7 Days to Die weapon tier list: Best weapons & how to craft them
The Fun Pimps7 Days to Die will challenge everything you know about surviving in a zombie apocalypse. There’s a long list of weapons to use to kill zombies and defend your base, but only some of them have the specs to be useful during endgame Blood Moons.
Here’s a tier list of the best weapons you’ll find in 7 Days to Die, including how to mod them to boost their stats.
Best weapons in 7 Days to Die – Gun tier list ranked
Best weapons in 7DtD
While the best weapon will depend on your playstyle, the most competitive options are the M60 Machine Gun, and the Auto Shotgun.
Tiers explained
Our tier list follows a simple system that divides weapons based on their overall ability in combat:
- S: The best weapons in the game.
- A: Great weapons that can be tricky to use in some situations.
- B: Mid-game options that excel in certain scenarios.
- C: They work in the early game, but you should probably change them for better options.
- D: Weapons that you can use during the first stages of the early game. Mods are not recommended since they are fairly disposable.
S-Tier weapons
Auto-Shotgun
- Damage: 196-202
- Block Damage: 54-80
- Range: 2-4
- Rounds per Minute: 70
- Reload Time: 2.6s
- Durability:
- Min Quality: 160
- Max Quality: 500
- Recipe: Shotgun Parts x1, Forged Steel x30, Duct Tape x3, Scrap Polymers x40, Spring x4
The Auto-Shotgun conquered players’ hearts during the Alpha stage thanks to its ability to deal with hordes and quickly clear the way when being swarmed suddenly. Its high firepower and Block Damage have put it at the top of the list, especially since its ammunition is also easy to craft.
Equipping this gun with the Magazine Extender Mod, Fore Grip Mod, Barrel Extender Mod, and Muzzle Brake Mod does the trick to maximize its effectiveness. Even though it’s not possible to be completely silent with a shotgun, you can also equip a Silencer Mod to decrease the firing sound at the price of a bit of range and damage.
M60 Machine Gun
- Damage: 70-80
- Block Damage: 6-7
- Range: 90
- Rounds per Minute: 440
- Reload Time: 3.8s
- Durability:
- Min Quality: 300
- Max Quality: 650
- Recipe: Machine Gun Parts x1, Forged Steel x20, Duct Tape x3, Scrap Polymers x10, Spring x4
The M60 worked perfectly for everything I encountered during the endgame. Its incredibly fast fire rate might waste a little bit of ammo, but its power allowed me to headshot Normal zombies, and kill any Radiated ones with a body shot and a headshot only.
Sadly, most of the Machine Gun perks are heavily reliant on headshots, so playing in harder difficulties requires you to aim perfectly. Playing the game on PC gave me the chance of landing better shots with it, but getting the best out of this weapon can get tricky on console.
If you’re looking to max out all of its stats, I used the Retractking Stock Mod to improve its handling when firing from the hip, the Magazine Extender Mod, the Fore Grip Mod for even better handling and accuracy when moving, and the Bipod Mod to improve accuracy when aiming.
.44 Desert Vulture
- Damage: 90-97
- Block Damage: 12-14
- Range: 50
- Rounds per Minute: 130
- Reload Time: 2s
- Durability:
- Min Quality: 250
- Max Quality: 400
- Recipe: Handgun Parts x1, Forged Steel x20, Duct Tape x3, Scrap Polymers x20, Spring x6
Influenced by the Desert Eagle, this .44 semi-automatic is the endgame handgun you should have in your inventory. Even with a slower fire rate than the M60 and the Auto Shotgun, its penetration makes it an essential weapon for survival in any short or medium rage encounters.
If you level up your Magnum Enforcer perks, you’ll get extra penetration for your shots, allowing the D.V. to pierce one enemy and do full damage to a second.
Equipped with the Silencer Mod, the Barrel Extender, the Cripple Em, and The Hunter Mod, you’ll get a less noisy .44 Desert Vulture with the ability for one-shot kills from headshots without having to spend too much ammo.
Pipe Bomb
- Damage: 253
- Block Damage: 4
- Range: 4
- Recipe: Plant Fiber x1, Gun Powder x12, Short Iron Pipe x1
While 7 Days to Die has a great set of throwable explosives, Pipe Bombs take the crown as the best option. Being the cheapest to craft and with a blast radius of 4, they can be your way out if you’re suddenly trapped with a horde of zombies around you.
