CraftingintermediateUpdated: 10/14/2026

Deep Dish Dungeon Weapons Guide: Tiers, Stats & How to Pick

Break down the Deep Dish Dungeon weapons guide with damage tiers, crafting cost per blade, and the pick order that matches your playstyle on every floor.

Picking the right blade in Deep Dish Dungeon is the difference between clearing Floor 6 with half a health flask left and chugging through two chasers while your weapon bounces off a slime's carapace. The Deep Dish Dungeon weapons guide below walks you through every weapon family, the materials each one drains from your stash, and the order in which you should actually craft them. If you have ever burned fifteen pepper shards on a recipe that turned out worse than the starter knife, this tier-by-tier breakdown will save your next run.

Weapon Tier System and Damage Tiers in Deep Dish Dungeon

Every weapon in Deep Dish Dungeon sits on a six-tier ladder, and each tier multiplies base damage by a set factor rather than handing out flat bonuses. Understanding the multiplier is the single most useful thing you can learn before you start a new run, because the gap between Tier 2 and Tier 3 is roughly 38% more damage per swing, while the gap between Tier 5 and Tier 6 is closer to 12%. Diminishing returns kick in hard at the top of the ladder, which is why hoarding materials for one Tier 6 blade is almost always a worse plan than fielding a full Tier 4 kit.

TierDamage MultiplierStamina per SwingCommon Drop FloorsCrafting Tier
T1 Starter1.00×6Floor 1n/a (default)
T2 Common1.25×7Floor 1–2Tier 1 bench
T3 Forged1.73×9Floor 3–4Tier 2 bench
T4 Tempered2.20×10Floor 5Tier 3 bench
T5 Master2.50×12Floor 6+Tier 4 bench
T6 Legendary2.80×14Boss chestsTier 5 bench

How Damage Multipliers Stack with Crit

Crit chance in Deep Dish Dungeon is a flat percent roll on every swing, but crit damage is a separate multiplier that adds on top of the tier multiplier. A Tier 3 blade with a 15% crit roll and 2.0× crit damage hits noticeably harder than the same blade without crit affixes, and that gap widens at higher tiers because the base number being multiplied is already larger. Community testing on the Floor 5 dummy shows a well-rolled Tier 3 dagger at roughly 47 damage per crit compared to 32 on an unrolled one, which is a 47% bump for the same swing stamina.

Why T3 Is the Real Power Spike

Most players chase Tier 5 and Tier 6 blades because the names sound cooler, but the actual gameplay power spike is at Tier 3. Enemies on Floor 3 and Floor 4 have around 40 to 55 HP, and a Tier 3 weapon clears them in three to four swings while a Tier 2 weapon needs five to six. That single extra swing is the difference between winning a two-monster encounter and taking a return hit, and it is also where you stop running out of stamina halfway through a fight. Treat Tier 3 as your real mid-game target and view Tier 4 through 6 as luxury upgrades.

Deep Dish Dungeon Best Weapons by Playstyle

There is no single best weapon in Deep Dish Dungeon because every weapon family rewards a different tempo. The community has loosely settled on four playstyles that each map to a specific weapon tree, and the Deep Dish Dungeon weapons list breaks out every named blade in each family. The short version is that daggers reward aggressive stamina-burn play, kukris sit in the middle for players who mix melee and ranged, greatswords punish slow defensive play, and staves change the game entirely by swapping melee for spell scaling.

PlaystyleWeapon FamilyBest T3 PickBest T5 PickPlaystyle Strength
AggressiveDaggerSkewer FangVoidthorn ShivHighest DPS per stamina
BalancedKukriCrescent SlicerMoonset CarverMixes melee and thrown
DefensiveGreatswordIron Hearth BladeCathedral GreatcleaverCrowd control, stagger
CasterStaffEmberglass RodFrostfall ScepterReplaces melee with spells

Aggressive Dagger Builds

Aggressive dagger builds rely on chaining three-hit combos before the enemy can retaliate, which means every point of stamina recovery matters. The Skewer Fang is the recommended Tier 3 because its hidden affix grants 8% stamina back on a crit, and the Voidthorn Shiv at Tier 5 pushes that to 14%. Players who run this build usually pair it with light armor and pepper shard flasks so they can stay mobile, and the goal is to end fights in under ten seconds rather than trading blows.

