No More Room in Hell 2 Weapon Stats Guide
Complete No More Room in Hell 2 weapon stats guide covering melee and ranged weapons, damage, magazine sizes, and acquisition tips.
Overview
No More Room in Hell 2 (NMRIH2) features a calibre-specific arsenal divided into melee and ranged categories. Melee weapons use stamina as their primary resource and can hit multiple zombies in a swing arc. Ranged weapons require specific ammunition types and can be modified with optics and rail attachments. This page consolidates verified weapon stats including magazine sizes, headshot kill counts, and melee behavior to help you choose the right tool for the apocalypse.
Melee Weapon Stats
Melee attacks can be charged by holding either mouse button, dealing more damage at the cost of slower startup. Edged weapons are more likely to sever limbs, while blunt weapons do increased headshot damage when charged. Blunt weapons generally offer higher knockdown power at higher tiers; sharp weapons deal more damage at higher tiers.
One-Handed Melee
One-handed melee weapons let you carry a flashlight in your offhand without lowering the weapon.
| Weapon | Type | Notes |
|---|---|---|
| Small Pipe | Blunt | Default starting melee weapon. Kills normal zombies with 3 headshots; charged attacks drop them in 2 hits in most cases. |
| Tire Iron | Blunt | Faster attacks than Small Pipe but less reach. |
| Wrench | Blunt | Speed similar to Tire Iron; less reach than Small Pipe. |
| Claw Hammer | Blunt | Speed similar to Tire Iron; not needed for barricading. |
| Mallet | Blunt | One-handed variant of the sledgehammer. Known bug: only the first hit registers on electrical boxes. |
| Kitchen Knife | Sharp | Fastest attack speed of all melee weapons. |
| Hand Axe | Sharp | One-handed variant of the Fire Axe. |
| Cleaver | Sharp | Meat cleaver added in the Reanimation update (15 Apr 2025). |
Two-Handed Melee
Two-handed weapons deal increased damage compared to one-handed counterparts but have slower swing speed and higher stamina cost. The swing arc is notably large, hitting multiple zombies per swing. You must lower the flashlight to attack.
| Weapon | Type | Notes |
|---|---|---|
| Rebar | Blunt | Weakest two-handed damage; serves as a two-handed upgrade over Small Pipe. Kills normal zombies with 2 charged headshots. |
| T-junction Pipe | Blunt | Variant of the Rebar. |
| Giant Wrench | Blunt | Variant of the Rebar. |
| Baseball Bat | Blunt | Sturdy bat capable of knocking zombies over. |
| Sledgehammer | Blunt | Slow, powerful; knocks zombies over with 1 hit. Kills normal zombies with 1 charged headshot. |
| Fire Axe | Sharp | High damage; occasionally kills normal zombies with 1 charged headshot. |
| Shovel | Blunt | Work in progress (WIP) as of the Reanimation update. |
| Tree Trimmer | Sharp | Long reach; useful for dismembering legs and creating crawlers with charged attacks. Added in Reanimation update (15 Apr 2025). |
Ranged Weapon Stats
Ranged weapons are divided by ammunition type. Firearms attract unwanted attention, so players typically rely on melee unless ammunition is plentiful. Attachments can improve performance.