Since you get to decide when to light its fuse, Pipe Bombs work great if you want to place them in strategic areas and trigger them when you feel it’s more convenient.
Contact Grenade
- Damage: 341
- Block Damage: 10
- Range: 4
- Recipe: Mechanical Parts x2, Gun Powder x14, Forged Iron x4, Spring x1
If you’re not very keen on calculating when your explosive will blow up after you throw it, the Contact Grenade is definitely what you should carry around. Its instant detonation works great if you trust your aim.
These throwables are better used in an open environment, where you can make sure you have enough space to not get caught inside its blast radius.
Molotov
- Damage: 250
- Block Damage: 5
- Range: 3
- Recipe: Cloth Fragment x2, Gas Can x300, Oil x1
Molotovs are a fan-favorite alternative to Pipe Bombs in 7 Days to Die, as they are relatively easy to craft and you can get them frequently as rewards from quests.
They are one of the most effective against zombies, thanks to their big blast radius and AoE damage that can burn anything around it for more than 10 seconds.
A-Tier weapons
Rocket Launcher
- Damage: 420-700
- Block Damage:10-2500
- Range: 100
- Rounds per Minute: 75
- Reload Time: 2.7s
- Durability:
- Min Quality: 80
- Max Quality: 150
- Recipe: Rocket Launcher Parts x1, Forged Steel x20, Duct Tape x3, Electrical Parts x5, Spring x3
The Rocket Launcher isn’t a weapon I like to carry around all the time, but if I’m getting ready for a high-intensity Blood Moon, I need to keep it on hand. If I’m feeling particularly destructive, using it with Rocket HE ammo (Block Damage: 2500) lets me destroy zombies and buildings without too much effort.
However, if I’m using a base I spent too much time reinforcing, I prefer to stick with the Rocket Frag to reduce Block Damage to 10. This way, I can focus its destructive powers solely on infected, especially Demolishers.
There aren’t a lot of mods to truly improve the Rocket Launcher capabilities, but you can use the Barrel Extender Mod (increases damage, range, and accuracy), the Cripple ‘Em Mod (increases the chance of dismemberment), and the Rad Remover Mod (temporarily disable the regeneration ability of Radiated zombies).
SMG-5
- Damage: 50-56
- Block Damage: 6-8
- Range: 65
- Rounds per Minute: 480
- Reload Time: 4.1s
- Durability:
- Min Quality: 350
- Max Quality: 700
- Recipe: Handgun Parts x1, Forged Steel x10, Duct Tape x3, Scrap Polymers x10, Spring x3
The SMG-5 is usually my go-to option if I’m running low on bullets and I’m aiming for a quick getaway. Its cheap ammo and RPM make it a great weapon to kill Normal zombies, and even push off Specials to gain some time.
This submachine gun was all the rage in Early Access since it was strangely silent even with enhanced firepower. But ever since it was nerfed, it can’t truly compete with more powerful options.
Nevertheless, I managed to get the most out of it by leveling up my Agility and maxing out the Gunslinger perk. Regarding mods, I equipped my SMG-5 with the Muzzle Brake Mod and Fore Grip Mod to reduce recoil and improve its handling when firing from the hip while on the move.
I also added the Magazine Extender Mod and Rad Remover Mod to temporarily disable the regeneration ability of Radiated zombies. If you’re trying to use a stealth build, you should also level up the Hidden Strike perk and get the Silencer Mod.
Grenade
- Damage: 341
- Block Damage: 10
- Range: 5
- Recipe: Mechanical Parts x1, Gun Powder x14, Forged Iron x4, Spring x1
The Grenade is my favorite throwable to use during the daytime since its three-second timer gives me time to target a group of zombies in the area and spread the damage more efficiently than the Contact Grenade.
It’s usually a good idea to carry some normal Grenades in case you need to make a swift escape. You can boost its damage with the Demolition Perk, and for a short time by using the AtomJunkie candy.