Balanced Kukri Builds

Balanced kukri builds are the safest pick for first-time players because the Crescent Slicer hits twice on a charged swing, giving you a backup damage window when stamina runs low. Kukris also have the unique ability to be thrown as a ranged attack that returns to your hand after two seconds, which doubles as an emergency pull when a chest sits across a pit. The Moonset Carver at Tier 5 adds a frost affix that slows enemies on hit, and that slow turns into a free extra swing on most Floor 6 encounters.

Defensive Greatsword Builds

Defensive greatsword builds are the slowest of the four, but they are also the only build that can stagger the Floor 6 boss without cheese. The Iron Hearth Blade at Tier 3 has a 20% chance to stagger on every swing, and the Cathedral Greatcleaver at Tier 5 pushes that to 35% while also adding splash damage. The tradeoff is stamina: a single greatsword swing burns 12 to 14 stamina, so you only get two or three swings per stamina bar and every miss hurts.

Deep Dish Dungeon How to Craft Weapons Step by Step

Crafting in Deep Dish Dungeon is gated by bench tier, and each bench tier requires a specific room unlock plus three rare materials to install. Players new to the system often waste materials on lower benches because they do not realize each bench upgrade also unlocks new affix slots. The bench progression runs from the Tier 1 camp forge you find on Floor 1, through the Tier 3 hidden forge on Floor 4, all the way to the Tier 5 anvil that only spawns after you defeat the Floor 6 boss.

Bench TierFloor UnlockMaterials to InstallAffix Slots UnlockedCraft Time
T1 Camp ForgeFloor 1 (free)None030 sec
T2 Stone BenchFloor 26 Iron Scraps, 3 Coal11 min
T3 Hidden ForgeFloor 412 Iron Scraps, 6 Coal, 4 Pepper Shards22 min
T4 Ember AnvilFloor 520 Iron Scraps, 10 Coal, 8 Pepper Shards, 2 Ember Cores33 min
T5 Sky AnvilPost-Floor 6 boss30 Iron Scraps, 15 Coal, 12 Pepper Shards, 4 Ember Cores, 1 Voidglass44 min

Step 1: Secure the Tier 2 Bench Before Floor 3

The single biggest mistake players make is leaving the Tier 2 bench unbuilt because they want to "save materials." The materials cost 6 Iron Scraps and 3 Coal, which is roughly what you pick up in a single Floor 2 room, and waiting until Floor 3 to install the bench means you clear the entire floor with a starter weapon. Build the bench the moment you find the room, and the affix slot you unlock will let you roll a stamina-recovery mod on your first real weapon, which compounds through the rest of the run.

Step 2: Farm Pepper Shards on Floor 4

Pepper Shards are the rarest common material in Deep Dish Dungeon, and you need them for every bench past Tier 2. The fastest farm route is the triple-chest room on Floor 4 that always contains at least four shards, and the respawn timer is one in-game day. The crafting priority guide maps out exactly which rooms to clear in which order, and the short version is that Floor 4 is the breakpoint where your gear quality either catches up to the difficulty curve or falls behind permanently.

Step 3: Roll Affixes Before Bench Upgrades

A common trap is to install the Tier 4 bench and then immediately craft a new weapon, but the smarter play is to roll affixes on your existing Tier 3 weapon first. Affix rerolling uses Coal instead of bench materials, and a well-rolled Tier 3 with two affixes will outperform a freshly crafted Tier 4 with none. Save the new bench craft for after you have burned through your Coal reserves on rerolls, and you will end Floor 5 with two strong weapons instead of one mediocre one.

Deep Dish Dungeon Armor Guide and How to Craft Armor

Armor in Deep Dish Dungeon works on a flat damage reduction system rather than the percentage-based system used in most RPGs, which means each armor piece has a fixed number it subtracts from incoming hits. A full T3 armor set reduces incoming damage by 18 to 22 points per hit depending on the piece, and that flat reduction is huge against the Floor 4 chasers that hit for 30 to 40. The Deep Dish Dungeon armor guide below focuses on the four armor families and how to pair them with the weapon tier list above.

