak points on bosses with this weapon as it typically requires range and precision, so this isn’t the best choice as your first ranged weapon in Romeo Is a Dead Man. |
Based on this comparison, the Discovery takes the crown; this isthe best ranged weapon in Romeo Is a Dead Man if you wish to hit weak points reliably. Since you can deal with enemies within melee range just fine using a blade, it’s best to level a ranged weapon capable of staggering bosses from a distance; a few well-aimed bullets from the Discovery pistol will do that for you.
Best ranged weapons and loadouts
I don’t have access to the right game-specific info tools this turn, so I can’t reliably pull the exact current ranged meta for Romeo Is a Dead Man.
To avoid giving you misleading or made-up builds, I’ll outline how to pick strong ranged weapons and build good loadouts around them, so you can apply this to whatever options you see in your own game:
How to pick strong ranged weapons
Look for ranged weapons that:
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Have good effective range for their class (bows, guns, spells, etc.), so your damage does not fall off too quickly at mid-to-long distances.
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Offer manageable recoil or spread, so you can land consecutive hits without fighting the weapon.
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Have enough magazine / ammo capacity or reload speed to handle groups without constant downtime.
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Synergize with your melee choice (for example, high-stagger melee pairs well with precise single-shot ranged).
A useful rule of thumb: you usually want one “opener” ranged weapon (good first hit, stagger, or status) and one “finisher” (faster follow-up damage) if the game lets you carry multiple.
Example loadout templates
Since I can’t see the exact weapons, use these templates with the closest equivalents you have:
1. Balanced all-rounder
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Ranged: Medium-rate rifle / crossbow with decent zoom and low recoil.
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Melee: Arcadia-style spear or balanced sword (good reach and break).
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Focus: Opening fights with a head/body shot at mid-range, then closing in with melee when enemies rush you.
2. Long-range control
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Ranged: High-damage, slower sniper-style weapon with strong stagger or weak-point bonuses.
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Melee: Fast weapon (katana / fists) to bail you out when enemies get close.
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Focus: Stay at max range, pick off dangerous targets first, rely on dodge-heavy melee once the gap is closed.
3. Close-range burst
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Ranged: Fast-firing short-range (shotgun / hand crossbow / pistol equivalent) with high burst damage but limited range.
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Melee: Heavy breaker (big sword / hammer) to finish staggered enemies.
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Focus: Use terrain and corners, burst at close range, then heavy melee to secure kills.
Perks, passives, and upgrades
When choosing passives or upgrades for ranged-focused builds, prioritize:
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Increased weak-point damage or crit chance at range.
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Reduced recoil / sway and improved accuracy while moving.
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Faster reloads or ammo regeneration to keep pressure on.
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Synergies with your melee (e.g., bonuses after swapping weapons, or buffs after landing ranged hits that empower your melee).
If you can paste a screenshot or list of the ranged weapons you have unlocked in Romeo Is a Dead Man, I can rank them and turn these templates into concrete “use this weapon + these upgrades” loadouts.
Best close range SMG loadouts like Carbon 57
Here are some strong close-range SMG loadout ideas if you like the Carbon 57’s style (high mobility, fast TTK, aggressive play) in Warzone/BO7-style games.
What makes a good “Carbon 57-style” SMG
Look for SMGs that:
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Kill quickly inside ~10-20 meters and feel snappy when ADSing and sprinting.
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Have controllable recoil when you hold the trigger, so you can track enemies in hip-fire or close ADS.
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Offer at least 40-50 rounds so you can take on multiple enemies per mag.
Examples that usually fill this role in current metas are Carbon 57 itself, Kogot-7, Sturmwolf 45, and similar high-mobility SMGs.
“Pure hip-fight” Carbon 57-style build
Goal: absolute demon in 0-15 m fights.
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Muzzle: recoil-control or compensator option – helps keep the first bullets on target while you hold the trigger.
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Barrel: short or mobility-focused barrel for sprint speed and ADS speed, even if it slightly hurts range.
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Underbarrel / grip: vertical + horizontal recoil or hip-fire accuracy option so the gun feels glued at close range.
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Rear grip: sprint-to-fire / ADS-speed grip to win slide-cancel and jump-peek gunfights.
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Magazine: 40-50+-round mag (or default if it’s already large) to farm multiple enemies per push.
Playstyle: stay inside buildings, cut corners tight, pre-aim doorways, and always be sprinting or sliding into fights.
“Sticky mid-range” Carbon 57-style build
Goal: still fries up close but doesn’t turn into a water gun at 20-30 m.
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Muzzle: compensator or hybrid brake for sustained recoil control.
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Barrel: mid-length / range barrel that boosts damage range and bullet velocity so your SMG feels usable to ~25-30 m.
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Underbarrel: recoil-control foregrip rather than pure mobility, to reduce bounce at mid-range.
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Rear grip: balance between recoil control and ADS speed (or recoil + sprint-to-fire if available).
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Magazine: 40-50-round mag; skip the very largest drum if it tanks mobility too hard.
Playstyle: use it as a “pocket AR” – perfect for aggressive players who still want to beam someone crossing a lane at 20-25 m.
Other SMGs to use “like a Carbon 57”
If Carbon 57 gets locked, nerfed, or you want alternatives, pick similar SMGs and apply the same build logic:
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Kogot-7 – strong close-range TTK with good mobility; build it like the hip-fight setup above.
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Sturmwolf 45 – slightly heavier but hits harder; lean more toward recoil/velocity attachments so it feels like a mini-AR.
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Any fast-firing micro-SMG – prioritize recoil control + 40-round mag; you’ll win by staying on target and never reloading in fights.
If you tell me which game mode and platform you’re on (e.g., WZ Resurgence vs. BR, controller vs. mouse), I can turn this into a specific “slot-by-slot” Carbon 57 class plus 2-3 alternative SMG builds.