Steel Sledgehammer
- Damage: 55.0
- Block Damage: 85
- Range: 2.6
- Attacks per Minute: 34
- Stamina Usage: 40.5
- Durability:
- Min Quality: 207
- Max Quality: 581
- Recipe: Steel Sledgehammer Parts x1, Forged Steel x10, Wood x10, Leather x3, Duct Tape x3
The Steel Sledgehammer is a silent heavy weapon that outperforms most melee options thanks to its ability to hit and kill multiple targets. If you manage to keep your eye out for Stamina usage, wielding this version of the Sledgehammer can take you a long way during the mid-game portion.
Keep in mind that all Sledgehammers are quite slow, but its high base damage will get you more one-shots. You can buff its stats with the Ergonomic Grip Mod to decrease stamina usage, the Rad Remover to temporarily disable regeneration of Radiated zombies, and the Weighted Head Mod to boost your chances to stun and slow infected.
Iron Sledgehammer
- Damage: 32.2
- Block Damage: 58.3
- Range: 2.6
- Attacks per Minute: 34
- Stamina Usage: 36.7
- Durability:
- Min Quality: 133
- Max Quality: 363
- Recipe: Forged Iron x30, Wood x10, Leather x2, Duct Tape x2
The Iron Sledgehammer is another great option as a heavy melee weapon, but it doesn’t beat the Steel Sledgehammer. However, it won its position next to its upgraded counterpart thanks to its cheap ingredients, which you can even get at the beginning of 7 Days to Die.
Trying your skills with this Sledgehammer is a great way to see if you’re up for a Stamina-focused build, where you’ll need to keep an eye on this stat in exchange for dealing high damage but painfully slow blows.
Steel Spear
- Damage: 33.3
- Block Damage: 9
- Range: 3.2
- Attacks per Minute: 55
- Stamina Usage: 22.4
- Durability:
- Min Quality: 317
- Max Quality: 592
- Recipe: Steel Spear Parts x1, Forged Steel x10, Wood x10, Leather x3, Duct Tape x3
The Steel Spear is one of my favorite melee weapons in the game since it lets me get close to the infected and deal blows that completely ignore whatever armor they are wearing. While it also comes with a high Stamina cost, you can deal critical blows if you’re extra precise with them.
You can get the Ergonomic Grip Mod to decrease its Stamina usage, and to amp up its damage. I usually try equipping the Weighted Head Mod to stun and slow zombies, the Serrated Blade Mod to cause the Bleeding Wound effect, and the Burning Shaft Mod to set the infected on fire.
Sniper Rifle
- Damage: 100-110
- Block Damage: 8-10
- Range: 150
- Rounds per Minute: 150
- Reload Time: 2.7s
- Durability:
- Min Quality: 250
- Max Quality: 500
- Recipe: Rifle Parts x1, Forged Steel x30, Duct Tape x10, Scrap Polymers x40, Spring x12
Sniper Rifles aren’t only for those with a Stealth build, as they are key to clearing out zombies at range no matter what stage of the game you’re at. While it doesn’t have the raw damage of the M60, and it heavily depends on your positioning and accuracy, this weapon will help you navigate even the hardest biomes of Navezgane.
I prefer having a Sniper with extra range and a faster reload speed, so using mods like the Barrel Extender Mod, and Magazine Extender Mod are usually my first go-to’s. For boosting its overall damage and cripple chances, I also use the Hunter Mod, the Rad Remover Mod, and Cripple Em Mod.
For better accuracy, it’s recommended you also add the Bipod Mod, Muzzle Brake Mod, and the Fore Grip Mod.
AK-47
- Damage: 40-50
- Block Damage: 5-7
- Range: 90
- Rounds per Minute: 360
- Reload Time: 2.85s
- Durability:
- Min Quality: 250
- Max Quality: 550
- Recipe: Machine Gun Parts x1, Forged Iron x10, Duct Tape x2, Scrap Polymers x10, Spring x2
The AK-47 is the classic automatic weapon available in every zombie apocalypse experience. While it doesn’t compare to the M60, its accuracy, and RPM let you power through almost any situation even if it tends to chew through ammo.