Armor FamilyReduction per PieceStamina PenaltyBest Paired WithSet Bonus
Cloth Wraps2–30Caster staves+5% spell damage
Leather Set5–71Dagger builds+8% crit chance
Chainmail8–102Kukri builds+10% throw range
Plate Set12–143Greatsword builds+15% stagger resist

Cloth Wraps for Caster Builds

Cloth Wraps are the only armor that does not penalize stamina, which is why caster builds stack four pieces and accept the low physical reduction in exchange for never running dry on spells. The set bonus of 5% spell damage also stacks with the staff's own scaling, so a Tier 4 staff plus full Cloth Wraps hits noticeably harder than the same staff in leather. The catch is that any Floor 5 elite with a physical swing will chunk you for 60% of your health bar, so this build only works if you keep your distance.

Leather Sets for Aggressive Dagger Builds

Leather sets are the natural pairing for dagger builds because the 8% crit chance set bonus multiplies directly with the dagger's high crit rate, and the 1 stamina penalty per piece barely matters when you only swing for 6 to 9 stamina at a time. A well-rolled leather chest with crit and stamina affixes pushes your crit rate from 15% to around 28%, which is the threshold where crit procs start feeling consistent instead of lucky. The gear guide breakdown goes deeper on how to roll these affixes without burning your Coal.

Plate Sets for Defensive Greatsword Builds

Plate sets are the only armor that can survive a direct hit from the Floor 6 boss without instantly downing you, but the 3 stamina penalty per piece means you lose a full swing every bar. The set bonus of 15% stagger resist is what makes the build viable because it stops boss charge attacks from interrupting your recovery, and without it the build falls apart at Tier 5. The general rule is to switch to plate only when you have a Tier 4 or Tier 5 greatsword, because the stamina tax is not worth it on lower-tier blades.

Deep Dish Dungeon Best Gear Loadout by Floor

The loadout that works on Floor 2 will get you killed on Floor 5, and most players do not realize how fast the gear curve steepens until they hit a wall. The Deep Dish Dungeon best gear setup changes roughly every two floors, and the table below tracks the recommended weapon, armor, and accessory for each segment. Accessory slots are limited to two in Deep Dish Dungeon, and the meta picks are a Pepper Charm for shard finders and a Luckstone for chest rolls.

Floor RangeRecommended WeaponRecommended ArmorAccessory 1Accessory 2
Floor 1–2T1 Starter / T2 CommonCloth WrapsPepper Charmnone
Floor 3–4T3 ForgedLeather SetPepper CharmLuckstone
Floor 5T4 TemperedLeather or PlateLuckstoneEmber Ring
Floor 6T5 MasterPlate SetEmber RingVoidglass Charm

Early Game (Floor 1–2): Save Materials, Wear Cloth

The first two floors are designed to teach you the combat system, which means your starter weapon is mathematically sufficient. Wearing Cloth Wraps during this stretch is not a mistake, and burning materials on a Tier 2 weapon before you even have the bench is. The only accessory worth equipping in this range is the Pepper Charm, which boosts shard drops by 25% and pays for itself within the first three rooms. Hold your shards, hold your Coal, and clear Floor 2 with the default kit.

Mid Game (Floor 3–4): The Real Power Window

Floor 3 is where you should have a Tier 3 weapon and a full leather set equipped, and the Pepper Charm should be joined by a Luckstone in the second accessory slot. The Luckstone boosts chest rarity by one tier, which is how you get your first Tier 4 weapon drop without crafting it. Most players who hit a wall on Floor 4 do so because they skipped the T3 craft, and the early exploration tips cover how to find the hidden Tier 3 bench room without burning extra keys.

Late Game (Floor 5–6): Stack the Best Gear You Can

Floor 5 introduces enemies with armor values, which means raw damage matters more than crit, and Floor 6 is where the boss kills you in three hits if you are not in plate. By Floor 5 you should be running a Tier 4 weapon and starting to think about the Tier 5 transition, and the Luckstone should be replaced with an Ember Ring once your luck rolls are maxed. The Voidglass Charm on Floor 6 is non-negotiable, because it grants one free resurrect per run, and that single charge is what separates a clean clear from a restart.

