Slow starter that snowballs hard with projectile count, attack speed (cooldown), duration, and size.
Unlock Requirement
2,000 Sword Kills
Unlock Cost
1 Silver (Unlocks menu)
Weapon Type
Area (Spinning Projectiles)
Best For
Late Game Waves
🎯 Weapon Overview
Axe launches spinning blades that orbit/arc around you, repeatedly clipping enemies and
clearing space. The weapon feels underpowered on early levels, but once you stack
Quantity (projectile count) and Cooldown/Attack Speed, keep blades on screen with Duration,
and enlarge them with Size, the coverage becomes oppressive and scales exceptionally into late game.
🗡️ Axe Unlock Progress Tracker
Track your cumulative Sword kills toward unlocking the Axe:
0 / 2,000
🔓 How to Unlock the Axe
1
Use a Sword Run
Play a character with Sword (e.g., Sir Oofie) and focus on accumulating 2,000 total kills with the Sword across runs.
2
Farm Efficiently
Early Forest tiers offer dense spawns. Take XP/Quantity/Cooldown tomes to increase hits and clear speed while you farm.
3
Purchase with Silver
After reaching 2,000 Sword kills, open Unlocks → Weapons and purchase the Axe (commonly 1 Silver).
4
Power It Up
Once unlocked, prioritize Quantity, Cooldown, Duration, and Size to turn the Axe into a screen clearer.
💡 Pro Tips for the Unlock
Sir Oofie is tanky (+1% Armor/level) and starts with Sword—great for grind stability.
Increase enemy density and keep runs long to maximize kill count per attempt.
Combine the grind with other Sword-based unlocks (e.g., 5,000 for Brass Knuckles; 12,500 for Dexecutioner).
⚔️ Mechanics & Scaling
Core Mechanics
🌀 Spinning Projectiles: Blades orbit/arc, hitting multiple enemies and can strike the same target multiple times.
⏱️ Duration-based presence: Longer duration keeps more axes active simultaneously.
🔢 Quantity synergy: More projectiles = more hits and coverage; scales extremely well with Cooldown.
📏 Size matters: Larger axes increase contact area and ease of hits.
Upgrades & Priority Stats
Weapon Upgrades
Damage / Duration / Size / Projectile Count
These appear on the Axe’s level-up pool.
Priority Tomes
Quantity / Cooldown / Duration / Size
Quantity = +projectiles; Cooldown ≈ attack speed.
Early Game Focus
Survival → Quantity → Cooldown
Get online fast, then scale coverage.
Crit Interaction
Global Only
Axe has no native crit upgrades; benefits from global crit sources.
🎮 Power Curve
Early: Weak—few blades, slower swings. Play safe, stack Quantity/Cooldown.
Mid: Stabilizes at ~6–8 projectiles; Duration/Size start to blanket the screen.
Late: With high Quantity + high Cooldown + Duration, the arena fills with blades and mobs melt.
🏗️ Recommended Builds
🌀 Spinning Death Machine
⭐⭐⭐⭐⭐
Core idea: Maximize simultaneous axes on screen.
Tomes
Quantity Tome → rush levels
Cooldown Tome → faster throws
Duration Tome → keep blades active
Size Tome → easier contact
Items (examples)
Anvil – extra stats on weapon upgrades
Gym Sauce – flat damage
Credit Card (Red) – damage bonus on chest events
Moldy Cheese – chance to apply poison on hit (great with high hit count)
Upgrade Order
Projectile Count (Quantity sources)
Cooldown / Attack Speed
Duration
Size
Damage%
🏹 Axe + Bow Coverage
⭐⭐⭐⭐⭐
Why it works: Both scale with Quantity/Cooldown; Bow handles lanes while Axe blankets close range.
Tips
Rush Quantity → Cooldown
Mix in Duration to keep both projectiles up
Consider global Crit for Bow; Axe benefits indirectly
🛡️ Tank Axe (Sir Oofie → Ogre)
⭐⭐⭐⭐
Goal: Survive weak early game, then transition into Axe scaling.
Approach
Early Armor/HP/Lifesteal tomes for stability
Swap focus to Quantity/Cooldown once safe
Ogre’s +1% Damage/level passive amplifies late game
✅ Strengths & Weaknesses
Strengths
Excellent late-game scaling with Quantity + Cooldown
High screen coverage and multi-hit potential
Synergizes with projectile weapons and on-hit effects
Unlock requirement is straightforward (cumulative kills)
Weaknesses
Slow start; investment-heavy
Less reliable single-target damage early
Relies on tomes/items to shine
👥 Character Synergy
Axe performance varies by character passives and playstyle:
👹
Ogre
★★★★★
+1% Damage per level makes Axe scale brutally into late game.
🛡️
Sir Oofie
★★★★☆
+1% Armor per level; ideal for safe Sword-kill farming and learning runs.
💎
Calcium
★★★★☆
Speed/positioning strengths pair well with Axe’s area control.
🤖
CL4NK
★★★☆☆
Crit passive helps other weapons; Axe benefits from global crit sources.
🆚 Comparisons
Axe vs. Sword
Sword: strong and consistent early; simple path to unlocks. Axe: weaker start but higher AoE ceiling after scaling.
Axe vs. Bananarang
Bananarang: boomerang lanes and reliability throughout. Axe: broader close-to-mid control with heavier build reliance.
❓ FAQ
Is Axe bad early game?
Yes—by design. It needs Quantity/Cooldown to feel good. Play defensively and scale.
What tomes should I prioritize?
Quantity and Cooldown first; then Duration and Size.
Does Axe crit?
The weapon doesn’t offer native crit upgrades, but it benefits from global crit sources (tomes/items/characters).
What’s the community tier?
Varies by list—commonly mid-to-high with strong late-game performance when built correctly.