The great thing about any AK-47 is that it’s flexible and can adapt to your playstyle with the right mods. I equipped mine with the Trigger Group: Burst Mod (which modifies the trigger group to fire 3-round bursts) to control ammo consumption, the Magazine Extender Mod, the Laser Sight Mod (for better accuracy when firing from the hip) and the Muzzle Break Mod (to reduce recoil).
Pipe Machine Gun
- Damage: 30-40
- Block Damage: 5-7
- Range: 90
- Rounds per Minute: 335
- Durability:
- Min Quality: 100
- Max Quality: 350
- Recipe: Short Iron Pipe x4, Glue x2, Wood x6
The Pipe Machine Gun is almost too OP for the materials required to craft it, as it features a great damage output and RPM. Using a full magazine can strike down multiple zombies, and while it loses its condition faster than other options, it can be easily repaired.
You can improve its handling and accuracy using the Retracting Stock Mod, Fore Grip Mod, and Bipod Mod. Even if it might not be worth it to equip all of these mods at once on the same Pipe Machine Gun, you can also boost its damage with the Cripple Em Mod, The Hunter Mod, and Rad Remover Mod.
Tactical Assault Rifle
- Damage: 53-58
- Block Damage: 6-8
- Range: 90
- Rounds per Minute: 405
- Reload Time: 3.8s
- Durability:
- Min Quality: 225
- Max Quality: 500
- Recipe: Machine Gun Parts x1, Forged Steel x10, Duct Tape x3, Scrap Polymers x5, Spring x3
The Tactical Assault Rifle competes head-to-head with the AK-47 and even the M60, even if it chews through ammo. The only thing that makes it worse than the AK is its slower reload time. But it makes up for this with its slightly better damage and RPM.
I prefer the TAR since it has better mobility than the M60, and has less recoil than the AK-47. I also boost its damage to all infected with the Rad Remover Mod, The Hunter Mod, and Cripple Em Mod, and use the Trigger Group: Burst Mod to have better control of its ammo consumption.
You can also add its Fore Grip Mod for better accuracy when firing from the hip, as well as the Laser Sight Mod.
Compound Crossbow
- Damage: 75-275
- Block Damage: 1-6
- Range: 100
- Rounds per Minute: 75
- Reload Time: 3.4s
- Durability:
- Min Quality:120
- Max Quality: 250
- Recipe: Bow/Crossbow Parts x1, Forged Steel x15, Duct Tape x3, Leather x3, Scrap Polymers x20
Both the Compound Crossbow and Compound Bow are the ultimate sets for a stealth build. I prefer using the Bow for a faster Reload Time and Durability, but they both have an excellent stealth multiplier. In addition, the Crossbow can get a scope and one-shot enemies when landing a sneaky blow.
These types won’t help you much when facing Special Infected or Blood Moon hordes and aren’t recommended when dealing with creatures up close due to their slow Reload Time. However, you can level up your Archery Perk in the Agility Attribute skill tree to boost their power.
For mods, you can get an S-Tier Crossbow when equipping the Scope 4x or Scope 2x Mods for better aiming, Polymer String Mod so bolts can fly faster, and the Rad Remover Mod, Hunter Mod, and Cripple Em Mod for boosted damage.
Compound Bow
- Damage: 64-209
- Block Damage: 1-6
- Range: 100
- Rounds per Minute: 75
- Reload Time: 2s
- Durability:
- Min Quality: 200
- Max Quality: 400
- Recipe: Bow/Crossbow Parts x1, Scrap Polymers x25, Leather x5, Duct Tape x5, Spring x10
The Compound Bow is faster than the Crossbow and I find it more versatile for any moment of 7DtD gameplay. The Bow is one of the best long-ranged weapons, and it’s absolutely destructive when equipped with Explosive Arrows.
If you’re going for a stealth build, this Bow can one-shot most zombies thanks to its multiplier. However, its slow Reload Time doesn’t let it compete with other S-Tier options.
To boost your Compound Bow, you can equip the Arrow Rest Mod to improve accuracy, and the Ergonomic Grip Mod to decrease melee stamina usage and increase weapon handling. You can also add the Cripple Em Mod for a chance to cripple a leg on a bipedal target, the Hunter Mod to damage all animals, and the Rad Remover Mod to temporarily disable the regeneration of Radiated zombies.