9mm
| Weapon | Magazine Size | Headshot Kill Count | Notes |
|---|---|---|---|
| M93A3 | 15 rounds | 2 headshots (1 with Increased Pistol Damage perk) | Modeled after the Beretta M9. Flashlight can be wielded in offhand. |
| MP5 | 30 rounds | Not specified | First submachine gun added. Built-in flashlight that doesn't use batteries. |
.45 ACP
| Weapon | Magazine Size | Headshot Kill Count | Notes |
|---|---|---|---|
| M1911 | 7+1 rounds | 1 headshot | Flashlight can be wielded in offhand. |
.357 Magnum
| Weapon | Magazine Size | Headshot Kill Count | Notes |
|---|---|---|---|
| Model 13 | 6 rounds | 1 headshot (normal), 2 for red zombies | Default starting ranged weapon. Flashlight can be wielded in offhand. |
| Rochester 1873 | 5 rounds | Not specified | Lever-action .357 rifle. |
.308 Win
| Weapon | Magazine Size | Headshot Kill Count | Notes |
|---|---|---|---|
| Hunter 85 | 6 rounds | 1 headshot (normal), 2 for red zombies | Long-range bolt-action rifle. |
| M14 Battle Rifle | 20+1 rounds | Same damage as Hunter 85 | Semi-automatic upgrade with larger magazine. |
6.8x51mm
| Weapon | Magazine Size | Headshot Kill Count | Notes |
|---|---|---|---|
| M7A1 | 20+1 rounds | 1 headshot (normal and red zombies) | Fully automatic, modern army issue rifle. |
5.56mm
| Weapon | Magazine Size | Headshot Kill Count | Notes |
|---|---|---|---|
| MC-15 | 30+1 rounds | 1 headshot (normal), 2 for red zombies | Civilian-grade semi-automatic rifle. |
12 Gauge
| Weapon | Magazine Size | Headshot Kill Count | Notes |
|---|---|---|---|
| Fierra DB12 | 2 shells | 1 headshot (normal), 2 for red zombies | Over-under double-barrel shotgun. Capable of severing limbs. |
| 590A1 | 7 shells | Not specified | Pump-action, tube-fed upgrade over the Fierra DB12. |
How to Obtain Weapons
The source material does not specify exact spawn locations for individual weapons. Verified acquisition facts:
- Small Pipe is the default starting melee weapon.
- Model 13 is the default starting ranged weapon.
- Most other weapons are found through world spawns during missions.
- The Cleaver and Tree Trimmer were added in the Reanimation update (15 Apr 2025).
Exact spawn tables and loot distributions could not be verified from the collected evidence.
Uses and Strategy
- Melee weapons are the primary survival tool; they don't attract zombies and only consume stamina. Use charged attacks for increased damage — edged weapons for limb severing, blunt weapons for headshot damage.
- Firearms are calibre-specific and require matching ammunition. Use them when you have ample ammo or need to handle red zombies (tougher variants) at range.
- Shotguns (12 Gauge) can cripple zombies into crawlers by shooting their legs, useful for crowd control.
- Attachments — optics (Micro Red Dot, Holographic Sight, ACOG, Long Gun Scope) and gun-lights — improve accuracy and visibility. Gun-lights don't require battery recharging. See the attachments guide for details.
Weapon Attachments Overview
Attachments are categorized into rifle (long gun) length or pistol length. Optics help with accuracy in dark environments. As of the Reanimation update, the only rail attachments are gun-lights, which fit on the M7A1 and MC-15. The MP5 has a built-in flashlight that doesn't use batteries.
| Attachment Type | Compatible Weapons |
|---|---|
| Micro Red Dot Sight (pistol optic) | M93A3 |
| Holographic Sight, ACOG, Long Gun Scope (rifle optics) | MP5, Rochester 1873, M7A1, MC-15, 590A1 |
| Long Gun Flashlight (rail attachment) | M7A1, MC-15 |
Version Context
- Base game: Includes Small Pipe, Tire Iron, Wrench, Claw Hammer, Mallet, Kitchen Knife, Hand Axe, Rebar, T-junction Pipe, Giant Wrench, Baseball Bat, Sledgehammer, Fire Axe, M93A3, MP5, M1911, Model 13, Rochester 1873, Hunter 85, M14 Battle Rifle, M7A1, MC-15, Fierra DB12, 590A1.
- Reanimation update (15 Apr 2025): Added Cleaver, Tree Trimmer, and gun-light rail attachments. Shovel remains WIP.
Related Pages
- No More Room in Hell 2 Attachments
- No More Room in Hell 2 Guns
- No More Room in Hell 2 Heavy Rifles
- No More Room in Hell 2 Hunter 85
- No More Room In Hell 2 Best Weapons
Sources
Required Internal Links
Related Guides
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