Deep Dish Dungeon Gear Upgrade Path and Material Budget

A common mistake is to spend materials on the biggest craftable item the moment the bench unlocks, but the gear upgrade path that actually works is to spread your materials across weapons, armor, and accessories in roughly equal thirds. The exact split depends on whether your weapon is dropping from chests or coming purely from crafting, and the table below shows the recommended material split for three different run types. Players who follow this split report clearing Floor 6 roughly 40% more often than players who dump everything into a single Tier 6 craft.

Run TypeWeapon BudgetArmor BudgetAccessory BudgetBench Budget
Chest-Luck Run25%35%25%15%
Pure Craft Run45%30%10%15%
Balanced Run35%30%20%15%

Chest-Luck Runs Skip Most Crafting

If you are running a Luckstone build, you can skip most of the Tier 4 and Tier 5 bench upgrades because the chests will hand you better gear than you can craft for the same material cost. The trade-off is that chest-Luck runs require you to clear every room on every floor, which roughly doubles your clear time, but the material savings let you pour everything into armor and accessories. This is the safest playstyle for first-time Floor 6 attempts because the gear ceiling is higher even if your weapon is one tier below max.

Pure Craft Runs Need the Tier 4 Bench

If you are running a craft-heavy build without Luckstone, you absolutely need the Tier 4 bench installed before Floor 5 because that is the only way to get a Tier 4 weapon with affixes. Skipping the bench means you enter Floor 5 with a Tier 3 weapon against enemies that have 20% more HP, and the math stops working. The 15% bench budget in the table above covers the Tier 4 and Tier 5 installations, and it assumes you are saving Ember Cores specifically for the Tier 5 unlock after the Floor 6 boss.

Balanced Runs Are the Most Forgiving

The balanced split is what the save progress settings recommend for new players, because it lets you adapt to whatever the run gives you. If the chests are rolling well, you pour the saved weapon budget into armor and accessories. If the chests are dry, you have enough weapon materials to craft your way to Tier 5. The 35/30/20/15 split is the default that the community has settled on after hundreds of runs, and it is the safest bet for a first clear.

Frequently Asked Questions

What is the best weapon for beginners in Deep Dish Dungeon?

The Crescent Slicer kukri is the best beginner weapon because it hits twice on a charged swing, which gives new players a damage window even when stamina runs low. It also throws as a returning projectile, so you can pull chests across pits without burning a key. Aim to craft a Tier 3 version before Floor 4 and you will not need to replace it until late Floor 5.

How do I unlock the Tier 5 Sky Anvil?

You need to defeat the Floor 6 boss, then return to the smithy room on Floor 5 to find a hidden anvil that spawns only after the boss dies. The install cost is 30 Iron Scraps, 15 Coal, 12 Pepper Shards, 4 Ember Cores, and 1 Voidglass, and the Voidglass only drops from the boss chest. Plan your Ember Core savings accordingly because you will need four of them.

Can I respec my affix rolls on a weapon?

Yes, but rerolling costs 3 Coal per roll and there is no pity system, so you can burn through 30 Coal without hitting the affix you want. The recommended approach is to lock your best affix once you roll it and only reroll the second slot, because two good affixes are better than chasing a perfect four-affix weapon. Save the Coal rerolls for after the bench upgrades are paid for.

Is cloth armor viable on Floor 6?

Cloth armor is technically viable on Floor 6 if you are running a full caster build with a Tier 5 staff and the Emberglass talent, but it requires near-perfect play because a single boss hit will down you. The build works by kiting the boss and never letting it close the gap, which is the only way the 5% spell damage set bonus pays off. For most players, plate is the safer Floor 6 pick even with the stamina penalty.

What is the best gear setup for a first Floor 6 clear?

The recommended first clear setup is a Tier 4 weapon, full plate armor, the Ember Ring accessory, and the Voidglass Charm in the second slot. This combination gives you enough damage to break boss armor phases, enough reduction to survive one direct hit, and one free resurrect for the final phase. Save your materials for plate pieces over a Tier 5 weapon if you have to choose, because the survivability matters more than the damage ceiling on a first attempt.