Stun Baton
- Damage: 200.2
- Block Damage: 6
- Range: 2.4
- Attacks per Minute: 70
- Stamina Usage: 15.5
- Durability:
- Min Quality: 269
- Max Quality: 673
- Recipe: Baton Partx x1, Forged Iron x5, Leather x2, Duct Tape x2, Electrical Parts x2
There are some mixed opinions about the Stun Baton, as you’ve got to know how to work it to get its best damage output. I preferred using it at close range instead of knives since it let me inflict the shock effect and stun any creature around me. This worked perfectly when I didn’t want to use any ammo, and I needed to win time to run to safety when swarmed.
You can get an insane amount of damage if you level up your Electrocutioner perk (Intellect Attribute). If you get the Nerd Tats candies from vending machines, you can shock all zombies in a 1.2 m radius for 5 minutes.
If the Stun Baton is your weapon of choice, focus on getting it the Stun Baton Repulsor Mod for an additional ragdoll effect when applying shock. You can also use the Ergonomic Grip to decrease Stamina Usage, which is already fairly low for the amount of damage it can deal.
B-Tier weapons
Iron Crossbow
- Damage: 50-250
- Block Damage: 1-6
- Range: 100
- Rounds per Minute: 75
- Reload Time: 3.4s
- Durability:
- Min Quality: 100
- Max Quality: 200
- Recipe: Bow/Crossbow Parts x1, Forged Iron x15, Duct Tape x3, Leather x3, Wood x20
The Iron Crossbow was the first one I used to test my hand at these weapons, and it didn’t disappoint. With almost the same perks as its stronger version, the Compound Crossbow, it’s one of the best stealthy items you can get.
The only reason that this Crossbow is ranked lower is because its Compound version has slighter better durability and stats, although you can achieve similar results with mods.
Steel Club
- Damage: 26.3
- Block Damage: 22.10
- Range: 2.4
- Attacks per Minute: 52
- Stamina Usage: 23.7
- Durability:
- Min Quality: 300
- Max Quality: 700
- Recipe: Steel Club Parts x1, Forged Steel x10, Wood x10, Leather x3, Duct Tape x3
If you’re a fan of melee weapons and don’t mind getting in the face of zombies, the Steel Club might do the trick for you. Its knockback and stun abilities give you better control when crowded in a horde, especially in mid- to late-game scenarios.
However, its slower attack speed, higher stamina usage, and limited range leave it in B-Tier, since it can’t compete with other options in endgame situations.
Machete
- Damage: 20.1
- Block Damage: 21
- Range: 2.3
- Attacks per Minute: 55
- Stamina Usage: 19.2
- Durability:
- Min Quality: 288
- Max Quality: 673
- Recipe: Machete Parts x1, Forged Steel x10, Wood x10, Leather x3, Duct Tape x3
The Machete used to be one of the most lackluster melee weapons in the meta since its damage output didn’t justify its Stamina Usage. In 1.0 it was finally fixed, and it has become one of the better “knives” thanks to its ability to easily dismember zombies silently.
Mods like the Serrated Blade Mod (to add a chance to cause a Bleeding Wound), the Burning Shaft Mod (to set enemies on fire), and the Ergonomic Grip Mod (to decrease stamina usage) make it a great option for those who level up the Deep Cuts and Knife Guy perks in the Agility Attribute.
44. Magnum
- Damage: 65-72
- Block Damage: 12-14
- Range: 70
- Rounds per Minute: 100
- Reload Time: 4s
- Durability:
- Min Quality: 150
- Max Quality: 300
- Recipe: Handgun Parts x1, Forged Steel x10, Duct Tape x3, Scrap Polymers x10, Spring x5
The 44. Magnum is a good option to have in case you find yourself surrounded by zombies. While it has a great damage output up close, its painfully slow Reload Time makes it drop to B-Tier even with Mods equipped.
Baseball Bat
- Damage: 20
- Block Damage: 18.2
- Range: 2.4
- Attacks per Minute: 52
- Stamina Usage: 20.9
- Durability:
- Min Quality: 200
- Max Quality: 500
- Recipe: Forged Iron x20, Wood x10, Leather x1, Duct Tape x1
The Baseball bat is the go-to during the early stages of the game, and thanks to its wide swing arc, you can hit multiple zombies in one go. While it has a low Damage output, it allows you to sneak around targets to deal blows and a knockback effect that can knock down zombies.
Double Barrel Shotgun
- Damage: 106-112
- Block Damage: 54-80
- Range: 4-9
- Rounds per Minute: 46
- Reload Time: 2.6s
- Durability:
- Min Quality: 150
- Max Quality: 300
- Recipe: Shotgun Parts x1, Forged Iron x10, Duct Tape x2, Scrap Polymers x10, Spring x2
The Double Barrel Shotgun has excellent burst damage and is very effective in close-range combat scenarios. It’s a strong choice in the early game thanks to its RPM and Damage, and can quickly eliminate zombies.
However, its low DPS, limited range, and the few mods you can get for it make it unable to compete with other options after the mid-game.
Lever-Action Rifle
- Damage: 76-81
- Block Damage: 7-9
- Range: 150
- Rounds per Minute: 82
- Reload Time: 2.7s
- Durability:
- Min Quality: 200
- Max Quality: 400
- Recipe: Rifle Parts x1, Forged Steel x15, Duct Tape x10, Scrap Polyers x20, Spring x10
While the Lever-Action Rifle might not be the most powerful option, it’s a great weapon to have when you’re trying to save some ammo. It has decent Damage and RPM, but what makes it stand out is its accuracy, which works excellently in long-range combat.
C-Tier weapons
Pump Shotgun
- Damage: 146-152
- Block Damage: 54-80
- Range: 2-10
- Rounds per Minute: 60
- Reload Time: 2.6s
- Durability:
- Min Quality: 160
- Max Quality: 350
- Recipe: Shotgun Parts x1, Forged Steel x15, Duct Tape x3, Scrap Polymers x20, Spring x3
The Pump Shotgun isn’t the best shotgun in 7 Days to Die, but it’s a decent early-game weapon that can help you through your first Blood Moons. Its low ammo capacity makes it a little bit unreliable for most situations, so it’s recommended to be used carefully if you’re planning on exploring POIs alone.
Pistol
- Damage: 37-40
- Block Damage: 6-7
- Range: 50
- Rounds per Minute: 180
- Reload Time: 2s
- Durability:
- Min Quality: 250
- Max Quality: 450
- Recipe: Handgun Parts x1, Forged Iron x10, Duct Tape x2, Scrap Polymers x5, Spring x2
The Pistol can be used against most Normal zombies, and thanks to its ammo being common, you don’t have to worry too much about wasting it.
It has a decent rate of fire for mid-game, and since it’s not recommended for medium or long-range combat, you can equip it with the Silencer Mod to decrease its sound even if it reduces its range.
Wooden Club
- Damage: 12
- Block Damage: 11.6
- Range: 2.4
- Attacks per Minute: 55
- Stamina Usage: 17.4
- Durability:
- Min Quality: 60
- Max Quality: 110
- Recipe: Wood x5
The Wooden Club is another basic weapon you can craft in the first few minutes of 7 Days to Die. It was one of the first weapons in my inventory to provide extra range in close combat, although I found its Stamina Usage a bit punishing when compared with other options like the Baseball Bat.
Stick of Dynamite
- Damage: 500
- Block Damage: 3000
- Range: 6
- Recipe: Plant Fibers x1, Gun Powder x20, Duct Tape x2, Paper x10
The Stick of Dynamite can be used as a last resort to escape an angry horde in a closed space, and it’s great if you’re trying to build an underground base. While they work as most explosives do, their four-second fuse and its explosive radius set them in the C-Tier.
Hunting Knife
- Damage: 12
- Block Damage: 5.3
- Attacks per Minute: 120
- Stamina Usage: 8.2
- Durability:
- Min Quality: 462
- Max Quality: 1154
- Recipe: Forged Iron x8, Woodx4, Leather x2, Duct Tape x2
If you loved to use the Bone Knife during the first days of the game, focus on getting the Hunting Knife. It doubles as a Tool and weapon, and it’s quite decent in close-range combat. Thanks to its low Stamina Usage, you can spam attacks to farm animals faster.
D-Tier weapons
Bone Knife
- Damage: 5.1
- Block Damage: 2.5
- Range: 2
- Attacks per Minute: 120
- Stamina Usage: 7.3
- Durability:
- Min Quality: 120
- Max Quality: 220
- Recipe: Bone x5
As with most weapons in the D-Tier, the Bone Knife is better than being weaponless. After surviving with Pointed Sticks for the first few hours of the game, crafting this item is surely a step up to start harvesting animals more efficiently.
I also used the Bone Knife during the first few days to see if the 7 Days to Die knife mechanics would work for my playstyle. However, having no range and almost no skill points makes it insanely difficult to deal serious damage, which leaves this item feeling more like a tool than a weapon.
Primitive Bow
- Damage: 30-175
- Block Damage: 1-6
- Range: 100
- Rounds per Minute: 75
- Reload Time: 2s
- Durability:
- Min Quality: 60
- Max Quality: 150
- Recipe: Plant Fiber x3, Wood x8
The Primitive Bow is the first bow you can craft with almost no resources at all, and it feels like an absolute game-changer once you get it. While it’s not very useful at close range, bows are the way to go if you’re considering starting a stealth build.
Using this bow will let you get used to the amount of drop in the trajectory of this type of weapon, which will ultimately push you to quickly upgrade it for better accuracy.
Wooden Bow
- Damage: 44-189
- Block Damage: 1-6
- Range: 100
- Rounds per Minute: 75
- Reload Time: 2s
- Durability:
- Min Quality: 180
- Max Quality: 350
- Recipe: Bow/Crossbow Parts x1, Wood x20, Leather x20, Leather x3, Glue x2, Duct Tape x3
The Wooden Bow is what you should be using during the early stages of the game, especially if you liked what you could do with the Primitive Bow. While it doesn’t take long to farm the materials you need to get a Compound Bow, you can use this one as a transition in the first few days.
Stone Axe
- Damage: 6
- Block Damage: 21.5
- Range: 2.4
- Attacks per Minute: 105
- Stamina Usage: 8
- Durability:
- Min Quality: 112
- Max Quality: 300
- Recipe: Small Stone x2, Plant Fibers x2, Wood x2
The first weapon and tool to craft in 7 Days to Die is the Stone Axe. It’s as straightforward as it can get, and it’s needed to start farming and harvesting more efficiently in the first hours of the game.
Iron Spear
- Damage: 20.2
- Block Damage: 7
- Range: 3.2
- Attacks per Minute: 55
- Stamina Usage: 20.3
- Durability:
- Min Quality: 212
- Max Quality: 423
- Recipe: Forged Iron x16, Wood x10, Leather x2, Duct Tape x2
Getting the Iron Spear was a game-changer when I first started playing. While rudimentary, it allowed me to face zombies up close without having to worry too much about their range. It can take a bit of time to get used to its Stamina Usage, but this first Spear is effective in the first week of the game.
I’d suggest you skip the Stone Spear if possible as its Damage output isn’t worth its Stamina Usage, and start using the Iron Spear instead.
If you want to mod it before upgrading to the Steel Spear, you can get the Tempered Blade Mod to lower its degradation, the Ergonomic Grip Mod to decrease stamina usage, and the Hunter Mod to increase damage against all animals.
Pipe Pistol
- Damage: 28-34
- Block Damage: 3.9-4.9
- Range: 40
- Rounds per Minute: 126
- Durability:
- Min Quality: 70
- Max Quality: 135
- Recipe: Short Iron Pipe x4, Glue x2, Wood x6
The Pipe Pistol is a decent gun for killing zombies when playing on easier difficulties. It’s very easy to craft and get ammo for, which makes it almost a must as a secondary weapon during the early game. However, it becomes obsolete quite quickly.
If you want to mod it a little before upgrading, you can get the Barrel Extender Mod to increase damage, range, and accuracy, the Cripple Em Mod to add a chance to cripple zombies, and the Laser Sight Mod for aiming quickly.
Surviving in 7 Days to Die is a difficult task, especially if you’re new to the game and you’re facing your first Blood Moon alone. Building your starter base in the best location can do the trick at first, but knowing where Traders are and how to get their tasks are the keys to getting to the endgame.